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Bri0che

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Everything posted by Bri0che

  1. I am highly interested ! I'll surely take Tricks and Traps, MAP08 :)
  2. Bri0che

    Any wad recomendations

    I have many loved wad, but I have 3 of them that came out of my minds for you, I don't know at all if it's what you are searching for or not, but still I can provide you those three titles : RYLAYEH - 2002 : A Doom Odyssey (maybe you already know this one) - dead.wire (you'll need GzDoom for this one). The first one is a 10 maps wad taking the famous "nightmare corpse-city of R'lyeh where C'thulu dream and await" mentioned in the short stories of Lovecraft as a source of inspiration. Funny enough I had not finished it the first time I played it years ago, but I recently rediscovered it and plan to finish it once for all. The second is a very classic and vanilla 32 maps megawad that I'm sure you've probably heard of it if you turn around Doomworld since they've released 2022 A Doom Odyssey (or maybe it is still in playtest ? I don't remember) which is somewhat a sequel to the 2002 A Doom Odyssey... A very mythic piece to me that I particularly recommend you, especially if you don't want to mess with slaughter maps. the last one is "special" but is the one that definitively marked me the most, I'll let you discover it alone if you plan to play it, as I don't even know how to describe it to you.
  3. Bri0che

    THEME-GAWAD: A Doom II Megawad

    I remember I played some maps of this project time ago. Congrats for the release, it just make my WAD playlist longer !
  4. I'm usually not that smart when it come to hide secrets, but I am kinda proud of them in this WAD, so good luck :p I wasn't sure about the last area and especially the spiderdemon too, but I kept them simply because, well... Let's say I wasn't inspired at all, and I though that erase the whole thing would be a mess. Originally MAP04 was planed to be much more vast, with a whole big area complex for each door you see at the beginning, but as I said before I wasn't inspired that much, plus if I would have done it, the three other maps would have been a little bit "weak" in comparison.
  5. Fair first WAD honestly, I've done the first map yet but I think I will do a complete playthrough tomorrow and post a video of it, then I'll give my feelings about it :)
  6. Bri0che

    Death's Garden - My first level!

    Ah yes, okay, it's true that a lot of oldschool maps were "exesively", if I may say so, tagging sectors as secrets, as it remember me Memento Mori I first map :)
  7. Thank you for your demos :) I watched them and it was a pleasure. You were near to get the BFG btw :) there was a shootable switch just behind it that open the vined wall you saw, leading you to a berserk, then open the way to the BFG itself
  8. Bri0che

    Pistol starts vs continuous play: which do you prefer?

    Pistol Start is to me far more entertaining gameplay and level design wise, but fun part is that I most of the time run in Continuous Play as it is the default option
  9. Bri0che

    Death's Garden - My first level!

    If you hadn't written it I wouldn't bet this is a first map, I didn't noticed any beginner error, I even played it twice and saw nothing that alarm me, nice one ! Two complaints though : - I think the secret tag for the armor is unnecessary, I don't really know why you made it, if it's even on purpose or just a mistake, I guess it is intentional, but it doesn't serve anything and is somewhat futile, to me at least. - This one is even more subjective, but I find that monsters facing the start point isn't a good thing, it's kinda frustrating and anyway you will be forced to kill them, in my point of view you should let the player have the luxury to engage the fight... But, well, I know you aren't the first mapper to do that, as the "entry" secret tag (that remind me Memento Mori btw). Anyway, your map was a good opportunity for me to get Brutal Doom out of my Doom mods folder as I didn't played with it for a while... :D
  10. You welcome, I also forgot... I did enjoyed the music too :) Good music brings something alive
  11. The map was more entertaining than I honestly expected. I saw myself actually enjoying the fights and the fine architecture, though... Some misaligned door textures here and here, but they were very minor to me. I found the teleporter trap unnecessary has it connect you to an adjacent sector, but that's not like it is an error or something. Also, if I may keep being annoying with my opinion, I would say that the plasma gun was also a little bit unnecessary and I would had placed him on a secret or at least made a fair trap for him, as it is a special weapon and boost your dopamine when you grab one. And about the blue armor secret, I though it was way too obvious to find him, but i don't know about it, I myself always say that a map should still have obvious secrets so you keep watching for them. I don't know about your first map, but I have no doubt about improvement from yourself, almost all of my points were personals subjective opinions, so this is a very good thing and prove you made efforts, Keep mapping, Marine !
  12. I did a lil video for those who want to see where were all the secrets in case you are curious, I will edit it in the main post :)
  13. Bri0che

    [GZDOOM] My D*** is In This Wall Part 2

    The title made me laugh.
  14. Good to hear :) Oh, I think I know where this glitch come from, it'll be patched
  15. Thank you for the video ! Indeed I have already patched the WAD so everything should be fine for now, It's a shame you got the broken one :/ Maybe some minor bugs remain, I will watch for it. This isn't my first map in Doom nor my first map publication, I already have created maybe about ten total maps that I published here or made for community projects to this day, but this is among my most advanced and polished works for sure. I haven't touched any level editor (or maybe the Warcraft III one when I was like 10 or 12... But it was more to do crazy things like giving thousand of units a fight than to be creative) before Doom Builder II. You were talking about a mapper with whom I apparently share a certain style, but I'm afraid I don't know him, or at least the pseudo don't remind me anything, sorry :( Anyway, thank you again for your playthrough, it was fun to watch !
  16. Well... I was about to launch Skyrim, I guess it will wait a bit :)
  17. I fucked up everything, playing this without using my brain, but I managed to finish the first map xd I'll maybe do a playthrough of the other maps next time. I did a bad use of ressources and weapons, but here we go the video : Good action, difficulty is fine (if you focus yourself), maybe the arena itself is a liiiiittle too much scramped to my taste. Beside this... I think and guess the pits were escapable, I nearly saw a teleportation trigger at some point, but they really tilted me the whole time xd
  18. 1.1 is out, thank's to Wilster_Wonkels I've patched what caused Crispy to be broken, it's now playable :)
  19. First, I took my time and gave my hearth and soul into this, so reading your comment give me the feeling that I achieved what I wanted to achieve. Thank you ! Also... In fact I wanted a bigger fight in the famous MAP03 circle... But it ended up that I didn't found a way to achieve something more interesting for the player, I though the Mancubus were enough to make the place somewhat "important" and not that disappointing so. It was what I feared... To be absolutely honest, I only did a full playtest with GzDoom, I just tried with PrBoom and Crispy when I though something might break those source ports, but looks like I failed haha. Thank you, I'll try to patch all of what you said. Thank you for your video ! Also thank you ! In fact I don't like to stay into full of standards, I tend to try things by myself... Sometimes it suck hard, sometimes it end up doing interesting things. Almost every map were experimental to me, I found that all of them were """unique""" and had their own identity, but especially MAP02 gave me the sensation that it was very out, maybe because of the heavy use of nukage, even if this is not a first one at all in Doom mapping history... Unpopular opinion, but I'm a big fan of Doom II's MAP24 : the Chasm and his weird toxic castle :D
  20. (I forgot screenshots, I will edit with 2 or 3)
  21. Yeah, Delisk took me the words, I was about to review and tell you how you made surprisingly a good combat flow ! This is very rare for a first map to know how well to balance a map that way and this is 99% of the time what really miss beginners maps to me, because architecture is just a question of getting started with the ressources you have at your disposition, plus gameplay is more important to me. Anyway... It's a nice No°1 map. _____________________________________________________________ Gameplay : This is your strong point by far as already said ; good, simple, sufficient monsters/equipments placement, no unnecessary powerup that completely fuck the difficulty, no unfair bullshit with 100 Cyberdemons and 1 BFG or ridiculous 10 zombiemen and 1 pistol like I did for my first map........ Level Design : Peoples would say this is linear, first this is your first level so we don't care, and second it's not even really a defect by itself, not at all to me in fact, it can become one if it break the dynamism, but your map don't break it, because you use transitions (portals, doors...) that make us constantly discovering new zones with new monsters to fight. Linearity is seen as a negative point in video games by now, but I don't agree. It depend on the game genre : linearity is better for pur fast action games like Doom (see they somewhat kept this linearity in Doom 2016 and Doom Eternal because they knew it), non-linearity/open-world is better for adventure oriented games like... Idk, Far Cry for exemple. Doom with 131312 ways to go, mazes where to find switches, keyhunt, etc. bore me more than good corridors with short ranged combats, or big sectors to deal with. Won't say non-linearity is absolutely to exclude from Doom, because if you can render it intuitive, it's ok. Anyway, sorry for disgress from the subject. In conclusion, your Level Design in term of aesthetic do the job, may I say he's beyond the average level for a first map (excluding the mistakes Delisk already mentioned like misalignment and wrong use of textures), though a little bit too much squarish at some points, I think you should focus on this. I should mention a final thing you should avoid by all cost : Don't make unescapable pits. This is the Worst thing ever in Doom, even if it is intentional unless you have a good reason to make one. You absolutely can make pits yeah, but with a way to go out. Peoples, I include myself, will really hate you if you do so xd haha jk you do what you want I made a video btw (please don't juge my aim, my cat was bothering me the whole time :S) :
  22. I think it's a sweet scenario-oriented map, it somewhat remind me "The Thing you can't Defeat" (A wonderful WAD that deserve a look honestly) in its mechanics because the use of teleport tricks, except this one is far more down to earth gameplay wise. The theme is typical of Doom and it's what I'm searching for :D The moment where you are stuck and the blood start to fill up the place is well made and also remind me the Boom tricks of MAP26 in Going Down where everything goes chaos and blood, maybe it's not going that far but still... The level design is fine, texturing fit, and so also the architecture. It wasn't difficult but wasn't boring if you want my opinion about the fights, there is a good curve of monsters-weapons variety. Also, I recorded my walkthrough, here we go :
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