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Everything posted by LVENdead

  1. LVENdead

    Hydrosphere (6 level Boom mapset) RC4

    Ran thru these on UV and they were a lot of fun. Surprisingly I didn't die on any of the maps but there were a few dicey situations where I came close. I love how the maps are relatively simple in terms of scope but manage to make really efficient use of the space with loop backs and what not, and how detailed they are visually and geometrically. They look absolutely fantastic and are very fun to navigate through - they really do a great job of pulling you along. I have been out of the Doom sphere for months (and shooters in general) and this one was actually a great mapset to dust off the cobwebs. The pacing is very upbeat and often times frantic without being overwhelming, and the fights strike a good balance of being a reasonable difficulty while still providing lots of crunch and not being boring.
  2. LVENdead

    Arceon - Boom compatible mapset (now on idgames!)

    I just finished up this WAD and it was pretty great. I think you definitely succeeded in creating a very detailed interconnected set of maps. There has been a lot of competition for great use of OTEX recently and this definitely contends with the best of them; but it really stands out on its own thanks to the actual structure of the maps and overall gameplay. The levels flow very well from area to area and arena to arena, and there's a delightful amount of overlap to and transformation of older areas. I like that there's an overall consistent look that still manages to maintain enough variety to give each map its own style. The combat has a lot of good incidental fighting that effectively makes use of the level geometry themselves and item placement to give players plenty of reason to move around areas nonlinearly to kite enemies, recover resources, take shelter, and counterattack. The arenas stack up deadly hordes but give you plenty of decisions to make with the use of hazards and again the placement of resources. This WAD also has some of the most dastardly use of Pain Elementals I've seen in a while and they effectively pissed me off in basically every fight they appeared (the best way to use them, imo). I love how things ramped up toward the end, and I think the last couple of levels were my favorites (although Map 05 did feel like a slog at times taking out all the perched/sniper enemies). The final "actual" map is grandiose in scale, punishing in difficulty, and dense enough with gameplay to feel like an actual final struggle. I love the last map too...of course it kind of reminds me of the endings of BTSX1 and 2, but it's a great vignette to just kind of reflect for a moment at the conclusion of the set after everything you put the player through. Bravo, fantastic work with this one.
  3. I finally finished up this WAD tonight, and I have to say it's just such an impressive experience all around. Visually, it's one of my favorite WADS I've played this year - I was utterly delighted by SOMETHING in every map, be it the overall theme, some kind of serene vista, the absolutely dense detailing, or just a lush color combination. The muted red palette goes a really long way here too. Of course, the use of OTEX really ties it together into a tight package, it's bursting with something interesting to see around every corner, but it doesn't really seem like it lives or dies on OTEX - it's really the masterful usage of the texture pack in tandem with everything else that defines how this WAD looks. I love each of the episodes, but I can't decide if I like 2 or 3 better. I think The Reality Binder is easily the best and most impressive map in the set and it's kind of surprising you don't end the WAD itself with something equally grandiose. The multidimensional romp with the slaughterfest in the center is just such a high-octane ride that I don't think is matched at any other point, including the final fight. On the other hand, I love the "reality is melting" theme of episode 3, and I only wish it leaned harder into it. You seem to have a knack for selling it in your design (the doorways in the voids that look like portals to other worlds are just so much fun, I never get tired of the gimmick in any game) and I would have loved to see you go nuts with it. The music is also fantastic. I love how several of them weren't afraid to meander into something a bit unexpected, such as the jazzy woodwinds in Black Mountain (are those saxophones? clarinets? I don't know my classical instruments by ear :P), and each of them was interesting and gnarly enough to provide some great, energetic mood without getting old hearing on repeat. I realized that the MIDIs appear to be identical to the high quality tracks? I'm curious how you accomplished this - did you import the MIDI inputs from your DAW into a midi composition program or something (or vice versa)? I do think if I had a true critique, it'd be that most of the fight setups are room-to-room/incidental fighting and isolated setpiece arenas, and I would have liked there to be a few more more interconnected spaces with roaming monsters. I didn't find much of the combat TOO challenging, and the latter maps were just so flush with resources that it seemed more like a matter of not getting cornered and blasted down than managing my health or ammo over the course of the fight. But hey, I think it should be telling that most of my "critique" of this WAD is just of wishlist of things I would have loved even more, like some kind of Doom glutton. It'd be like getting a juicy cheeseburger with crispy bacon on it and saying it'd be even better with caramelized onions.
  4. LVENdead

    Dread Factory (First time OTEX!)

    This was a pretty fun map and it looks great! It's an interesting use of OTEX and overall detailing - it seems like a halfway point between classic-styled "good looking" maps and ultra detailed modern maps. Lots of use of border textures and thoughtful sector detailing, but you're not going so into it that you're making complex sector patterns on the floors or making each overhanging lightbulb its own unique sector like you might expect in a more modern-style map using this texture pack. I like it. The layout and progression were pretty interesting for a linear map that's this size. It's a very straightforward journey, but rather than be a sequence of hallways and rooms, it's like a sequences of nice-medium sized "internally" interconnected areas that all connect to each other one after another. I definitely was expecting some degree of backtracking at the outset, just based on how the map "presents itself" but it's not really a negative in this case. I think there is a tipping point where linear maps get to be too long and start to feel like a slog, but this one is over before you get to that point. I think that's helped a lot by how there's a good amount of exploring/looping in each of the mini areas themselves. I like a lot of the fight construction; the few traps were definitely the best parts. Outside of dying a couple times to the ambush near the berserk secret, and once during the last fight, I didn't find it to be very difficult at all. It almost makes me curious to know what my experience would be with the first version you posted. Good stuff, I definitely enjoyed it.
  5. I'm still working on this WAD but maaan these are some nice looking maps. I love the theme for MAP03 - the palette swap just gives it such a unique and lush aesthetic. Map 04 has such an immense scale to it, it has the perfect skybox. It feels every bit as vertical as it strives to look. Really looking forward to seeing the rest of these so far. EDIT: Just also wanted to add that the soundtrack is pretty stellar.
  6. Iterating from blocking out the space to designing the visual aesthetic. I map slowly, so these screenshots are WEEKS apart.






    1. Biodegradable


      Oooooooooooooooooooooooooooooooooooooooooooooooooooooooh... :^)

    2. sectrslayr


      😗 Nice! What grid size do you usually use for „blocking“?

    3. LVENdead


      @sectrslayr I don't think I stick to one specifically but it's usually one of the larger grid sizes. I could probably stand to learn from some more seasoned/efficient mappers because I'm sure there are many good habits I'm not even aware would be beneficial to have. 

  7. LVENdead

    The End (now on ID games)

    This happened to me as well. It was highly amusing.
  8. LVENdead

    Verdant Hollow - a single map wad

    This is pretty good for a first map! I had a ton of fun playing it and I love the all green theme. The traps and transformations kept the map feeling dynamic which is something you don't often see in first published maps. It wasn't particularly difficult, but I thought the fights were fairly well designed and quite a bit of fun. I never get tired of blasting imp hordes with the rocket launcher, but I also wouldn't mind a bit more variety. I think I agree with @Degree23 in there's a few areas that could stand to be filled with more monsters given how open they are, especially after you get the BFG. At the point you drop down into the final area, which is admittedly grand with its own sort of spectacle, I kind of expect to have to spam the BFG to cut through an absolute regiment of opposition. Something that leaves me covered in gallons of viscera. But overall, it's quite engaging and a good time.
  9. I flood filled most of this and now it's my waking nightmare.



  10. LVENdead

    The End (now on ID games)

    It's the helmet of the character Siegmeyer from Dark Souls
  11. LVENdead

    The End (now on ID games)

    This is such a charming map. My favorite part was teaming up with the baby caco. My least favorite part was when he died :( I found 3 of the secrets - lol I'm so bad at finding them. It drove me crazy trying to figure out what the flesh switch under the stairs did, I never figured out what it did. I also love the idea that you made a mirror version of this map. Did you really design it as Map 2 and then just decide to reverse the progression, or was this the whole idea from the start? Edit: I would like a whole adventure of maps with the baby caco please.
  12. LVENdead

    Tricked and Trapped - Mapset

    I've been finding time here and there to play these maps this week and I finally finished up the last one this evening. I just haven't had the stamina for extended sessions of Doom the past few months, but these maps are great digestible chunks and none really outstays its welcome. You always make great use of the OTEX pack and your levels are visually interesting in their own right. These maps definitely feel like sequels to Festering Cesspool, except I found each of them a little bit less "choking" if that makes sense. There was something about that one map that just made you feel...I dunno...like you were literally trudging through a grueling cesspool, what with the winding corridors and traps at basically every turn. These maps are more of the same, except maybe a bit lighter on the touch? Either way, they make for a very fun adventure/funhouse style of map that keeps you on your toes expecting the next ambush without really feeling too much like a slog. There was a decent amount of variety in each of the maps while still maintaining this consistent theme and style. Map 3 was the most distinct for me, with the wonderfully designed central area. I think overall...maybe I would love to see more experimentation from map to map in a pack like this one? But given that you can finish these in...I dunno an hour or two of continuous play...(?) that it's not like I'm just finishing the last map out of obligation to some sunk cost. I really enjoyed my time with these.
  13. Just wanted to pop in and say I played through this earlier today. This map is a lot of fun; it's action packed the whole way through, and never feels like a slog despite its higher monster count. As with your previous maps, I love how frequently the map transforms and loops back on itself, often recycling/recontextualizing old arenas in an "escalating" fashion. The styling of this map is great and a lot different than your previous techbase themed maps. The detailed natural look mixed with "hell fortress" and the consistent use of liquids is great. I love how each area emphasizes the color of the key you're hunting to give each one its own theme without violating any kind of overall consistency. I liked most of the encounters as well. I think my favorite path was for the green key with just how open it was and how the main arena gets reused multiple times with new mixes of monsters. I ran through the blue path first which was probably the hardest one, and of course the blue key fight is a LITTLE bogus but not undoable if you take some risks; but I think maybe ONE weakness of this hub and spoke type of design is that it kind of gets easier as you progress through the level, since each path seems to be balanced from possibly being approached from pistol start. The final area - I love the spectacle of it, but I think it really lets the finale down. I played what seems to be a different version than the recordings posted, and I'm not really sure how you're supposed to survive with revenant homing rockets, cyberdemon rockets, baron projectiles, and like 30 dark imp projectiles at any given moment in such a small space. I ended up just turning on god mode and finishing it up b/c it didn't seem like a fair or fun challenge. I'm assuming you tested it and it's doable in some way, but I didn't have the patience to dissect the proper way to do it. Overall I really enjoyed it and walked away with only a few minor nitpicks. It's a shame you didn't get more of a response to this when you released it, because this is an enjoyable map I think most Doom players will enjoy.
  14. __________________________ TRAILER __________________________ __________________________ SCREENSHOTS __________________________ Hello everyone! I'm finally ready to OFFICIALLY release version 1.0 of my newest map, Aspect of Daedalus! After reviewing a lot of the tester videos/feedback, I have made pretty substantial changes to many areas of this map, and have implemented all difficulties! It uses MOSTLY stock Doom 2 textures, although a few OTEX textures have been used where I really could not find a satisfactory stock one. The midi track featured is "Stardust" by Eris, a new inclusion with this release version. I'd also like to give a big thanks to @Biodegradable, @tourniquet, and @HAK3180, as well as kakhome1 on YouTube, for recording and sharing their playthroughs, which were paramount in helping me balance and fix the release candidate version of the map. Thank you all very much! Edit: Snuck in a quick 1.01 update - brilliantly broke a couple of triggers in the release version that I...somehow didn't notice. PERTINENT INFO: COMPATIBILITY: Boom SOURCE PORTS TESTED: PR-Boom+/GL-Boom and GZDoom IWAD: DOOM2.WAD REPLACES: MAP01 GAMEPLAY: Vanilla Doom 2 - Run and gun, exploration, adventure. ESTIMATED PLAY TIME: Probably about 20-25 minutes with practice, and maybe closer to 40ish with deaths/blind run factored in. ADVANCED MOVEMENT: Crouching and jumping is disabled, but freelook is not. DIFFICULTY: All difficulties are implemented. It should be fairly doable for just about any skill level, although it definitely ramps up toward the end. Better be good at your crowd control. CREATION TIME: On-off from mid-November 2020 until now. ASSETS INCLUDED: A few OTEX textures, "Stardust" by Eris. ____________________________________________ DOWNLOAD: DAEDALUS_1.01.zip ____________________________________________ CHANGES OVERVIEW: HINTS: MY OTHER MAPS:
  15. Wow, you thoroughly dismantled this map and made it looks easy! Nice run, and glad you enjoyed it.
  16. Here's a playthrough of your map: Sorry, I recorded this video like 2 weeks ago but I was legitimately too lazy to post it lol. I'm really digging the aesthetic of this map. And as I've said a lot recently, I'm very surprised this thread hasn't gotten more response. I love the style you're going for in these two maps, and they manage to use OTEX wholly without feeling like they owe their identities to the texture pack if that makes sense. Since it's not as fresh on my mind, I don't have as much to say about the gameplay in this post, so I apologize that you may have to sift through the video if you want some actual feedback. I can say definitively that I enjoyed it though.
  17. LVENdead

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

    Been plugging away at this for a while. Progress started off strong but now it's down to a trickle of a dozen minutes here and there at it. It'll come to fruition eventually...
  18. LVENdead

    Pact of the Damned my second wad (1.2 update)

    Recorded my playthrough here: Fantastic job on this project! This WAD manages to effectively establish an identity while also experimenting with gimmickry that never outstays its welcome. I have some personal qualms with how you've altered the SSG, but at the end of the day all the tweaks make for an interesting and different-enough experience that never encroaches beyond "this feels like Doom" territory. I like that each of the maps offers easily digestible content with their own feel that conclude just when they should. I think there are some qualities of more novice design, for example in how the layouts can be a BIT inaccessible to figure out (map 4 especially had me lost quite a bit), but the quality overall is there. It's clear you put in a lot of work in getting this right, and I'd say it definitely pays off.
  19. LVENdead

    Infraworld - Coma Moonlight

    Here's a playthrough of this map (recorded and uploaded prior to your update): I absolutely love this map. It's so impressive from a technical standpoint, but showcasing "how cool I can make it look" doesn't get in the way of (or come at the expense of) fun gameplay. I did think it was on the easier side, but it never came anywhere close to dull. There's so much fantastic interconnectedness which makes exploring the map a great experience, and that's before we even start talking about the verticality. It's great how fights could "flow over" into other areas, or maybe rather that there isn't always a clear delineation between areas which makes the combat this nice blend of incidental + arenas. This really reminds me of AMID EVIL for some reason and how the scope of some of the maps in that game could just blow you away. Climbing the tower and taking a second to look out at the expanse is kind of breath taking. From a gameplay perspective, there's also something to be said about how effectively the progression is signposted despite its more open and atypical (for Doom) layout. I mean, I did get lost a few times, but not in that classic Doom "okay I hit the switch, now what?" way. I particularly like how a soulsphere is used to get players to realize the presence of a jump pad that has the dual function of allowing you to retrieve the powerup, but also is necessary to get to the next area. I know this has been a bit rambley, but I can't understate how much I enjoyed this map, and it's a shame this hasn't gotten more attention (at least in the form of comments).
  20. Just uploaded a video where I playthrough and critique my map A STYGIAN ANGUISH:



    It's a little bit long and rambly, but I tried to cover what I wanted to accomplish, what I think I accomplished successfully, and what mistakes I made. The feedback from this map gave me a lot to think about, so hopefully I can impart some gained wisdom from my lessons learned.

  21. LVENdead

    Alpha King - a single map

    Here's my playthrough of your map: I think the effort put into this pays off for a first map. It shows off a lot of consideration on your part in how the encounters are setup and what the progression entails, and I think that's a very important aspect to get right. I really like the main hub area and how it was setup, but was disappointed it wasn't reused as a combat space. It CAN get tedious to make the players constantly fight new monsters while backtracking through old areas, but I think it's warranted in more memorable spaces like the hub in this level. The map has some good surprises and gives you several opportunities to engage with some good decision making, and I'd like to see more of that in any future maps you do. We can talk about the more novice aspects of the layout and visual design, but honestly I think that conversation boils down mostly to "just keep practicing". And of course, play a lot of other Doom WADS. Figure out which maps inspire your style, and try to look at what gives them their character. It will also be well worth it to start getting more discerning with your texture usage; being mindful of alignment, border textures, etc. One major tip I'd offer is to consider making the length of your lines congruent with the size of the textures you use. If you use a texture that's 256 units wide for instance, try to make sure the wall's length is a multiple of 256. This also applies to the height of your rooms. That simple detail will go a VERY long way in making your map look tighter, if that makes sense (it also has the effect of helping you more intuitively feel the appropriate size/scale of the spaces you design). You're off to a good start, and I see a lot of promise in maps you make in the future.
  22. Screenshot_Doom_20210413_191101.jpg.66501aed804410c7dffa0c22ee150086.jpg


    Something I've been working on slowly but steadily. No ETA as of yet. 

  23. LVENdead

    World Corp [V.1.1]

    I recorded a playthrough of your map which I uploaded here: This is a very cool map with a lot of great attention to detail. I loved the kickass mp3 song (although it might be a bit short for a map that takes like 30 minutes to beat on a blind run) and the textures you picked add a lot of neat visual variety without really violating any classic Doom-ness. I think the weakest areas of this map fall within the encounter design and the signaling of how to progress through the map. With a 350+ monster count, I was really expecting some crazy intense battles with some ambushes or surprise closets opening up, and dangerous mixes of enemies where there are interesting choices to make, etc - but really it amounted to a lot of "open door, kill 10-20 of x to proceed" type of fighting. That's not to say there isn't any variety in this map, because there certainly is, but I just have to note that there were a few too many instances where you could trim the monster count without losing the essence of the encounter. I'm also not a huge fan of how much of the progression relied on just hitting switches to open doors, there were so many switches in this map. Almost every switch you hit requires you to just flat out back-track to whatever it opened for you. It started to get a little confusing after a while. I really like this map though. I'm only spending so much time talking about the areas you could improve because I think it really is on the cusp of being a truly memorable map. I'm a fan of interconnected level design, and this map does give you a lot of satisfaction in seeing how areas click back together with one another. It is also a lot of fun to get some weaponry and just blast through hordes of monsters without having to think too much about it, and this map gives you a lot of that. I certainly enjoyed my time with it, and I'd absolutely play either a theoretical second map in this set, or whatever else you make after this.
  24. LVENdead

    Super Slug: Two maps for GZDoom

    Here is my playthrough: Nice fun couple of maps here. There's some fun uptempo combat here and the maps are interesting to explore. I like the charming use of classic visuals, and how you mostly snuck in advanced UDMF features (which I didn't realize was the format when I started playing). I didn't find the maps particularly difficult at all, but didn't feel like they were too breezy either. There's only a few awkward things between both maps, which I note in the video, but overall they show a lot of refinement and I'd certainly be interested to play more from this set. Nice work!
  25. LVENdead

    Astral Abstraction: Episode 1 (Demo) | Build 2

    Very glad to see you've been busy since releasing Assembly Line. Giving this a download, I'm eager to play it!