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About waciej
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Ligma
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waciej changed their profile photo
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Doomworld Mega Project 2021 (18 maps)
waciej replied to TimeOfDeath666's topic in Community Projects
Sign me up, rules are kinda hard but i thinking im gonna made it -
Every Slaughterfest be like
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New map designer releasing his first Doom episode
waciej replied to Astro X's topic in Map Releases & Development
Pretty fun and linear maps but sometimes some rooms was too hard becasuse you have no ammo -
Shotgunner with Hair / NTMAI-esque Shotgunner
waciej replied to A Strange Guy Called Klaz's topic in Map Releases & Development
Very Creative and nice lookin! -
Doom -1 | Negative One: Beyond the Experiment [Development Thread]
waciej replied to URROVA's topic in Map Releases & Development
Reserving map 33, i started working on this map 2-3 days ago and my first small update is technically ready (im going to upload after next version of map 27 to add some rooms and other things) -
"Tenth Gear" 10 Minute Speed Map Community Project (Submissions Closed)
waciej replied to Dubbag's topic in Community Projects
So if there is a time i wanna replace my map with my first "failed try". Finally i tried again and made it in 9:29 so here it! working in gzdoom and prboom :p chleb.rar -
"Tenth Gear" 10 Minute Speed Map Community Project (Submissions Closed)
waciej replied to Dubbag's topic in Community Projects
Map name: Chleb Iwad: Doom 2 Works in Gzdoom and prboom at least for me download: NotAVeryCreativeMapName.rar -
Plutonia Revisited: Community Project 2 (Boom-compatible)- Final Version Released! **IDGAMES LINK UP**
waciej replied to Joshy's topic in Community Projects
Quick thoughts after first 2-3 plays 1 As a riderr said this 3 keys switch can be activated by only 1 key, and of course skipping whole level. 2 At the start room i think better idea is using normal shotgun and use less enemies/weaker enemies + some shotgun ammo 3 Cave areas looks pretty clean and was fun to play, just like as first tech-plutonia rooms 4. There are bugged hell knights in the last area - they got teleported into wall and they cant shoot 5 Overall difficulty is bit harder plutonia (thats nice) 6. Decorations was pretty good and i think your map made it (just fix some bugs and you done :D) -
Plutonia Revisited: Community Project 2 (Boom-compatible)- Final Version Released! **IDGAMES LINK UP**
waciej replied to Joshy's topic in Community Projects
Also suggesting remaking first areas with some details (sorry for multipost) -
Plutonia Revisited: Community Project 2 (Boom-compatible)- Final Version Released! **IDGAMES LINK UP**
waciej replied to Joshy's topic in Community Projects
So this where my role as a tester starts yeeeeeeeeeeeeeeeee At start there are 3 bugs 1 there is wrong a texture 2 If you fall here you cant go up and there's no way to end the level 3. And there are weird lights Level need more rooms and maybe health (optional) and i think the crushing rooms are redundant I think if you make are bigger and with much more detail this map become much better :D -
New Doom 2 map : "Cobra Kai Never Dies except when you die" - each difficulty setting designed from scratch
waciej replied to Clippy's topic in Map Releases & Development
titlepic is amazing (as always) and the music is kicking! -
Hot Potato - Team Mapping Event - Boom Leage WAD out now!
waciej replied to BluePineapple72's topic in Community Projects
Sign me please to the Boom league! (this art look cool) -
One and a half year later... third published map: Stellar Depopulation
waciej replied to Malefication's topic in Map Releases & Development
Layout Ok so at start i wanna mention i found 2 secrets so maybe i missed something :v Layout was technically ok, not so linear and fun. Some parts was boring like going straight and fighting imp/zombies but some parts was intense like archville room with mancubi and chaingunner (YES fuck that room) and (i think last) room with spawning mancubi from nowhere. But as i said gameplay was technically fun Deco Decorations around the map were pretty decent and nice to look at - just simplicity thats i enjoyed (some rooms was not deatailed like others but i skip that) Monsters Okay so monsters growth rate was pretty damn good and i give it + I mean there are good monsters on good parts, just that room with archvilles and mancubi was too much on UV but possible other parts was good - like start some pinkies, imps and zombies and next revenats and hell knights (i thinking about big endning like cyberdemon fight or something but its alright) Bugs I dont find some gameplay bugs but that happend when you play this map on zandronum Overall Map was pretty decent - some things to change but fun Punctation from meh -
Oh god, this terry trap at the second map! my headphones literally explode. Overall map01 is not too good - its looks like new mapper map like you as Silhou3tte said there are some bugs - like spiderdemons who cant move in blue arena room and some bugged textures on prboom+ but technically level layout was some sort "fun" and deco was pretty average (this room with 3 archvilles was pain) 5/10
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Destruction Rush (A Doom II, but Ultimate Doom in heart techbase)
waciej replied to we're closed's topic in Map Releases & Development
Another pretty good map from you :D Im not going to write a long feedback but want to mention some things 1. Thats only outdoor area for me was the best oart of the level 2. This level reminds me a lot of ultimate doom map and i love it. 3. Need some more monster and some teleport traps, fights are somethimes boring and player expect what happend next, but some traps are creative. 4. Just overall deco was nice - some room was maybe too blank but looked nice I dont find any bugs (thats nice) Nah im giving 8/10 (And also i hope you sometime make a full 32 level megawad from all your maps :D)