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Everything posted by RiviTheWarlock
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Hot Take Time: the next doom should NOT have s*x jokes, dr*g usage, or even any swearing
RiviTheWarlock replied to nathanB404's topic in Doom General
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Hot Take Time: the next doom should NOT have s*x jokes, dr*g usage, or even any swearing
RiviTheWarlock replied to nathanB404's topic in Doom General
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==== Planar Havok Episode 1 Alpha 1 ==== IWAD: Doom II Target Port: DSDA Doom Tested Ports: DSDA Doom, GZDoom, Woof(?) Complevel: 21 ==== About ==== Planar Havoc is a MBF21 map set about the ubiquitous Doom Guy and his adventures through the multiple planes of existence in order to bring his pet bunny daisy back from the dead. His quest has gotten him thrown in jail on the Skystation E764, but there's a conveniently placed vent that he could easily break open... Using MBF21 and extended states, Planar Havok includes a revamp of the classic Doom 2 arsenal. Your wimpy pistol has been upgraded with a powerful rifle, and your chaingun has been overcharged. You'll find a special new replacement for the chainsaw alongside an upgrade to your shotgun. The classic rocket launcher and super shotgun have been left untouched, but who knows what happened to the plasma based weapons... Plenty of custom foes, both old and new, await you on Skystation E764 as well. I have previously made very difficult projects, but this is much more accessible than my slaughter work. I'd consider it slightly easier than Episode 1 of Eviternity 1 for reference. ==== Settings ==== Jump: No Crouch: No Freelook: Please Don't WARNING: If you're using GZDoom ambient occlusion will ruin some map effects! ==== Included ==== Episode 1: 5 Maps (~45 minutes of playtime) Episode 2: COMING SOON Episode 3: COMING LESS SOON Episode 4: COMING EVEN LESS SOON Episode 5: COMING NOT SOON Episode 6: COMING VERY NOT SOON ==== Downloads ==== Google Drive ==== Screenshots==== ==== Credits for Textures ==== - 32-in-24 Tex - Mechadon's Box-o-Skies - Ancient Aliens, lupinx-Kassman (cloud textures, all white) - Ozonia (inspiration) ==== Credits for Various Assets ==== - Sprites based on Chopblock's work, touched up by a1337spy, Hyperultra64, and Sledge. - Sprites by Neoworm - Sprites by Captain J - Sprites by Doomkid - Sprites from Kaapeli47 based on the Helion - Port of Xaser's Axe from Heartland - Monster Code and Sprites from Xenaro et al.'s Hordamex - Gore and Casing Code from Smooth Doom MBF21 by Alaux - Edit of Porphyry Nodes by Alan Pollack and TNT Interpic ==== Credits for Music ==== - Title - Intermission from Golden Axe 2 - Intermission - Shop from Waterworld - Map01 - Briefing 2 from Star Fox Assualt - Map02 - DarkIce Mines from Star Fox Assault - Map03 - Press Garden Zone Act 2 from Sonic Mania - Map04 - Stage 7 from Battletoads and Double Dragon - Map05 - Sigma Fortress from Megaman X
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Planar Havoc [MBF21] - Episode 1 Alpha
RiviTheWarlock replied to RiviTheWarlock's topic in WAD Releases & Development
=== Planar Havok Episode 1 Alpha 2 === Google Drive * Updated cloud textures * Fixed missing block line on a railing in MAP01 * Changed final fight of MAP03 * Removed Fred Clegg Also teaser for MAP06: -
Blighted Aura: Land of Parthoris (Final beta Release)
RiviTheWarlock replied to RonLivingston's topic in WAD Releases & Development
I don't understand how you think plagiarism is okay :( -
Blighted Aura: Land of Parthoris (Final beta Release)
RiviTheWarlock replied to RonLivingston's topic in WAD Releases & Development
This is comically damning even. How did you stop if there are instances after 2017? -
Planar Havoc [MBF21] - Episode 1 Alpha
RiviTheWarlock replied to RiviTheWarlock's topic in WAD Releases & Development
Thanks for playing! I'll be sure to fix map01, but map03 is intentional, they're meant to keep you from just running to the exit once you trigger the final fight. If other people find it clunky as well I'll try to find a different solution. -
DOOMWORLD / IDGAMES / TRAILER Really enjoyed this map set, and I decided to dip my toes in the speedrunning water with this map: MAP32 UVMax 200lms32m218.zip
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Hell Revealations [Final 2024 Release - /idgames] (Vanilla Megawad, 33 Deathmatch Arenas, Hell Revealed I + II Successor)
RiviTheWarlock replied to Arsinikk's topic in WAD Releases & Development
I'm happy to have worked on this project. Arsinikk always runs a tight ship and has helped me tremendously in actually getting vanilla maps to work. The content here is pretty fun despite me not being a huge fan of the Hell Revealed series. -
[SLOTS OPEN] DARKZONE: A low-lit Community Project
RiviTheWarlock posted a topic in WAD Releases & Development
DARKZONE. Darkzone is a community project with the gimmick of being, well, dark. Now you might be thinking, "Wouldn't it suck to play maps cloaked in darkness?". Well, that's where this project's special sauce comes into play! @Muusi's SoftFX allows for bright map style effects in non-ZDoom source ports, so now you can see the bad guys' eyes in the dark so you can blast 'em! SoftFX is one of the cooler things I've discovered in Doom, but it's criminally underused, and this mapset hopes to solve that issue! I've included some screenshots that demonstrate this effect, along with an already made MAP01 for you to try! Rules for Mapping: - You must use only the included mapping resources. These include an already made MAP01 that shows off the resources. - Format is Boom for Doom 2. The target port is DSDA-Doom 0.24.3 - Difficulty settings must be implemented, and Co-op compatibility is encouraged. - Maps must be compatible with software rendering. - Maps must have a majority of the playable space be 144 light level or below. Small sections of bright light for lighting effects like ceiling lamps or light sequences are allowed. Certain episodes allow for slightly brighter outdoor areas. (see the claim sheet for specific episode rules) - Maps must have a minimum playtime of 5 minutes, and a maximum playtime of 25 minutes. These are soft limits so it's okay if it's a minute or two off, we all play at different speeds after all. - You must claim a slot. To claim a slot post here or more preferably send a post in #slot-claims channel on the project discord. - You may only claim ONE map at a time, once your map is finished you can take another slot. Please do not rush to complete a map so you can have another slot. - There is no time limit, but if you do not post a progress update for two weeks you will lose your slot. Screenshots preferred, but just a heads up is enough to keep your slot. - You must follow the episode you are mapping for's specific rules and difficulty guidelines. - Newer mappers are allowed and encouraged to participate, but newer mappers must also be open to feedback and change. - Maps must be titled as such: username_map##_v1 i.e. rivi_map01_v1 - Completed map submission must follow these guidelines: - To submit a map post here or more preferably send a post in #map-submission channel on the project discord. CLAIMS ARE HERE, ALONG WITH IMPORTANT GUIDELINES SCREENSHOTS: Feel free to bring up any questions or concerns! -
[Boom, FINAL] Violetshift - 13 purple/green levels of challenge and puzzlery
RiviTheWarlock replied to KeaganDunn's topic in WAD Releases & Development
There's no shame in HNTR, it's there for a reason. Don't let all our effort on it go to waste! -
[Boom, FINAL] Violetshift - 13 purple/green levels of challenge and puzzlery
RiviTheWarlock replied to KeaganDunn's topic in WAD Releases & Development
My levels tend to be shorter, so those would be my choices to single segment. Otherwise, I feel as if a lot of the maps in this project will require practice to single segment on UV. -
[SLOTS OPEN] DARKZONE: A low-lit Community Project
RiviTheWarlock replied to RiviTheWarlock's topic in WAD Releases & Development
=== SLOTS ARE NOW OPENED === I think I've given everyone enough time to respond. We have a few freed up spots now. Claim the spot here in the DW thread. All maps must be submitted by July 30th 2023. This should give everyone around 2 months to work on and finish their map. -
WE'RE NOW ON ID GAMES PEOPLE: https://www.doomworld.com/idgames/levels/doom2/Ports/s-u/spdwd Jimmy please update your download links I beg you
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[SLOTS OPEN] DARKZONE: A low-lit Community Project
RiviTheWarlock replied to RiviTheWarlock's topic in WAD Releases & Development
Now that I'm free from college for a little bit I'm starting to work on this again. I need status updates from the following people: @SirPootis @djv @Meyland12 @knifeworld @gabirupee @AWettBlanket @TangentDeath @Walter Confetti I'll give a few days for status updates, if none's given or you indicate you wanna relinquish your slot I'll free it up. In the upcoming days I'll be accepting new entries and assigning a hard deadline that will be mid to late summer. -
[CP] [DSDA CL2] Super Doom TV - [RC1]
RiviTheWarlock replied to Lorcav's topic in WAD Releases & Development
Map Name: Turtles Nearby Map Number: 03 Mapper: Rivi the Warlock Prompt: Turtles Nearby Music: MK64 Rainbow Road Turtles Nearby.rar -
[CP] [DSDA CL2] Super Doom TV - [RC1]
RiviTheWarlock replied to Lorcav's topic in WAD Releases & Development
Have any there be any thoughts around custom textures? I feel like some billboards or TV screens would really fit the aesthetic well. -
[MBF21] GOODWAD speedmap compilation [FINAL]
RiviTheWarlock replied to msx2plus's topic in WAD Releases & Development
This goes hard in the best and worst way possible In all seriousness though your work is always fiercely unique, equal parts cursed and blessed. -
[CP] [DSDA CL2] Super Doom TV - [RC1]
RiviTheWarlock replied to Lorcav's topic in WAD Releases & Development
I'd like to claim Map03 - Turtles Nearby -
I'm sorry in advance to everyone who's going to play my maps.
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This is ubelievable, I am literalty shanking and cring rnight now
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Hell Revealations [Old Dev Thread - Now on /idgames]
RiviTheWarlock replied to Arsinikk's topic in WAD Releases & Development
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[SLOTS OPEN] DARKZONE: A low-lit Community Project
RiviTheWarlock replied to RiviTheWarlock's topic in WAD Releases & Development
I need to wrangle it together a little bit, but I feel at this point in the project we're good on people. If new slots open I will bump again. Thanks for the offer though! -
200 Line Massacre demos [-complevel 2]
RiviTheWarlock replied to RiviTheWarlock's topic in Speed Demo Submissions
More runs MAP01 UVSpeed 0:13.49 200lms01-013.zip MAP04 UVSpeed 0:12.74 200lms04-012.zip MAP04 UVMax 1:38.71 200lms04m138.zip MAP13 UVMax 1:26.89 200lms13m126.zip MAP23 UVMax 1:12.97 200lms23m112.zip -
100 Line Christmas (Final) [Now on /idgames] [30-Map Vanilla Megawad]
RiviTheWarlock replied to Arsinikk's topic in WAD Releases & Development
Merry crimble