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Origamyde

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Everything posted by Origamyde

  1. Alright, here's my submission : AlphabetDoomOri.wad Map Slot: 28 Map Name: The European Onion Mapper Name: Origamyde Screenshots: Additional info: Used Gradius 4's Stage 3 - Oceanus for D_TENSE
  2. @aRottenKomquat Thanks ! Just for information sake, are custom midis allowed for each map, or should the standard Doom II soundtrack be left as it is ?
  3. Hi there, I would love to join in and submit something for Alphabet Doom's MAP28, if it's still available and not too late :)
  4. Origamyde

    OSHA-certified E1M1

    Really loved this funny iteration of E1M1. We don't have OSHA in France, unfortunately, but things close to it like the INRS and the Prud'Hommes Court, while most of the time we are being saved from terrible corporate shenanigans by unions. Don't know if you will ever do the rest of Knee-Deep Into the Osha Violation, but that would be quite a delightful project :)
  5. Alright, here's the (hopefully) FINAL release of clean waters. Fixed this one skill clipping bug that remained (and which definitely escaped my grasp), and added some more things. That should do the trick. BlockedOutOriFIXFinal.wad
  6. @Matacrat Here's a fixed version of Clean Waters. Nothing too fancy, I've just made sure this enemy overlap doesn't happen again, and added slight variations to the Red Skull Area. BlockedOutOriFIX.wad
  7. Weird, I haven't noticed this one during my own playtesting. I'll fix it in a jiffy.
  8. Hello there, fellow DOOMers ! It's been a while since I posted new content onto this website, not accounting for my participation in Matacrat's Blocked-Out! Project. You can check out this neat little thing here : So, I thought it'd be good to release yet another single-map WAD. Thus, here's Backup Backbone, which is situated in slot 13 of my mapset for Oripathy II (I don't intend on releasing all maps separately, just the ones I believe are fun and good-looking ;) ). - Intended for MBF21, thus making sure it's at least compatible with most ports (complevel21); - Custom Textures are being used (32in24-15_TEX); - Music is all by Eris Falling ("Diwedh" / "Hell's Furnace" / "Haze"); - Jumping and Crouching are allowed, but are not mandatory to finish the level; Here's the link to download the WAD : BackupBackbone.wad As always, please enjoy my work and leave your impressions of it !
  9. Origamyde

    Tetanus | Now on Idgames!

    Another wonderful release from the Squonker Team. It oozes with atmosphere in spades (MAP05 is my favorite map of them all, despite its dangerous aquatic sections), it has one of the most compelling soundtracks of this year, it's challenging you without being too cruel, and its level design is something to gasp at. Thank you for such a gem of a map-pack !
  10. Origamyde

    Backup Backbone - Map 13 of Oripathy II

    Other than this slight fluke, thanks for playing my map :)
  11. @Biodegradable Sorry for making your UV run miserable. I did laugh at the encounters, for sure, but I also did some minor adjustments to make certain that it won't happen again :S
  12. Alright, here's my contribution to the project. This took me quite a while due to outside stuff happening, but I've managed through and through ! BlockedOutOri.wad (Don't forget to load the Blocked Out assets alongside) Map Name: Clean Waters Author: Origamyde Music and Composers: Richard Gotainer - (Le) Youki Par Time: 15-20 mn on average Map Description: Looks like the demons took over the Water Preservation facility, corrupted most of its liquids, and are intend on charging customers even more than the UAC ! We have to do something about it... Map Screenshots: P.S : Let me know if the mapset is quite hard or not. I'm always up to some adjustments, and I'm not an expert on difficulty implementation :P
  13. Hey there, joining in ! Been a long time since I did a com' project, this should be good ;)
  14. Can't wait to put my hands on this and get a blast at it :) Congrats on the release !
  15. Origamyde

    OHM 1 & 2 WADs

    Really happy with my (sole) contribution to this Megawad :D Thanks a lot for your efforts towards making all of this possible, and godspeed to you @NinthBurn !
  16. Hello there, fellow DOOMers ! Coming back with yet another single-map WAD from Oripathy II : Construct Carnage ! I'm still not done at all with the Megawad, since I've barely reached half-completion, but it won't stop me from keeping at it :D ConstructCarnage.wad ConstructCarnageALT.wad - Playable on ZDoom and Source Ports (Complevel 9); - Jumping and Crouching disabled; - Custom textures and music (MegaSphere's Grinding Teeth + Audio from Commander Keen); As always, please enjoy this lil' map of mine, be sure to tell how you felt about it, and thanks for sticking up with my antics :)
  17. Origamyde

    [1.3] Construct Carnage

    Thank you for your input @Zahid ! Although your words are quite harsh to me (3/10 gameplay ? Damn 🥹), I'll see what I can do to make the ledges less tedious to navigate. As for the death pit, I'll make this one concession (it pains me to do so, though) and make it a part of the path rather than a death trap. You can see for yourself the changes made in version 1.3 of Construct Carnage.
  18. Origamyde

    [1.3] Construct Carnage

    Since the Rocket Launcher acts as a reward for exploration (it is an optional area), it is intentional. However, I could always add some more shells to make sure it's no longer that frustrating (even though we should always account for balance and not overpower the player 😁).
  19. Origamyde

    [1.3] Construct Carnage

    @RastaManGames I should do that eventually. I'm so used to throwing up everything from the texture pack and using external links for downloading wads that I'd probably start thinking about the poor souls who have to download them 😁
  20. Loved it ! While I do agree with most of the points made here and there about sector sizes, enemy placement and some additional texturing flaws, I still think it's decent. Some parts of the map really felt like going through iconic passages from Doom 2 (like with the lil' maze under the lifts, for instance), and the doomcute, while not as pronounced as I thought it'd be, is still somewhat cute and all. Maybe by switching things up (like adding an additional rocket launcher as a secret), and with better placement for enemies, this could turn out to be a really cooler map than before :)
  21. Congrats on the release, Snax ! Can't wait to play soon enough :D
  22. Origamyde

    Charming Castle - my second level!

    Love it ! I really dig the Doom II vibe you re-created with the dark sectors, the closets, the cramped tunnel and the Blue Sphere room. Well done !
  23. Origamyde

    Feedback For Doom II Map

    Hey there, congrats on releasing your first map and joining Doomworld ! Hope you can churn out some more stuff in the future ;) I'll try not to be that harsh, but here's a few tips I can give you if you intent on making more maps afterwards : - You can either chose to stick to OG Doom textures, or use custom-made ones. They're easily available on Realm667's repository, or while browsing either Doomworld or Zdoom's forums. Whenever working with stock or custom textures, however, it's important to think about diversity (use specific groups of textures together), cohesion (making sure those textures fit properly, unless you know what you are doing) and polish (texture alignment is important !); - Same for enemy placement : I was quite surprised that for a map called Baron Plantation, there was only one unfortunately. I definitely believe you can make some adjustments on some enemies, like changing the SS soldiers (they don't really fit in this map, but that's just my opinion) for more Hell Knights for instance. As for item placement, it's always important to take into account ammo / health balance and utility. If your map is small and/or doesn't have any secrets, you probably don't need a Computer Map as well; - Design-wise, it's not bad, since you got the gist of it. Using elevation and cramped corridors is not a bad idea, and the setup has potential. However, it needs more variety in encounters : using monster closets or modifying the behavior of enemies to ambush you, hiding them behing the wall portions at the end only to make them sound-related (they will activate when hearing the player fire his weapon)... There's a lot of possibilities that can be used to spice up things a little and ensure the combat is appreciated by people; - Don't forget to always check for slight mistakes, and correct them as much as you can : Right off the bat, I'm thinking about this weird occurence with the Green Armor. If the map is for vanilla Doom, there's no way of reaching it without using a source port or no-clipping. There is also this one thing about the Blue Door (?), which is probably not needed (since there is no Blue Key to be found) and might cause OOB (Out Of Bound) effects for players; - Lastly, make sure the Exit Door is easily recognizable and not awkward to use. Think of it like baking a soufflé : If the cake is near perfect through and through, but the very end is catastrophic, it won't leave a much stronger impact than what you envisioned in the first place. Also, ALWAYS keep in mind this post when uploading maps onto Doomworld : Don't hesitate to share screenshots of your map, give a description of it and the specs (which engine to use, if jumping/crouching is allowed, etc.), and don't give up ! It's always hard first, but with practice and feedback, you too can provide us with your soon-to-be wonderful offerings :] If I had one single advice to give you, no matter how things turn out, it would be to dissect all of Doom and Doom II's maps (and Plutonia/TNT if you feel adventurous enough) with your map editor, and understand how they are built and designed. No need to fetch right away all the most famous fan creations ! I hope to see you soon with other maps :D
  24. Origamyde

    [1.3] Construct Carnage

    Did a quick fix of the silver barrier's length after Biodegradable's video. Now, players will get to experience things in a much better pacing. I actually thought of something MUCH better : Bio's video made me laugh so much that I envisioned an alternate version of the map where you can actually pass through the silver barrier, while tweaking some stuff to make it look less like it wasn't intended. Oh, and I also added another secret because I felt like it. Lemme know which version suits you more, so as to incorporate it in the final version of Oripathy II.
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