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Bri0che

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Everything posted by Bri0che

  1. Episode 1 is almost 90% completed, only E1M8 isn't finished yet (at its 80%) and need a proper ending, then I'll do a last full playtest alone to correct gameplay issues and bugs. I may upload a beta this week-end :)
  2. Bri0che

    Map01 for Sandy

    I don't know man, everything is so cursed with this post and this map. Plus can you explain me all of those hideous Lovecraftian abominations ? What the hell is that bro xD I know Sandy is a C'thulu fan and stuff, but that's something…
  3. Bri0che

    Big Half-Life Update

    Go search and try Half-Life: MMod on steam, it has this feature ! (this is basically an overhold mod that is rather faithful to the original game)
  4. Bri0che

    Big Half-Life Update

    I also never got through Xen (if we exclude the famous "Black Mesa" remake of HL1), and with this update sure I will ! I always heard that Xen is the least enjoyable part of the game and that it has a confusing level design, let's try this out by myself !
  5. Bri0che

    Forest/Mansion Test Map .WAD

    Not as trash as someone said… Perfectly the beginner map with OF COURS mistakes and bugs. I can fairly remember that my first maps were looking the same than that. The level design and texturing are bland, that's a fact, I have no worry, you will learn to level up that. The key is to use sectors at their full potential, by changing their floor/ceilling lenght and by creating some flow into your level, with walls that interact between you and the monsters (corridors, pillars, crates, hidden spots, multiple doors, this can be anything) so the enemies can hide, ambush… Teleportation, floor lower/upper, and fast doors are also a good way to surprise the player. For some reason I had to IDCLIP because I got soft locked by the first door. I believe this is some UDMF format trick that not has been done right, trigger lines are not as "automatic" as they are in boom/vanilla formats, on UDMF you have to do all the stuff by yourself manually, that is why I personally would suggest you to try a more basic format first before UDMF that is a step up in term of complexity and possibility, I really believe UDMF is for advanced level designers. By the way, a very short map is absolutely ok, this can even have a charm this way, even though your one was a liiiiittle bit too short I must admit, for a unique map tend for at least 4 or 5 minutes of gameplay, otherwise the map alone would not be that rewarding to complete for the player ! A little +1 for the "funny" message when you kick the Baron's ass, nothing crazy but this always can put a smile into someone face :p
  6. Bri0che

    Entryway 2.0 (Limit Removing)

    Cool stuff, the Blood music is particularly appreciated :)
  7. Bri0che

    Oficial nickname list for Doom monsters

    I have my own version, when I see them, I generally identify them as : Former humans = Trash mob Former sergeants = "Son of a b***" (don't ask me) Heavy Weapons Dudes = Sniper Demon = Melee Spectre = Melee/ghost Imp = Mage Cyberdemon = Boss Revenant = Skeleton/missile Cacodemon = Fly Pain elemental = "Oh no, I need to focus them" Lost Soul = skull/trash mob (like former humans) Spider master mind = Boss (like cyberdemon) Arachnotron = Spider/brain Archvile = Caster Mancubus = Flamethrower Baron of hell = red baron Hell knight = green baron
  8. Good map with good aesthetic and good combat, the inspiration is obvious and I don't even need to note it :p Some passages may be a little bit frustrating and not intuitive, but otherwise, good work soldier
  9. Bri0che

    What are you playing now?

    I am currently playing Crysis 1 (the original). Damn, the game looks gorgeous even for today's standards ! A true gem where you can feel the passion from the devs. Alongside, those days I also play Subnautica, Bioshock, Fear, Metro Last Night, RE 2, Condemned, etc. Yeah, I play a lot of games x') I also play Doom ofc...
  10. Bri0che

    Pentagram Prefabs

    Thank you so much for that, I can just agree with the fact that they are a pain to build… Since I'm currently designing hellish maps that has a huge use of pentagrams I will use those for sure, thank you !
  11. Bri0che

    Looking to recruit mappers to our team.

    Seems all good to me, but it lack of informations, what is the exact project in detail ?
  12. Ok I'm mind blowed. First map for the moment is an absolute exploration adventure, the level of detail is amazing, and the mechanic of the cards (how ironic, "cards" while the real cards are called "keys"…) opening the path is original, this is really only complevel 2 ? Wtf... I do guess dummy sectors do miracle ;) edit: I'm on MAP03 and it's getting even better, very nice job !
  13. Mais comment je n'ai pas vu ce thread plus tôt ?! I will absolutely give it a try :D
  14. Bri0che

    New Stuff!!!

    Not bad at all :) There are some obscure triggerlines/switches/backtracking that I don't find really intuitive even though you rapidly find your way if you use your brain, and texture utilization that are out of subject (for exemple the toxics at the beginning that fall directly on the floor) but in the other hand I have this rare feeling of a constant and short action where I never get bored. Such classic Doom I maps are always a pleasure, thank you for sharing :)
  15. Bri0che

    MEMENTO MORI 3

    Interesting debate though. I also believe that AI generated art is not really Art with a great A. But what is art to the very definition of art is a simple creation, so the level of technology developed to create "this" very AI is a form of art to me. There is and will still be humans behind every AI that has been created and that will be created (unless they create an AI that can create an AI, lol, but this doesn't really make sens). I also believe that AI is not necessarily a bad thing, not only for art but for everything, if it is used correctly of cours. As everything in this Earth that has been conceptualized by humanity, what cost anything to be considered "bad" or "good" is only defined by the kind of person behind its utilization, and not by the object by itself. The best exemple of this are weapons that are a direct lethal tool, that can be used for murder - for the bad case - or just for self-defense - for the good case -.
  16. Bri0che

    MEMENTO MORI 3

    Double fake
  17. While I am still working on Ex Aequo (alpha here) - a Doom I megawad I am working on - those days I haven't been much inspired. I took a little pause out of the Doom I restrictions… Instead, here is a little map with a 400 linedef restriction, nothing more nothing less, every line that have been drawn count. I got obviously inspired by the brillant Zone 400 (play this gorgeous megawad you won't regret). Screenshot : https://ibb.co/sJjnL11 Technical information : Doom II iWAD Difficulties implemented (no big deal anyway) Tested with GzDoom and DSDA (maybe this one is playable on Vanilla, idk) No crouch/jump Download : https://www.mediafire.com/file/rvznddnjcpigfgl/Four+Zero+Zero.wad/file
  18. Thank you for playing :) I will certainly do more of this when Ex Aequo will be finished !
  19. Bri0che

    HEAD TRAUMA - (Now on IDgames)

    Cool ! Some details are something, such things need time and patience I can tell you, but this is also a pleasure. :) I only finished MAP01 yet, let's go
  20. Bri0che

    Twisted Tech

    I played first because of your screenshots, that triggered me because I found that your architecture was aesthetically, and strangely, very basic and pleasant at the same time. And what I can say after finishing the two maps is that not only it is indeed the case, but the gameplay follow the same charming feeling. Some triggerlines also surprised me, so much that I actually though it was a Boom mapset ! Anyway, GJ :)
  21. Yeah I had this idea too
  22. Hello, for context : I am working on a big Doom I project and I've already finished a lot of maps. I've realized that some earlier maps are bigger and harder than some later ones, so I want to switch their positions to have a more logical difficulty ramp. I use a lot of dummy sectors (for very basic lighting and trigger-lines tricks) and it looks like copy pasting a whole map break them, it is a real time-loss for me. So, unless you have any tips avoiding the breaking of those dummy sectors, I would appreciate if there an option to interchange maps positions in UDB. For the very exemple like in the screenshot bellow, I would want to switch E1M3 position to E1M4 so E1M3 become E1M4 and E1M4 become E1M3. Thank you anyway !
  23. Oh nice idea, thank you a lot
  24. Thank you =) Also, thank you for sharing this mod ! It's a cool and smooth one :)
  25. A long time ago, when I wasn't even on Doomworld, I found a very weird (and somewhat "illegal" I'm pretty sure) Doom II post on ModDB, the post by itself was weird AF, I don't know if it was on purpose or if it was intentionnel, but the author was talking about creepy stuff and how life was bad to him, basically. The WAD was certainly MBF21 format (I wasn't really aware of such things at that time) or something like that, and the WAD by itself contained no real gameplay, it was just very dark and simple designed rooms with sometimes light sources, you had to turn around to find your way. The weird part is that sometimes unsuspected pictures were popping on your screen, it was very fast, they stayed like 0,10 secondes or less so ? Impossible to study them. Again, I didn't knew about SLADE and everything, so my method was basically to spam my screenshot button with the hope of capturing the moment where the picture was appearing. I tried 1, 3, 6 times, and then I got one and discovered that those pictures were basically gore photos… By all of things I certainly wasn't expecting that, and tried to finish the map eventually, without being able to because at the end there was a full black maze where the automap was completely broken. This one was very weird stuff to me. Beyond that, I don't know the deal behind all of this, but anyway this was very mean to do such a thing. I'm still curious to this day what was behind all of this, but I do hope the respond is very simple, and a clown, a malicious person was behind it. I never really tried to find the wad page again, even though I bookmarked it on my old computer in case of.
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