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Bri0che

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Everything posted by Bri0che

  1. Bri0che

    Some Boom maps

    Yo my dude, those maps came from nowhere ! I'm on MAP02 and what a blast, I'm loving everything in it, great work !
  2. Bri0che

    BlackJack Series

    MAP01 felt Wolfenstein-ish rather than Doom-ish, now I could say a lot of other things design wise, but I think you should start from here : - Your map felt big and empty, try to stick to more adapted dimensions. Just give a flow to your map so the player is more hyped to discover your map, this start with making doors, different geometries, teleporters, lift, floor movement. - Now, the combats, this is not as bad as your level design tbh, but the numerous invulnerability spheres all along are a bit of an overkill if you want my opinion… giving health and armor would be more reasonable, and more adapted to such fights with numerous wave of hitscanners and stuff… You should also try to spicy the fights and "trap" the player, with some trigger lines that open doors behind him or to the sides for exemple. Monsters can also teleport, this is another type of ambush, maybe a little bit tricky for a beginner, so just try trap doors for now. - Objectively, we can say your texturing is ugly, some pillars also use very specific textures that are usually used to be switches (the marble skull one). Exceptions exist, and it is possible to do cool stuff with an unconventional use of texture, but here they were really out of place, indeed I was expecting them to be actual switches. Also, you will need to properly align your textures for best aesthetic, you can find shortcuts on the editor you are using that do it all by itself : - Another last tips for aesthetic work, is the use of brightness and light effect. It's very simple to put and adds more salt very easily, if I may say so… - Finally, a map should ALWAYS have an exit, no matter the type of your map, even some deathmatch maps have an exit, this is to tell you... I hope this will help you, and don't despair, Doom's mapping is really fast to learn, one good month of practice can be well enough to learn more of 3/4 of the fundamentals, speaking of classic Doom I/Doom II format of cours.
  3. I am a big fan this far :D I always loved this charm of old maps done by very amateurish people that didn't knew anything about level design standards or level design by itself, but just made maps because they damn liked the game. Such maps really had a soul, despite sometimes being frustrating… You really kept that feeling, and "watered down" the frustrating part if I may say so. Really good work !
  4. Bri0che

    Marbles

    Good map, ammo management is required somewhat, no big deal since we give you a plasma rifle, and this tiny "ammo starvation" is fairly rebalanced later on the level anyway. Some texture misalignment indeed… The theme is respected, and I like this kind of "easy but don't sleep" gameplay.
  5. I just finished E1 a minute ago, neat last map ! Very cool :D I'm going through E2 right now…
  6. Bri0che

    Neith

    I was expecting much worst from what I've read just bellow, but in fact the angry guy in the comment was probably just too lazy to use an obvious berserk that is easy to find if you aren't blind… I'm not a great fan of ammo starvation either, but if only you use your brain, you'll understand that there is a lot of demon piñata that you easily punch from a safe distance instead of casually shooting them in sight and waste your ammo, and it's quite fun to gib them actually ! There are some confusing moments though, but nothing crazy either… Now, there are some sweet little design and decoration that I liked. The usual short map that isn't transcendant, but that you'll finish with satisfaction.
  7. Bri0che

    About level Doom level design

    I asked to myself this question so many time if you knew… It's not only about Doom, but others hobbies I have, like music and literature. Someone above said a similar thing, but sometimes doing a thing just and only because you like to do it is fine and may be a justification to do it so, all by itself. There is no game manual for life, you do whatever you want, and you will born, breath, and die exactly the same way as if you become a rich person or a poor unlucky man anyway… What I mean by this is that the value of a thing doesn't necessarily belong to be a "gain" of something, purely because this is ultra subjective ! See, having fun is the gain of Doom mapping to me, as it is for video games and the rest, it's nothing else.
  8. Well, this is really out of everything related here, but I would had liked to see how Frederic Chopin play its own pieces live, in a concert :D
  9. Action packed map that is enjoyable, 3 green armors was a bit overkill tho, and I wasn't fan of the Cyberdemon placement Good map anyway !
  10. Welcome to Ex Aequo's beta, this is a limit-removing Doom I (Ultimate Doom more specifically) megawad that is still under construction (about 50% achieved this far). A quite basic one, classic Tech/Phobos-Deimos/Hell themed episodes. No particular restriction, no particular style, I assume that by extension you may classify this megawad as a "vanilla-style" one, even though there are some particular tricks here and here at some points… This is still a WIP megawad. This beta include E1 and E2 only, some maps from E3 and E4 are also finished or under construction (more details on summary bellow). Summary : Screenshots : Technical utilities : IWAD : Doom I / Ultimate Doom. May run with : Any source port except non limit-removing. (GzDoom/DoomRetro/DSDA/CrispyDoom have been tested). Play time : 1h for each episode approximately (average of 100 monsters, 8 to 10 minutes for completion). Build time : Months… Difficulty : Options implemented. General difficulty is slightly above Doom's original difficulty. "True" challenge is UV Pistol Start, the way intended. Continuous Play is fine though. Download : >>> https://www.mediafire.com/file/ryc5gbvi8j3zntl/Ex+Aequo.wad/file <<< !!! Feel free to report any bug/visual glitch. Any feedback is welcome anyway :) Thank's for playing, you can absolutely post your playthrough bellow !!!
  11. Bri0che

    In the Mess of it

    A set that work pretty well :) Just found out that this is by the same creator of JNNHangar and stuff, and as its previous map this mapset is good while staying on basic stuff, also the layout feels a little bit less linear for the good. I still find that it is rather not enough decorated and blend sometimes, but it is ok. E1M8 was the little "challenge", fair last level ! +1 for the awersome secret level !
  12. All you said is well :) I've both Pistol Started and Continuous Played every single map to make the most fair balance I could provide, but this is seriously impossible to balance such two opposed game style. I believe Pistol Start is the more interesting way to play these maps, indeed because Continuous Play may feels more on the easy way, and dodge some level design effort I made, but nothing crazy though. Yes the Cyberdemon is just a figurant. I was considering deleting him before the release, because I knew people that like to 100% would maybe be frustrated about that, but I told to myself "you know what, f*ck, it's just a symbolic 1% left". When it come to fight diversity, I'm not the best to be fair, I simply can't afford to do better than ambushes and teleporting monsters x) but I assume that Doom doesn't have the best gameplay possibilities when it come to enemy encounter, maybe I'm wrong. E1M8 isn't that great, it's a fact that I know, the map will surely change before the final release. Anyway, thank's for playing, and have fun for the next E2 if you do it so. I had great fun to make those episodes this far, so I hope you will have as much fun as I had !
  13. Bri0che

    SINTER v1.0

    I'm really dubitative about this level… The two comments bellow me explain pretty well the problem. In a hand the map is just frustrating at best, in the other the concept is cool and would just had needed a little bit more polish so you can understand what's happening on the level. I didn't even finished the map to be honest, not my taste at all. A map should always be first try-able, if it is not you failed.
  14. Not necessarily haha, but a lot of E1 map names are inspired by other titles such as HL, Lethal Company, Alien Isolation… Such games that I've recently (re)played. Have fun ! :) You are telling me that I did not noticed that since all this time ??? Damn… Thank you for telling me !
  15. Intro - Welcome to Ex Aequo, an Ultimate Doom megawad I started to work on after I eventually released NostalDoom, another Ultimate Doom E1 replacement wad. Initially, Ex Aequo was supposed to be a sequel to it but I finally decided to start from scratch again, trying to provide you some even better quality content. This is an opened playtest alpha of the Episode II. I count on you if you want to help me and point out bugs (you should not find any softlock I swear) and gameplay issues if you find any. I am also opened and will hear your suggestions. Thank you ! Available maps - E2M1: Stone Age E2M2: Lurking Evil E2M3: Abandon E2M4: Iron Age E2M5: Forgotten Passage E2M6: Forbidden Symphony E2M7: Whisperers in Darkness (officially named "Darkness" because the full name is too long ; do you have this title's reference by the way ?) E2M8: The CyberBrothers E2M9: Anachronism (every music is from AD_79 or Korp, very qualitative stuff if you want my opinion, the only exception is for the intermission music which I composed) Screenshots - Just one little screenie... Important informations before playing - IWAD needed: Doom I / Ultimate Doom May run with: Anything except too Vanilla ports (DOS and Chocolat Doom have issues that I won't fix) The usual: No crouch, no jump, freelook is ok Difficulties: Implemented but UV recommended. What they change is 90% of the stuff given such as armors and powerups. For exemple in easy you will have almost everytime an armor at the beginning of the map. Play Time: Maps are relatively short (average of 100 monsters, 8 to 10 minutes for completion). Build Time: almost 1 month straight for this E2. I am certainly already mapping E1 at the time you are reading this. Gameplay (read this): A mixed bag. Maps are mostly linear with "optional" doors and stuff… The general difficulty range is between medium to soft-hard depending of your own experience. I believe most of players will find these maps regular, difficulty wise. For a real (but fair, don't worry) challenge, I highly recommend Pistol Start, otherwise I do not guarantee you will not feel overpowered just a little bit. I still tried to balance as much as possible the maps, but balancing both Pistol Start AND Continuous Play is a real challenge, trust me. >>> Download <<< https://www.mediafire.com/file/u8xooktrzrdgzdg/Ex+Aequo.wad/file (1.1: fixed a BIG softlock on E2M7 which prevented the player from taking the red key leading to the exit 1.2: minor changes) Good luck, have fun, and thank you again !
  16. Strong set from what I've played for now, I'm not particularly the greatest fan of such rough starting points, especially on Pistol Start but, hey, it work pretty well tbh ! Music is good too :) Also, found no bug/glitch at all this far. Good work soldier !
  17. Bri0che

    Heroes

    Not bad at all in fact… But as expected with such old maps, the navigation is quite a pain because of questionnable texture/design choices. Myself don't have a great patience when it come to find my way out, it rather spoil the rest for me, what a shame :/ Behind the expectable "messy" 1994ish layout hide a bunch of maps with a soul, you know, this kind of map without any theme, that have been drawn by an amateur that just love Doom. 3/5, not much because of the frustration it can provide, not less because of the nostalgia.
  18. Bri0che

    MPBASE

    Cool map with an old-school, cramped and chaotic design, sweet :)
  19. Bri0che

    Tayutayu

    Definitively don't deserve 2 stars ! Ok the map is short and easy, but what's the problem with that ? The only real thing that may lower the note is because the author could had put a little bit more monsters here and here since actually some rooms feels empty, but efforts have been done you can't deny that, giving this 2 stars is like forgetting all of the rest because you considere a map is only "better" when it's difficult, but hey we (me at least) play video games for fun ! 3/5, but honestly it is rather a 3,5/5 that could had been a full 4/5 if only the gameplay was more consistant with its design.
  20. Actually playing it, at E1M2 for now. I'm not disappointed. Expected quality content :D No bug of issue this far, let's go...
  21. Bri0che

    JNNHangar

    I found it to be very ambitious for a first try at Doom mapping since the map is relatively big (around 300 monsters, 50 items, 9 secrets !). Definitively deserve applause, even though we can honestly say there is no real innovation in there. In the other hand, the gameplay feels rather correct, it is absolutely playable, and no wonder that the guy behind it is able to do much better. Basic monster placement and efficient traps. A little bit of backtracking but not much. Level design is intuitive and has a normal pathing, nothing crazy here, rather linear but I personally like that way, still better than an absolute maze, or a boring and empty world as how feel a lot of open world games nowadays. The mapper tried well to use brightness and light effects are sometimes here to play with this contrast, even though I felt there is a misplacement, this is only my own opinion though. Maybe it is a bit empty also, lack of decoration, too blend, we need a personal touch in here ! Texture misalignment and door tracks would be the real thing to work on aesthetic wise, a little bit of a shame ! The difficulty have a good scaling : the strongest weapons you have, the strongest enemies you fight. Sounds obvious, but apparently not for everyone… Ironically (or not) this is THE most important thing to do before having an interesting fight. In conclusion : this is an objective success for the creator, and as a player I actually had quite fun ! 4/5, a bonus point considering this is a first map, for the encouragement. A most objective note would be around 3,5 but that's an impossible note.
  22. Bri0che

    TRENCH.wad - Made By Real UAC Personnel

    Fun RP :) Map is also fun, most on the easy way tho but it work :D
  23. Bri0che

    Re-Entry: A Remix of MAP01

    Authentic remake of MAP01 I can tell, because as the original, you are rapidly out of ammo without the chainsaw ! :c Nah, it's all right. Cool map, I only found half the secrets, but I was just bored to find them, otherwise they don't seems to be that hard to find. I don't like this kind of barrels placement tho, it's not even that it is anti-game or something, it just rather feel better with a chaotic parameter, just a little bit of them, and not a big industrial line. Anyway, you did well, I found no bug or gameplay issue. Aesthetic wise, no problem either, the map is a clean vanilla upgrade. :)
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