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MattFright

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Everything posted by MattFright

  1. MattFright

    Underused high quality resources

    As good as alternatives like cc4tex, otex, or some realm667 stuff like suicide bombers and other (honestly overused) assets there are, i'm always trying to look for new ways to make my maps look and feel more unique, also because i'm a bit addicted to that feeling of "oooo shiny new toy!!". Here's some i feel deserve far more use and attention than they currently get: Aaaand probably some others that i'm probably forgetting about. Might update the OP if i ever find anything else worth pointing out. Anyways, the question i want to bring here is: are there any high quality but criminally underused resources you know about and think should be used more often? I'd love to hear some of you guys' suggestions!!
  2. MattFright

    Underused high quality resources

    Another update to the OP! For one i decided to organize things a bit better, but also added a few more texture packs. Gonna list them below in the hopes that they interest someone enough to consider mapping with them, along with some screenies to show them off here: Devtex OAGB Textures The Kerberos Complex Texture Pack Wireframe Texture Pack
  3. I've been gone for a little while now huh?

     

    A few months ago i was suffering a lot from stress when working on my maps, comparing myself to everyone around me, thinking that i would never be able to get to that point and that i was making progress too slowly in comparison to everyone else i look up to in the community, causing me to no longer enjoy making maps.

     

     

    It was only after a month or two of self-reflection and trying to look at things a bit more rationally that i reminded myself... It might not seem/feel like it, but i only really started at this somewhere around June of last year, and i'm simply doing this to myself, because all of those people i keep comparing myself to have been at this for close to a decade, if not more!

     

     

    So i think what other people can get from this is that i made the decision to keep making these and keeping them to myself. I feel extremely flattered when someone DMs me and asks where they can download those maps or when they're coming out, and you people who have done that have given me a lot of motivation to keep pushing through even when i was bringing myself down, but i think it'll take a while for the stuff i'm actually proud of to ever get released. I can't really tell yet when i'm going to release any of the maps i'm currently working on, but at the very least i'll guarantee you that they'll be worth the wait :)

     

     

    Despite a few bumps in the road we've had throughout this year, i'm really glad to be in this community. You guys are great <3

     

    Spoiler

    PS: PRCP2 is a project i have actually submitted a map for, which i'm really proud of! Go check out/playtest my map before the 1.0 release if you haven't already :D

     

  4. MattFright

    DBP41: Hell Revealed III (Pt. 1)

    Can we stop arguing here, and if at all necessary, instead create another thread elsewhere titled something like "should different authors imply the continuation of another mapset series in their own unrelated one?" or whatever? It's really annoying to open a wad's thread only to see people arguing instead of...actually talking about the maps.
  5. Of course this has always been a thing but i've felt this a lot more the past two years with some of the biggest releases, especially after seeing someone on DW pointing out something very similar although it was about difficulty rather than necessarily pacing. I've found myself enjoying a lot of releases lately but, more often than not and increasingly so in big releases lately (or so i've felt), there's maps early on (if not the very first) in a mapset that i REALLY enjoyed, but right at the final fight, it's not necessarily difficult to pull off? as much as it just doesn't leave you any time to think and ends up just being overwhelming for the sake of it, ruining the flow of the map and usually causing a permanent rage quit from the wad. For reference, Eviternity is a perfect example of before i felt this started happening to wads, where its pacing feels really smooth and hardly ever did i feel like being overwhelmed for the sake of it (even with the astral cacodemon), even with how bad at Doom i used to be when it came out during my 100% blind UV playthroughs. But i didn't want to just come here and complain! For one, i wanted to ask how many other people have felt this as well (because i honestly have no idea), and if there's anything i can do to enjoy those if i'm the one doing something wrong. Saving right before those fights, for one, is something that seems to help others but doesn't seem to be helping me at all, though.
  6. MattFright

    Massive difficulty spikes early on in recent wads

    I guess so, but most of what i come across now isn't quite the type that works well, but more the type that throwws 3205820358235 things at you all at once without any time to react, after an otherwise chill or only mildly difficult map. It feels like trying to appeal to one type of player, then suddenly turning a 180 on them with micro slaughter (of the bad kind).
  7. MattFright

    Massive difficulty spikes early on in recent wads

    I used to be the type to try to UV-saveless every map i played for a good while but man it really isn't cutting it for me anymore lol Oooo i thought that was a feature for demos only... I'll definitely give it a try next time i try playing Doom, thanks for the suggestion!
  8. MattFright

    what are you working on? I wanna see your wads.

    Holy shit, that looks gorgeous
  9. MattFright

    [FINAL RELEASE] Eviternity

    Eviternity is MBF, not Boom. So you should actually use MBF(strict) if you want the intended experience @Nilex. Things like jumping, mouselook and such are most likely already set to what they're intended by the wad via ZMAPINFO, so i wouldn't worry about that.
  10. ETERNALLY DOOMED - A community project made for the Eternity Engine in UDMF (i know it don't look too good for a titlepic, might update it to something better in the future) Hello people!! This is a large community project aiming to gather 40 maps (4 episodes, one of them secret, 10 maps each), featuring custom weapons and monsters by me and Xulgonoth, a bright and vibrant custom palette, and custom midis made for your own map by NeilJohnRips, Regular Warren, Bloo and maybe others! If you're a composer you can make songs for the project, too! RULES -Submissions must be sent IN THE THREAD. The discord server is there for ease of communication, but i don't want the project to seem to be dead here. -Multiple difficulties required. (no need for co-op monster placements, though) -Try to fit your map to the episode's theme as best as you can. -If it greatly enhances your map, don't be afraid to ask for textures (either entirely new edits or others from another wad) in DMs with me or over at our discord server! Same goes if you want custom decorations. I still consider the textures pretty barebones, so the resources are bound to get expanded upon. -Your map(s) MUST!! Make significant use of portals (bonus points if you include polyobjects). This sounds arbitrary, i know, but if you at least show some real effort at doing this your chances of rejection are greatly reduced. -The difficulty of the project is supposed to be similar to Valiant's for the first 2 episodes, and more alike to Scythe 2's latter half for the 3rd and 4th episodes. -You may (and probably should) design your map for a specific slot, but it may be reallocated if it benefits the mapset as a whole. Either way it'll probably be locked onto whichever sub-episode you generally made it for. Similar process to PRCP2's. -If there are enough submissions, i might make a bonus episode with the maps that would've otherwise been rejected, so don't be afraid to join or submit whatever you have! It might very well still end up being in the project if you've shown passion/effort for it. -You also get "bonus points" if you put good effort into good introductions for the new enemies/weapons (if your map is the first to use them), but it's not strictly required. -I plan on wrapping it up either Q4 2021 or Q1 2022, we'll see. Either way just know that there's definitely no rush yet! Screenshots! (going to keep this updated every once in a while) For this project i also wanted a little bit of cohesion between maps by having themed episodes and sub-episodes! Episode 1 - Doomed Expedition E1M1-E1M6: Tropical jungles, beaches and lush forests. It's up to you whether you build temples, techbases or w/e else in them, just be sure to make them really bright and lush. E1M6-E1M10: Those same tropical jungles but now in night time. This is where difficulty would probably ramp up to a big finale at E1M10. It's worth to point out that E1M10 also leads to the secret episode, so be sure to hide a rocket in your map that takes you to the moon! Episode 2 - Suburban Panic E2M1-E2M6: Cities, metros, suburbs, urban environments and that sorta stuff! In this episode you get to introduce the player to the plasma repeater, and the plasma guy! E2M6-E2M10: A mix of urban environments and more industrial ones... If you look at the sky, you may notice that the world is literally burning down, so this is where the pain elemental and pyroknight show up for the first time! Episode 3 - Hell Redefined E3M1-E3M7: Wastelands, ruins (of any kind!), potentially techbases, demon castles, and most importantly: fire and brimstone absolutely everywhere. This is supposed to be the hardest episode in the megawad, so here you get introduced to the BFG (and the incendiary, but only through secrets if at all)! I have also enabled lightning effects here (see: sky), but i can turn that off for your map if you really dislike it. E3M8-E3M10: Volcanoes, wastelands and mountains. You are getting closer to the giant sphere of fire that seems to serve as the portal for the demon invasion. You can start using the incendiary launcher in these maps regularly. Episode 4 - Lunar Reinforcements Moon and shiny techbases!!! Despite being able to get here early, this is supposed to be the second hardest episode. You can use any enemies and any weapons here, and you must always include the incendiary launcher in your maps!! Bonus points if you add shadows for geometry the same way TPH, Lunatic and Valiant do them :D (note: the earth in the sky turns orange by E4M5, but it shouldn't warrant be classified its own sub-theme for that unless you want to do something special with it) "Wait... Custom enemies and weapons, you say??" Yes! Here's a list of changes to original weapons/monsters and the new ones If you are a composer and you're interested in making midis for the project, here are some "guidelines"/ideas on midis: As for the currently confirmed mappers and composers for their maps: You can get the current version of the resources for the project here (V1.5) And you can find the latest devbuilds of Eternity here (i'm not sure everything we're using works on stable, so please do use the devbuilds). If you're struggling to figure out anything, you can try looking things up in the Eternity wiki or ask around on our discord server. It's good to point out that you need two files to be able to make a map because UDB currently doesn't fully recognize EDF. You need to open the resources with SLADE, extract both config files from the root of the pk3, put Eternity_EternallyDoomed.cfg in your Ultimate Doom Builder --> Configurations folder, and then put EternallyDoomed_things.cfg in your Ultimate Doom Builder --> Configurations --> Includes folder, and then enable that game configuration in UDB and edit your map through it. Though if you're using DBX everything should be fine? I haven't ever really used that editor but i hear that is the case.
  11. MattFright

    Recommend me any open-world/Metroidvania TC you know.

    Does Hexen count as a metroidvania?
  12. MattFright

    Cacowards 2021 Mentionation Thread

    Heh yeah, sorry about the way i phrased that... I guess it's just the way my brain decided to describe my enthusiasm for the project after i finished playing it. In the end what matters is how great this year has been for Doom for sure :D And yeah that's true, i think i should be doing more of those (since i do also actually enjoy writing them). I might make my own thread or something down the line for reviews. Either way thank you for the suggestion!
  13. MattFright

    Cacowards 2021 Mentionation Thread

    Out of anything released this year, @Velvetic's Atmospheric Extinction is the mapset that would make me the most disappointed if it didn't make it to the cacowards, by far. I don't think i've ever had my jaw drop this often while playing Doom before. Solid original soundtrack(s) too by the author too!!
  14. Oh man, if i keep up at this pace i'll probably have this short episode fully playable before the end of the year! I might still do a looot of polishing before a proper release (i want to be proud of my first standalone project for years to come) but this still makes me really excited! :D

     

    Screenshot_Doom_20211003_142315.png

  15. MattFright

    GZDOOM, LZDOOM or ZDOOM?

    A lot of people still use it, don't they?
  16. MattFright

    Corn on pizza

    As long as humanity exists, people will put all sorts of weird things on pizza and start a war online over it
  17. MattFright

    what are you working on? I wanna see your wads.

    Making architecture and detailing lightning fast now! Super happy with how this is shaping up so far:
  18. You should add Supercharge V2.8 to the list of working mods, i can guarantee from my playthrough that it works perfectly well with the maps!
  19. MattFright

    Arceon - Boom compatible mapset (now on idgames!)

    I haven't had much time to play much Doom lately, but i'll happily make an exception for this :D
  20. MattFright

    Doom Pictures Thread 2021

    Holy shit. At this point i'm convinced that i won't ever see a map from you that doesn't make my jaw drop EDIT: are those railings models? i can't imagine those not being obnoxious to make in the editor or not ruining performance otherwise
  21. MattFright

    ZDL not opening all of a sudden?

    I've started having this issue last year, though nobody was ever really able to provide me a solution, so i had to move to hobomaster's doom launcher. I'd love to know if anyone reading this thread would know of a solution though
  22. MattFright

    How much space does your folder occupy where you play doom?

    (the name of the folder is because a friend of mine made a little setup because i was too dumb to figure out how to make my own several years ago somehow, and i never bothered to change it) I did not actually expect mine to have 20GB worth of stuff, wow. This is all dozens of texture packs, hundreds of wads, most of the more popular sourceports and probably hundreds of high res screenshots though, so i guess it makes sense.
  23. Since GZDoom 4.6.0, that port hass been so optimized that now i don't see any reason to not work with it anymore, and man i've missed this port SO MUCH. Working on my first map again has injected me with some enthusiasm i hadn't felt for mapping in a long, long while.

  24. MattFright

    Doom Pictures Thread 2021

    Here's a before and after of the first room of my very first Doom map, that i am currently in the process of remaking!! I think i may be starting to become kinda good at this... maybe...
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