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About Origamyde

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    Clean procrastinating French mapper

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  1. Hello there, fellow DOOMers ! After a bit of time, and while MAP16 and more are underway, I've decided to treat you all with a sneak peek at Oripathy II's super secret map, MaPeWi ! Consider this my early Christmas present for this website :) MPW.zip Why MaPeWi ? Well, it's because : Anyway, here's all you need to know about it : The map itself is comprised of 9 sectors : 4 mandatory to open up access to the rest of them, 4 optional if you need to replenish yourself in terms of health and ammo, and one final encounter when the central access is unlocked. There's 50 monsters on each sector, with variations so as to spice things up, and 9 secrets in total to give yourself a boost. Also, you can have a funny little surprise on the automap when nearly all sectors are unlocked and explored ;) - CompLevel-9 compatible. - Uses the very-known 32in24-15 Texture pack. - No Jumping / Crouching allowed. I've made sure of that. - Uses Cammy's "Cookie Fangs" as D_RUNNIN. Apart from all that, please enjoy my work, leave some feedback if you did, and merry Christmas to you all ! :O
  2. Hello there, fellow DOOMers ! Last bump before I give the Megawad some earned rest for good : I've updated the file into a .zip file for compression sake. It incorporates all updates made to all maps so far, up to version 12, and should (except if yet another issue is revealed in the meantime) no longer need to be checked ever again. Thank you all for joining in on my antics, and see you around for when Oripathy II releases !
  3. Origamyde

    [1.1] Un Songe of a Midsommar Nacht

    Hello there, @FrankieSturdust ! Thank you for playing my map :) Following your input and feedback, I've made some slight modifications to USOAMN. While both switches that raise and lower the bridge sector are technically repeatable, and while the teleport leading to the secret sector is also a repeatable action, I've made sure to add an additional lift switch to prevent potential soft-locking. If by Supercharge, you mean the Berserk Pack :
  4. Origamyde

    Box Doom - Community Project [Slots Filled]

    Thanks for letting me know. As of right now, I no longer wish to participate in order to focus on side projects of mine.
  5. Origamyde

    Box Doom - Community Project [Slots Filled]

    Hey there ! I've seen that most of the slots I initially requested were filled rather quickly, so no need for me to make any map at all, right ? In any case, good luck with the mapset. Can't wait to see what everyone came up with ! :)
  6. Origamyde

    Realm Deeps 2023 Round-up!

    Never in my life have I wishlisted so many games from Realms Deep haha. - Had a blast going through Peripeteia's demo (Deus Ex meets Cyberpunk Poland), and I've yet to try The Last Exterminator's. - Eagerly waiting for the release of demos for D.O.R.F and Dying Breed (probably the most beautiful C&C-inspired games I've seen so far), Rune Coliseum (Sword & Sandals-esque), the reissue of Strike Force Heroes (wth), Agent 64, #Blud and more ! - Divine Frequency when :(
  7. Origamyde

    Game that everyone hates but you like?

    I'm a huge sucker for Tomb Raider : Angel of Darkness. This game is terrible. It's chock-full of unfulfilled ambitions, terribly-implemented ideas and execution, jank and non-sensical stuff happening all at once. Everyone hated it, people made scathing reviews about it, and it literally killed Core Design and Eidos (before the licence was brought back by Crystal Dynamics) due to its reputation. For me, though, it's a guilty pleasure. I grew up with it when I was younger, and while I fully acknowledge it is a terrible action platformer (which you can't even play properly without patches) compared to earlier Tomb Raider iterations (although I'd argue Tomb Raider 5 is the worst of the bunch), I still sometimes re-install it, play it again, and envision an alternate dimension where this was a gem instead of a massive turd. I remember that there is a fan-made restoration/remaster project on the works, but I haven't checked what progress they've made so far. There was also a reissue of some of Peter Connelly's work within a special anniversary edition album of Tomb Raider's most iconic songs (as often with games like these, it's always the soundtrack which is a net positive compared to the actual game), a remastered version of AoD's soundtrack called the Dark Angel Symphony, as well as MIDI demos. So that's about it.
  8. My bad, I've fixed it now :o Shattering-Mayhem-Community-Trunk-5.wad
  9. I'd prefer the linedefs solution, I wouldn't mind creating a speedrunning strat for MAP03 over putting an artificial blocker for players. Shattering-Mayhem-Community-Trunk-5.wad Lemme know if it's fine.
  10. It technically doesn't cause any issue, as you can still proceed through the next parts of MAP03, but it locks access to additional enemies should you go for a full completion. I'd recommend adding some discreet linedefs under the door to the courtyard that permanently lower both sector 2 and 6.
  11. @Matthias (LiquidDoom) Managed to fix the problem, and took some of my time off to clean up some bits and pieces I hadn't done previously. Shattering-Mayhem-Community-Trunk-5.wad
  12. I can look it up if needed, but I'll need additional info as to what doesn't work.
  13. @Firedust Nope, I had completely forgotten about that one as well, thank you for reminding me of this.
  14. Hello there, folks ! Courtesy of @Firedust's bug hunting, I've corrected some issues with Maps 19 and 26, and changed a sector's effect in Map 14.