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Yumheart

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Posts posted by Yumheart


  1. @Mr. Meanor Thanks a lot for your feedback! Unfortunately, placing ten radsuits would make the damaging floor pointless. Limiting the player to only two radsuits (not counting the one you get for cleanup) was a deliberate decision, since the map is meant to be rushed. If you find that kind of playstyle is not your cup of tea, you'll be excited to hear that the map contains a whopping 8 radsuits on HNTR :)


  2. Chainsawing is much more satisfying from an audiovisual standpoint than punching demons, which makes sense considering the chainsaw was probably intended as the strongest melee weapon. Unfortunately, I don't find it to be all that practical in most maps but if I get the chance, I'm absolutely gonna use it. The chainsaw is also interesting from a gameplay perspective: it obviously allows you to save ammo, but only on relatively unthreatening mobs, as opposed to berserk which allows you to kill pretty much anything aside from arachnotrons or SMMs. Weird that it's used so little, but I guess most players and mappers just prefer berserk.


  3. I watched some of Stop Skeletons From Fighting's Doom content a few years ago and thought it looked cool and retro, I always adored the look of sprite-based fps games. But it was only after I found out about the huge modding community and Doom Builder when I actually wanted to download and play the game. I always wanted to make my own games since I was little and was big into stuff like the shitty 3DS version of Mario Maker & Mega Maker (which is still excellent for a fangame). Doom served as a kind of wish fullfillment in that regard, obviously a 3D engine allows for much more creative control than something like a 2D Mario level. Publishing my first works in 2020 / 2021, I was almost suffering from imposter symptom because I really hadn't played many custom maps or even completed Doom 2.

    By now I've learned to enjoy the game and have become quite enveloped with the community thanks to some amazing people and finding out more about who I want to be. It helped to see that the community doesn't just consist of 40 year-old doom diehards (if you're in this group, no disrespect at all!) but also queer online weirdos who I could connect with. This is probably getting too personal, but one reason I'm still wearing pride flags online despite considering the more specific labels beyond "queer" or "gay" somewhat unnecessary for me is because I'm hoping to attract more people who aren't so sure of what they wanna be and will get turned off by the community's more reactionary spaces, like Doomer Boards.


  4. 10 hours ago, DreadWanderer said:

    Yeah, gave this a spin in the past 35 mins or so.....damn, some of the fights are very hard and the size of the cavern overwhelmed me.

    I don't have the energy to dedicate myself to maxing this map right now, but I do wish to return to it in the future.

     

    Hey, don't be ashamed to switch to a lower skill setting. I always play the map on HMP, now that I'm mostly done with testing / balancing


  5. 18 hours ago, Li'l devil said:

    Imagine you're playing a map and you see a switch. You think it'll trigger something you need to progress and you casually flip it, but all it did was making a secret with valuable pickups inaccessible. A secret you could've found otherwise if you didn't flip it. Or what if this switch made the exit inaccessible? Now you've just made the map unbeatable because you flipped the wrong switch! Even better if it's very early in the map and you only find out about this after you played it for another 30 minutes!


    Stardate 20x7 does something along those lines in map02. There's a switch that you can hit pretty early on that locks you out of a soulsphere secret later on. That's probably not great design, but it fits in with the map's esoteric vibe and being a little cruel to the player for no reason sometimes is a thing that makes this game memorable imo :p


  6. On 12/13/2023 at 11:54 PM, DukeOfDoom said:

    Finally got my map done, sorry for the long wait.


    The Doom 1 is very strong with this one, I liked it a lot. The relentless, trap-riddled start is definitely my favorite part of the map, acquiring weapons is tricky and the ammo starvation pressures you to move forward in the subsequent encounters, which is great.
    I think it might be a bit too strict in places though? I found the plasma & rl secret and still barely got by, until reaching the computer room which flushes you with ammo. Having a few more shells & bullets in the walkway section would be good call imo. I also wish the dark area with the chainsaw secret & the upper area next to it just had stairs or a lift connecting them, all that teleporting around gets annoying after some time.
    This might just be me playing absent-minded, but I was totally stuck after finishing the computer room because I missed the switch that raises the walkway to the blue key. An easy solution here is not letting the player leave the computer room before raising the walkway at all.
    Aside from that I didn't encounter any issues, fun map :)


  7. Important update for Tower of Babel: https://drive.google.com/file/d/1qKDpyfqz1LpKbTvAoq2OcJe05bLIczFv/view?usp=sharing

    I'm only making a new post for this update because the previous version of E2M8 would consistently break. In the attempt to make the map vanilla-compatible I moved some teleport lines in such a way that would prevent the Cyber from teleporting away. That should be fixed now, I also added some cells, fixed a missing texture & removed a potential softlock


  8. Uh, hi. Sorry for the last-second submit, I have no excuse aside from being wound up in a bunch of other projects :p
    This is a reimaging of E2M8, the attempt was to make the cyberdemon an intimidating foe again while also delivering an epic battle to cap off the episode. The result is a map that's half survival horror, half power fantasy, probably not everybody's cup of tea. I know this is technically slaughter-lite but it's an episode ender, so blegh. This was tested in ChocoRenderLimits, I hope no errors snuck in this time.


    Screenshots:

    Spoiler

    Screenshot_Doom_20231210_184043.jpg.6d21ad670c97f385c5de78716c1220d3.jpgScreenshot_Doom_20231210_184127.jpg.7dbaaf868e4d0b0b245d07322cbbccf5.jpgScreenshot_Doom_20231210_184223.jpg.9d69185f95b96f073b89686302a449d6.jpg


    wad:
    https://drive.google.com/file/d/1qKDpyfqz1LpKbTvAoq2OcJe05bLIczFv/view?usp=sharing

    I'm thinking about giving these maps original names & midis, since that's what everybody seems to be doing. Guess I'll come up with something over the next few days.


  9. aesthetics:

    - brown textures & blood:

    always a treat to look at but I feel like I've done this a thousand times by now so I'm usually trying to shake things up

    - that thing many ToD maps do where the light level on a staircase goes up and down and up and down... gradient lighting in general, thinking about it. I will usually make different areas in my maps have vastly different light levels even when there's no in-world justification for that kind of contrast, it just looks cool

    - curves, triangles, pentagons, heptagons... all kinds of underused shapes because I'm just sooo quirky and unorthodox

    - placing torches or other light sources in every corner that looks slightly bland, which luckily aren't usually that many. I don't like overdetailing everything with tons of linedefs and panels, so these are a great alternative

    - BORDER TEXTURES I LOVE BORDER TEXTURES

     

    gameplay:

    - chaingunner mobs, I think chaingunners are experiencing a new wave of being overhated

    - pop-up ambushes: I REALLY love these. They represent precisely the kind of "lol get fucked" meanness that makes Doom for me (besides they're just handy in a pinch, even for slaughtery fights)

    - relatively small arena with monsters teleporting in from the perimeter: you'd be surprised how many different encounters you can rig with this simple setup just by changing up the supplies you hand out, the arena's shape & the demons (I usually go with a lot of low-tier fodder with a few heavies mixed in - Barons can be nasty in a cramped arena)

    - "fetch the good gun" another one that's overhated. Placing a precious item in the middle of an otherwise unwelcoming room is literally Good Game Design, folks

     

    creative crutches are a good thing, I'd argue that they contribute a large part of what people consider a mapper's style, however it is also good to break up your mapping routine and try to bring in fresh ideas. Personally I only like to map when I have some impulse or idea and only use the crutches as binding material to connect the more unique parts of whatever map I'm making


  10. Quote

    i wanted to ask that before but forgot about it and thats still a thing now : i looked through the map and found no secret exit at all , did you forget about it or is that going to be handled in a different way ?


    I completely forgot about that lmao, I'm gonna think of something appropriately cryptic
    Thanks for the feedback though!

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