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Everything posted by KeaganDunn
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House of Dead Skin [single map, -cl21]
KeaganDunn replied to ivymagnapinna's topic in Map Releases & Development
Just finished this, an amazing nonlinear map that makes expert use of brown vanilla textures. We meet again, STARTAN. There's a lot of dependency on chaingunners and pain elementals, but it makes for a super entertaining experience the whole way through, with nothing that's too overwhelming. By finding utterly zero secrets due to my own blind autopiloting dumbassery, I had to work with only the SSG, chaingun, and rocket launcher. It proved to be a tough but rewarding experience. Nothing seemed too difficult, I got through most of the setpieces with a few attempts. The only two fights that were sketchy without a cell weapon were the YK caco/arach fight and the fight with perched revs, a single archvile, a row of five chaingunners, and a lot of pain elementals (...a LOT). Came out of those by the skin of my teeth. I will absolutely recommend this to anyone that wants to learn how to contend to pain elementals and lost souls with the rocket launcher. There's a lot to be discovered and so many paths to take - will definitely be replaying this one! -
Enjoyed best with a bag of chips and the Endmaster watching over you from the Machine
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Recently released this. A three-part, 12-minute piece depicting the struggles of wanting to pursue a passion, but having no drive to do so. In three years, this is the first successful attempt of mine at music production. Purchase on Bandcamp: https://keagandunn.bandcamp.com/track/screw-music MIDIs and vocal stems: https://drive.google.com/drive/folders/1Yno8qCr01F9x6-5koQn5f9CK31qAZ0ww
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[GZDoom-only beta] Dwelling - A giant, nonlinear MBF21 challenge map
KeaganDunn posted a topic in Map Releases & Development
In February 2021, I released Demonkind's Dwelling. After some time, I felt like I could've done a lot more with it, as a lot of areas were underdetailed and unused. The combat was mostly underwhelming for some players. In late April 2021, I began work on a complete revamp/redesign. This map is a public beta, only playable in GZDoom v4.10+ (Default compat) and still lacking some original music. Amidst a drab city stands a large citadel that looms over everything nearby – sporting a threatening black and blue color scheme and various gothic architecture. It has not gone unnoticed; local military have attempted to breach it but with little success. The origins of the citadel and its vast courtyard are unknown, too – no one knows how the hell this thing got here or what happened to the buildings that apparently occupied the area before. It is not without hostility, either – attempting to breach this stronghold and uncover its secrets will result in heavy resistance from demonkind, often in the form of unforgiving combat setpieces. In that sense...they must be waiting for you. UV difficulty is comparable to early Sunder, Deus Vult, late Stardate 20x6. HNTR is balanced for a much more relaxed experience for atmosphere/exploration's sake. HMP is hopefully the most fun in terms of challenge, but needs further testing. DOWNLOAD: https://drive.google.com/file/d/1C5rfbNA0gl5Vzg7eX0HkEw_0R0C5xN6k/view?usp=sharing https://mega.nz/file/i3wEkQ4T#P6w77Ki1Cz7y04czwwUHJTSMgp3umfuPUYB5j2HpE1g TECHNICAL INFO: GAME: DOOM2.WAD MAP: 01 SINGLE PLAYER: Designed for COOPERATIVE 2-4: Available but not designed for, plenty of softlocks DEATHMATCH: Available, but may be stupid DIFFICULTIES: Yes, please use them BASE: New from scratch BUILD TIME: 3 years (including the time spent not working on it) CREDITS IN TEXT FILE TRAILER: https://youtu.be/rxwGQGYXroU -
Dwelling - should I release this soon, GZ-compat only?
KeaganDunn posted a topic in Map Releases & Development
Dwelling is a single-level PWAD consisting of one giant MBF21 map for Doom II. https://doomwiki.org/wiki/MBF21 [-complevel 21 for DSDA-Doom users. MBF21 is only supported in GZDoom v4.7 and above.] In February 2021, I released Demonkind's Dwelling. After some time, I felt like I could've done a lot more with it, as a lot of areas were underdetailed and unused. The combat was mostly underwhelming for some players. In late April 2021, I began work on a complete revamp/redesign. This project is aiming to be like a modern Sunder map, but not as long and a lot less linear. Similar to Lullaby in a sense, the difficulty of the map resides mostly in the larger setpieces, but there are bits of small-scale and incidental encounters as well. That being said, Dwelling will be pretty challenging, especially on UV. HNTR will be balanced for those looking for a more relaxed experience, but will still be pushed in some areas. HMP is by far the most fun and balanced, while UV is...quite demanding. Essentially: You can expect a nonlinear map carried by unique combat setpieces, all wrapping around to a central hub area deep within the citadel. Should you locate the secrets, you might find some more niche stuff (platforming, puzzles, etc.) that might prove very rewarding. Here's the brief: Comparison picture from a year's difference. Dwelling now resides at >40000 linedefs, >3000 monsters on UV, with 11 secrets. -
Dwelling - should I release this soon, GZ-compat only?
KeaganDunn replied to KeaganDunn's topic in Map Releases & Development
Basically I've designed the final boss in DECORATE first - it was the easiest and most fun, and I was able to learn DECORATE on my own accord. But some of his attacks and perhaps more may not be possible in decohack due to flags like +FLOORHUGGER not existing. I've had some help from Jimmy in learning how to write and compile decohack code, thereby getting the boss moving and functioning in DSDA at the very least. But I may have to put together entirely new attacks, or just make it GZ-compat if it takes more time than I'm willing. Ultimately that's just poor planning on my part, but I'll appreciate any help in making the final boss work as close as possible in DSDA to what I've made in GZ. If you're up for helping, I can send it over in Discord and we can work things out. :) -
Dwelling - should I release this soon, GZ-compat only?
KeaganDunn replied to KeaganDunn's topic in Map Releases & Development
Dwelling is finished. However, the final boss only works in GZDoom using DECORATE and some music is still needed. Decohack is proving to be a bitch to get working and may result in game-changing discrepancies between GZ and DSDA if I even manage to get it to work. I've been wanting this behemoth out the door for the past two months already, so the next couple weeks will be crucial, at least for me. The question: should I release this as a sort of GZDoom-compat-only beta? The map is finished, fully functioning, and ready for playtesting and feedback. But only in GZDoom with Default compatability, and part of me feels bad for releasing it this way, thereby losing some of the target audience. -
One of these is not like the other. This is just on Steam - most played of all would easily be Doom, Clone Hero, and Minecraft
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maps that broke you, for better or for worse!
KeaganDunn replied to fruity lerlups's topic in Doom General Discussion
FCFF07 - the final secret fight in the center of the map, with cybers coming at you from all cardinal directions, is hella brutal. Even with a BFG and virtually unlimited cells, the amount of crossfire is unreal. Throw in 48 pain elementals as well and you got yourself a fun time. I've played it plenty of times now, and the final fight alone still takes me a lot of time and saves to get through. First time I played through it, either on HMP or UV I can't remember, I was going insane on that last fight. I turned up the music to full volume and let the soothing high-pitched tones blast my ears. I didn't complete it then, but since then I've garnered plenty of skill and prowess to take on FCFF07 whenever I feel like it. -
[UDMF] Scallywag Operations Inc. - 15 very good challenge vignettes
KeaganDunn posted a topic in Map Releases & Development
Featuring Keagan Finished, @The Final Event, @Jimmy, @Alper002, and @SanyaWaffles Scallywag Operations Inc. is a really good mapset, possibly the best of all time. Our team of legendary legends were given absolutely zero limitations, possibly even -1 limitations (The rumors of there being -2 limitations are currently under investigation). This naturally led to some of the most innovative geometry ever considerated and constructulated. The gameplay features such mechanics as: being really good, having gameplay and being beatable for a certified experience. PORTS TESTED Only GZDoom 4.11.3, nothing else. Also enable the shit out of fog, preferably set to radial, otherwise map04 will have no graphics (which honestly if you want to play without you can, glhf ig) CREDITS: Angus Beefwhistler Anubis Dracula Fred Clegg, The Endmaster Gorpus Schrompf XI Mojang Osiris The Existential Voidweavers The Void Orbs MAP AND MUSIC INFO IN TEXT FILE TECHNICAL INFO: GAME: DOOM2.WAD MAPS: 01-15 SINGLE PLAYER: ye COOPERATIVE 2-4: you won't DEATHMATCH: you won't DIFFICULTIES: slight BASE: New from scratch BUILD TIME: 3 weeks DOWNLOAD: https://drive.google.com/file/d/13ruOHeeurQJkNUAOJ0YwrS-UL6i-cFXk/view?usp=sharing -
My ADHD style of mapping is a problem in of itself at times - starting a new room over here, placing monsters over there, detailing over here, difficulty balancing there, block out a room there, playtest this room on Easy, detail that room, place monsters over here and playtest that... And this style of mapping often results in me doing what I call my mapper's block doodle:
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Dwelling - should I release this soon, GZ-compat only?
KeaganDunn replied to KeaganDunn's topic in Map Releases & Development
MARCH 16, 2024 - 8:13 PM 3 years and 40000 linedefs later, the "W1 Exit Level" linedef is finally placed in Dwelling. Private playtesting will soon become available. -
Dwelling - should I release this soon, GZ-compat only?
KeaganDunn replied to KeaganDunn's topic in Map Releases & Development
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Ahh, immersion. Something that I lost through Doom mapping and coming of age, and I wish I could have back. When I first played Sunlust, literally a week after playing Doom for the first time, I was very deeply immersed in Sunlust's world. But thanks to Doom mapping, all I see in maps now is textures, flats, sectors, and linedefs. I can see all the misaligned textures in Half-Life 1 and GTA: San Andreas now. dear god it hurts can i go back pls
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This is all very true and relatable for sure, @Emperor S P O O N, I've been through the same sort of dilemma. There's a fine line to learn and walk between knowing what is inherently "wrong" with your map and knowing what is on the player. You build something for yourself first and foremost. If you want players to enjoy it, be it a wide range of players or a certain audience, then you start taking into account what to change and what to leave. It is very funny as it is disappointing that there are indeed players out there who will not listen to a word you say anywhere, be it in the thread, the text file or even in the map itself. They might try the map, don't like it or get their ass kicked, then stop playing and air their grievances. They might not try anything else with the map (godmode, mods) or they won't keep an open mind about the difference between the map and their own preferences. They probably don't even realize that most of their struggle was by their own hand, ie completely blasting past obvious resources. They probably don't care what your intentions are (i.e. the map is meant to be a confusing, puzzle-centric monolith). Just "the map's bad and you should feel bad". In that case, take those players for the biggest volcano full of salt. I've had to do that myself a few times, but it does still get to me every now and then. While we are all entitled to our own preferences, we must know the difference between genuine, helpful feedback and "I hate it purely based on my own opinion". Both as a mapper and a playtester. One of my releases, Violetshift, is geared towards the audience of more skilled and patient players. I had quite a bit of self-doubt and low confidence in the making of the set, but it wasn't until I started receiving feedback and even help with troubleshooting/balancing that my mindset improved. Where was it mostly from? My target audience for the set. I often feel that, with the releases I made in my first year, I've scared off half of Doomworld, lmao. There is indeed an audience for every possible genre of Doom map, no doubt, but no audience is as big as the small-5-to-10-minute-techbase-maps-with-easy-incidental-combat-and-obvious-progression-with-no-hold-ups-whatsoever audience. I jest with that phrase, but as a mapper, it's super important to find players with similar tastes, especially for playtesting. Their feedback is often the most constructive and valuable. And unless you are mapping purely for yourself, it's just as important to think about those players' experiences. That is, the ones who are your target audience and will be of most help to you. :)
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This is absolutely the truth. It always warms my heart to see people keep an open mind about certain WADs, mappers, or playstyles, instead of blowing them off because it's something they don't like, or it's something that's not "normal". (I am so damn tired of hearing Ribbiks' name and WADs being used as negative connotations and nothing more). I love to hear of those who try to find the joy in something they know they won't normally enjoy, whether that's through mods, -nomonsters, or - I don't know - playing a lower difficulty. Most of all, I love to hear of those that just give an honest shot at things. And if they conclude that it's not for them, they communicate that respectfully and still admire the work for what it is. Tourism is something I've only done a few times, and it's pretty much been with the hardest and most notorious stuff out there, ie FCFF, Dimensions, Frog & Toad, the modern Sunder maps. Stuff that, even with copious use of saves, will still take a lot of time, skill, and mental fortitude. I've given these honest shots at a few points in time but have mostly admired them through other means - observing and learning the maps in UDB, -nomonsters, or watching others complete them. FCFF is a case where I don't feel I have the patience and technical knowledge to solve the puzzles, but I really admire how they work and it's a source of inspiration for me. I firmly believe that it absolutely does not matter how one experiences something. It may not be the mapper's intention that you played FCFF map07 on ITYTD with a guide and several mods, or that you played Myhouse.pk3 with many visual/gameplay mods, but as long as you enjoyed it or got something out of it, that's all that matters, really.
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Glad to see you still around making things! I played this on HMP and really enjoyed it the whole way through. I was only slightly mindful of ammo but didn't encounter any major troubles. Most of the challenge lied in the latter maps' setpieces and clever monster placement. Echoing everyone else's sentiments - the way these maps were built perhaps will inspire me to get out of the mapping rut of being so meticulous I don't even know what to draw anymore, lol. Love the abstract geometry and details in 01, 03, and 04 in particular. The last three maps had some great setpieces - the northern quad-vile room in 06, the beeg fight of 05, and the entirety of 07. I'll perhaps give this a shot on UV later. Great job with this!
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Dwelling - should I release this soon, GZ-compat only?
KeaganDunn replied to KeaganDunn's topic in Map Releases & Development
Indeed it is! I've only just gotten back into it, and only the final battle is what's left, aside from polishing the rest of the beast... Hopefully this spring or June it will be out. I've been buckling down and finishing out projects before putting more focus on Adulthood™. I would share more screenshots, but there may be quite a lot of changes in the coming months. -
what are you working on? I wanna see your wads.
KeaganDunn replied to everennui's topic in WAD Discussion
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I'm in Montana, we just got blasted with -20C to -30C temperatures, and that is not accounting for wind chill. Step outside for 5 seconds and your snot's already frozen, and if you aren't dressed properly than frostbite will occur within minutes. At least with winter, you can put on a lot of layers. Undershirt, long-sleeve shirt, sweater, heavy coat, beanie, face covering(!), good gloves, long johns, jeans, wool socks, steel-toe boots - all that will make you invincible in -30C or colder. But with summer, there's only so many layers you can take off. Only problem I have with winter is driving. It's scary enough driving a '99 shitbox on ice and in extreme fog, and then you have people on the road who think they're invincible...until tragedy strikes.
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2024 - Doom New Year’s resolutions
KeaganDunn replied to cannonball's topic in Doom General Discussion
More travels to cities around the US, and figure out where I want to go and what to do. Actually produce music for once and get more comfortable with writing, both with instrumentals and vocals. Been having a serious existential crisis about it and it's about time I figure it out or put it all to rest. Publish more stories that I have in the works! Oh, and make more maps. This year should be good. -
[FINAL] EVITERNITY II - FINAL VERSION OUT NOW
KeaganDunn replied to Dragonfly's topic in Map Releases & Development
If there is not a secret with slopes.txt here, 0/10 G fuckin G to everyone involved, and for keeping it quiet for so long! lol -
Shades of Azure - 12 short, blue maps [/idgames, Boom/cl9]
KeaganDunn posted a topic in Map Releases & Development
My first Doom mapset in a long time, and perhaps the first one of 2022... is a set of 12 (10 with 2 bonus) blue maps for Boom, with the following traits/gimmicks/whatever: -- All map titles are one word and end on the letter T, except for MAP32. Don't ask why. -- The maps are primarily coated in blue, using textures and flats from 32in24-15tex & OTEX. -- Some maps might have a semi-speedmap feel to them, with sparse detailing. That was initially the plan. -- Some maps are easy and entertaining, some are hard and require knowledgeable use of the BFG; but all except two of them can be knocked out in less than 15-20 minutes. Although I'm worried the majority of the set might actually be of medium difficulty for the average player... -- My standalone release "Heavenly Rock" is included, in the MAP32 slot here, with some slight modifications from the original. -- @RiviTheWarlock made an amazing guest map for the MAP07 slot. Everything else is made by me. -- Soundtrack mostly consists of original MIDI tracks from talented musicians old and new. (Jimmy, Dragonfly, Velvetic, AD_79, etc.) Meticulously-picked-out bangers. MAP LIST: (would recommend looking. More disclosure and commentary of each in text file.) PORTS TESTED IN: DSDA-Doom v0.19+ GLBoom+ v2.5.1.7 GZDoom v4.6 & v4.7 TECHNICAL INFO: GAME: DOOM2.WAD MAPS: 01-10, 31-32 SINGLE PLAYER: Designed for COOPERATIVE 2-4: No, I've debated it and decided it will not work. DEATHMATCH: No DIFFICULTIES: Yes. Please use them. BASE: New from scratch BUILD TIME: Six months on and off Big thanks to @Jimmy, @Biodegradable, and @Kaapeli47 for playtesting prior to release! Also thanks to @Insane_Gazebo for the primary TITLEPIC. OLDER VERSION PLAYTESTERS (last updated 2/15/22): stxvile Blip Major Arlene David Asaad Maribo Clippy Terminus Tarnsman Rivi the Warlock Ryiron Additional credits go to the musicians, guest mapper Rivi, and other friends and supporters here and in the Hellforge discord server. DOWNLOAD (idgames): https://www.doomworld.com/idgames/levels/doom2/Ports/a-c/azureshades Older version patch notes: This is a side project I've had on top of Dwelling, a large MBF21 map I'm also working on. Looking for your help there also! -
Shades of Azure - 12 short, blue maps [/idgames, Boom/cl9]
KeaganDunn replied to KeaganDunn's topic in Map Releases & Development
Really nice work on this playthrough! Really happy to see you giving this a go - this is one of very few actual mapsets I've released, and the one I'm definitely most happy with. For me personally, I love when people take the time to deconstruct the weird, abstract, borderline-bullshit-hard stuff I make, outlining the strategies they came up with and their general thoughts about each encounter and the map as a whole. Often it helps me learn something I hadn't taken into consideration before. -
[MBF21, /idgames] The Mountaineer - 5-map set for Jimmy
KeaganDunn posted a topic in Map Releases & Development
The Mountaineer is a set of 5 MBF21 (-complevel 21) maps depicting a journey to the top of an uncharted mountain. A gift to MIDI connoisseur and good friend @Jimmy, commemorating his 31st birthday. This set was inspired by its own soundtrack of the same name, written by Jimmy Paddock. A 16-minute epic divided into five movements, each of which are used here. The maps here aren't too hard or visually ambitious, more so brief and fun coffee breaks with a fair challenge. Either way, please make use of the difficulty settings if you need to. A fair couple changes to the gameplay have been made also: Pistol is faster, flying enemies are slightly faster, and the green cyber returns. Best of luck, young mountaineer. PORTS TESTED IN: DSDA-Doom v0.19+ GZDoom v4.8 (PLAY ON MBF OR DEFAULT COMPATIBILITY) TECHNICAL INFO: GAME: DOOM2.WAD MAPS: 01-05 SINGLE PLAYER: Designed for COOPERATIVE 2-4: Yes, but untested. DEATHMATCH: No DIFFICULTIES: Yes BASE: New from scratch BUILD TIME: 1.5 months Packaged with the WAD is a grayscale palette provided by Jimmy. It preserves the red, blue, yellow, and green colors for keys and other stuff. A nice optional aesthetic! DOWNLOAD: IDGAMES: https://www.doomworld.com/idgames/levels/doom2/Ports/m-o/mountaineer KNOWN PRE-IDGAMES PLAYERS (last updated 12/5/22): Jimmy (pre-release) Electro Rage (v1) stxvile (v1) Rivi (v2) LadyMistDragon (v2) sandwedge (v2) TheShep (v2) VERSION PATCH NOTES: