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Bri0che

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Everything posted by Bri0che

  1. Bri0che

    What is the appeal of Slaughter maps?

    As someone who mainly dislike slaughtermaps because of the time it demand, I play Doom to chill and - I know how ironic it seems - to kill thousands of demons without caring about any developed strategy. Still, I already found myself to highly appreciate some of them, I am thinking about Sunlust early maps, later maps of Scythe, and other slaughterWAD's I forgot the name. This is all about your own apprehension finally, like everything anyway… Especially in video games, I think that hard things give satisfaction at the end of the rope, because what would be so atractive to play on hard mod then ? Of cours, in saying all of this, I obviously assume that slaughtermaps are most of the time a challenge. People say Video Games are just a divertissement you should not give hard time in. What about literature and music then ? My point is that everyone find his own pleasure in every art, including video games. You don't have to like a genre, just don't hate him for the bad reasons. Slaughtermaps are absolutely appealing for peoples who like challenges. Well, if they were not, they would not exist, I'm pretty sure.
  2. A very sober aesthetic that match your theme. Gameplay is classic and I don't have much to say about it. My main complaint would be about the texture misalignment here and here. The "dark tech" always has been a cool concept in my mind that approach a rather "horrific" theme like the PSX port of Doom. I like it !
  3. While I love Doom I strongly disagree. Maybe it is an unpopular opinion, I don't know, but I find that Duke Nukem, Blood, Shadow Warrior, Ion Fury, etc. have a way better level design style than Doom, mainly because of the engine's limitations. All of those games are very old for today's standards, but Build engine feels clearly more dynamic and expressive than the Doom one when you compare. This better be the case since Doom was the first to be released.
  4. Bri0che

    Adage

    An "adage" is a short aphorism, so surely expect this to be short. Not everyone know this I presume so I won't blame the reviews bellow. I found it to have some ingenious traps, I really appreciated it, coupled with nice brown visuals that remind me Scythe II. Gameplay was pleasant, well balanced, nothing have to be replaced, nothing have to be added, nothing have to be deleted. It's a 4,5/5 for me. I don't know about objectivity, thing is that even if this is short, it clearly deserve better than just 2 or even 3.
  5. Bri0che

    book.WAD

    Don't play if for the sake of quality content: - Architecture and texturing are not that good. - Gameplay isn't transcendant, but is at least well balanced and curiously satisfying. - The level layout is simplistic and is 90% square. Square rooms aren't a bad thing to me, but the deal is that the player shouldn't say to himself "geometry is too squarish !". Finally, if you are a serious person looking for a serious WAD, this is not for you. But if you are an adventurous Doomer who like to discover old maps and have 1995 nostalgia, this is for you. 2,5/5 is my final rate.
  6. Still up ! I corrected the problems you mentioned before, and so the work for my map continue. I have another personal project alongside and had a lot of inspirations for it lately, but be sure I don't forget my map at all ! It will be finished in time for sure.
  7. Bri0che

    Anybody got a reelism 1 file ?

    Out of context but, man, your profil picture really give me chills xddddd
  8. Bri0che

    apogee - a doom 2 map

    You made efforts, I can tell… Though, I'm definitively not sure about the infinite blood sea passage, I'm between "looks cool" and "mhhhhh, it's absolutely confusing". Maybe it is because I was playing without freelook and so I did not had vision on the chaingun. I also used jump for the crates because it seems like it was needed : First, you should precise what source port your map target, for exemple UDMF map format (your case here) is almost exclusively targeting ZDoom source ports, there are a ton of other map format types like MBF21, Vanilla, Boom, etc. Then, you should precise if we have to play with jump/crouch/freelook (at least if these features are needed), because some peoples don't use these features at all, even when using GzDoom for exemple. Overall, it's a ok first map :p There are good and bad things. In my own perspective, I would say the thing you should work on the most is the level layout. I must be honest, he can be a little bit non-intuitive sometimes. Avoid at all cost inescapable pits ! No one like to die without any chance. Your texturing can be chaotic sometimes. Try to give yourself a theme and stick to it. Liked how you used environment to strike the player's movements at the end, it was interesting. I'm sharing this video that should provide you good advises about simple, efficient, and easy-to-follow level design rules, from John Romero himself. And so... Here is my playthrough : I hope I'm not your killjoy, don't get me wrong, your map isn't terrible at all !
  9. Bri0che

    Scythe X. Episodes 1-2

    I don't have anything fresh to say since comments bellow already said everything of what I wanted to say. So I'll just push you to download this gorgeous Scythe sequel.
  10. Bri0che

    What's the meaning of life in your opinion?

    I'm sorry if I answer too seriously to the question… But I may guess It's the good place to do it ? x) It's such a big philosophical question put into a Doom forum may I say, but that's absolutely my kind of debate. Philosophy is in everything, including Doom. The very point to me is that "a life" is a way different thing from what is "the Life" with a big L. The difference is that a life is a personal behavior where everyone has his own journey of thoughts and actions that lead to experiencing Life, while Life itself is a general concept and trait that every form of life share, including animals. So, yeah, Life don't have any meaning in the first place, because this is an """absolutely unexpected chemical interaction""". The word unexpected here is exaggerated, because Nature (Starting from the assumption, of course, that there is no divine entity into the calculations) don't expect or unexpect anything, Physics and Chemistry just go along and interact in a perfect and chaotic entropy. What is a single one life though... Is a different story. This is where Life is shaped, and where it takes on its full meaning. A life is the human definition of what Life is. While Life don't have any meaning, there is a good and a bad life, meaning that a life is a moral positioning : This is for a reason that the Greek word Philosophy, "Philosophia", basically mean "Love of wisdom". Everyone here has already experienced bad and good feelings, and depending of our character, we've been reacting in different ways. In a simplistic conclusion, I think life is about emotions we perceive and how we deal with them. They help us to create, but can also tend us to destroy ; but I think that the worst of the worst is the passivity, this is sometimes where you no longer fear death, if you get what I mean.
  11. This kind of sweet little map is typically the reason of why I got into Doom's community in the first place. Thank you for sharing ! Here is also my playthrough :)
  12. Thank you for the tag ! Here is a new fresh version of my map not only correcting what he pointed out, but also with minor changes (more monsters because I though some parts of the map were a little bit too blend for a MAP08 ; teleport section spaced…) : https://www.mediafire.com/file/2eulsb7mwtsyi5o/MAP081.3.wad/file
  13. Oops this one is my bad, I guess the "hall-of-mirror effect" may have a different definition between source ports… The intended rendering is like on this screenshot : (so you see the monster but he won't attack you unless the wall are up or down) It worked well on GzDoom, DSDA Doom, and PrBoom, I guess it doesn't work that way with more vanilla-ish source ports (I tested with DoomRetro and it effectively render as a ugly hall-of-mirror effect, you can't even see the monster in the sector, what a shame) Thank you for pointing out the problem, I'll work on this.
  14. Hello everyone, I am working on a Doom I complete E1 replacement. This is a "big" piece of work for me and I'm kinda proud of myself this far, so here is a DEMO. :) I've done everything from myself including testing, I'm just curious about your impressions on how the maps feels, please don't hesitate to criticize, point out the gameplay, and tell me if you find any bug. As said in the title, the project isn't complete, but I already finished 5 maps in total, including E1M8 and E1M9. I'm actually working on E1M4. I don't want to spoil the grand final, so the DEMO I'll share won't include E1M8, and E1M9 (the secret exit in E1M3 will be replaced as a second normal exit, but the secret exit will be obviously included in the final release !). E1M4 will be included but please considére the map is 50% finished and don't even include an exit, still you are enabled to have a first impression. In conclusion, this demo include the following maps: E1M1- Warm Welcome ; Track- Polygon Composed by Korp. E1M2- Where the Dark Lies ; Track- Heavens Composed by Korp. E1M3- They're in the Walls ; Track- Desphorxia Composed by Korp. E1M4(WIP)- Solitude ; Track- Lost in time Composed by Korp. Intro music: Pattern 32 Composed by Korp. Intermission music: Soil Composed by Korp. Screenshot: Technical Information: WAD name- NostalDoom. Map Format- Doom I. Ports Tested- GZDoom ; Crispy Doom ; (for some reason I can't get DSDA to run it, anyone can explain me please ?). Gameplay- Singleplayer only. No Multiplayer, no Deathmach (I'll maybe include multiplayer for the release). Difficulty Settings- Yes. UV recommended (I'll maybe rework the settings for the release). Pistol Start also recommended, but continuous play is ok. Play Time- around 15/30 minutes. Requirements- jumping/crounching/freelook are all permited (not double jumping, ledge climbing, or that kind of thing from mods though, only normal jumping from source ports that enable the feature), yes, you read correctly ! I took care that they don't break anything, so feel free to use these features. They aren't needed in any way either (please tell me if you find any issue while jumping/crounching). >>>Download links<<< (0,5 WIP): https://www.mediafire.com/file/28pjkwhynj4ys9d/(demo)+NostalDoom.wad/file
  15. Indeed a very good match ! Did your mod have a public release ? I'm kinda interested :)
  16. Thank you again :) By the way, to anyone wondering, I've almost finished the set. E1M4 and E1M6 are still under construction and E1M7 isn't started yet. I plan a full release for middle May.
  17. Interesting level design, the caco slaughterfest particularly is wonderful
  18. Here is my updated map. 1.2 : https://www.mediafire.com/file/sp6kc4976z18lnl/MAP02.wad/file Still not finished of cours, and I still have to polish things. But, hey, tell me if you like the map this far :)
  19. Thank you for your demo, I'll check this
  20. First, thank you for the interest you have for this project :) Yes, I exactly got the same error message, I'm not sure but it seems like it's about IWAD ressource, but I can't really understand what's the problem. I properly used the correct IWAD ressource (Doom.wad) to me, the fact is that I don't have any problem with the other source ports… :/ That's an excellent question I've asked to myself. Well, I guess it's a no, I will release this particular E1 all by myself. In the other hand my actual plan is also to do E2, E3, E4, all of them separately, and so compile the whole into a final single megawad. It's not impossible but that's a lot of work for one person. Maybe I should eventually look for another person to work with. Now, who ?
  21. Damn, thank you for this fresh video ! I'll check it out right now ! It will greatly help me ;)
  22. Your wad's title is a good (or maybe unexpected) cultural reference to the well-known Grieg's "In The Hall Of the Mountain King" classical piece. I'll play this !
  23. I plan a full release maybe in one or two months, depending of my inspiration. 5 maps are finished for now, so I've done over half the work to do :) And the original starting project was about recreating E2, not E1… I won't promise anything but I still want to do something about this, maybe I'll do every single episode with the time it will take, release each of them separately, and regroup them for a final big Doom I megawad ? :p Anyway, I had a lot of fun creating these maps, so I hope you had as much !
  24. You nearly found another secret :p In the maze there is a wall with DOOREND, it's a shootable door that contain a computermap. One secret is at the beginning, on the right. He has a switch that lead to the second secret: the glasses.
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