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About Omniarch
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Malign Master of All Creation. That or just another random D∞mer
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Tetanus DX | The Definitive Tetanus Experience
Omniarch replied to Egg Boy's topic in Map Releases & Development
Those screens are very alluring -- I may just have to venture forth into this decaying yet beautiful world once again, heh. I'm also really glad to see an official resource wad for this, seeing as the Tetanus aesthetic is one of the best of the decade so far, imo. My fingers are itching for the editor just looking at 'em! -
I've never played Blood, actually, so I wouldn't know, heh. I'm a fan of gothic / macabre settings generally, though, so there's that in common, at least.
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A little saturday afternoon semi-speedmap, vaguely inspired by Thy Flesh Consumed:
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I seem to recall something about the size and font options only being available to mods and (for reasons unknown) users with access to hidden subforums (like the cacowards one). Like, I'm on firefox right now, and both options are present for me, so it's not a browser thing.
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What Are The Old School Wads That Have Aged The Best?
Omniarch replied to DSC's topic in WAD Discussion
Damn, beat me to the punch! Now I'll have to turn in my #1 Stasiak-stan card... In all seriousness, it's interesting to consider CASTEVIL as an antecedent to the more adventuresome NEIS maps - despite being a demented proselytiser known appreciator of both, I never made that connection myself. Thread tax, for all the Doom 1 appreciators out there (you know who you are): Crusades, by Richard Wiles, is a strikingly atmospheric and well-polished E4 replacement from 1999, with a particular emphasis on advanced (for the time) lighting. The only way in which it really showns its age is with the terrible and completely superfluous sound replacements. The Classic Episode, by Jan van der Veken, Anthony Soto, Nick Baker and Travers Dunne, is an E2 replacement from 2000 that mixes the themes of the first two episode of D1. Despite being nearly a quarter-century old at time of writing, it is extremely polished, feeling almost like a Romero-take on E2 at times. -
save scummers should be shot out of a cannon and into the sun
Omniarch replied to roadworx's topic in Doom General Discussion
What's stopping the scummers from dropping a save before being shot out of the cannon? Given infinite attempts, even the scummiest of scummy scummers would be able to escape eventually. Only then would we come to understand the suffering that poor, innocent demons endure every day. -
NaNoWADMo 2024 - The month-long mapping challenge!
Omniarch replied to scwiba's topic in Map Releases & Development
I'll have another go at this. Third time's charm -- maybe this time I'll actually manage to finish something for once, heh. -
Talk about your favourite mappers WITHOUT mentioning a mapper already on this thread
Omniarch replied to NiGHTS108's topic in Doom General Discussion
Years Despite having only released a single wad -- Nihility: Infinite Teeth, perhaps the greatest of all E2 replacements -- years has left a lasting impression on me. Above all, there are two qualities in particular that tend to draw out the highest degree of respect from me in a mapper: a strong sense of vision and a mastery of the craft, and years has demonstrated both in abundance. Nihility is a singular work, one of a select few wads willing to eschew music altogether, in favour of brooding, dreadful ambience. It is also unusual among its peers for its drastic alteration of the bestiary, adding a number of new nasties to complement Doom 1's anemic roster, each carefully selected for its utility in the context of a classic basecrawler experience. Aside from its more striking features, Nihility is also just absurdly well-made for a first release, a work of craft comparable in quality to the best cacoward-winning releases. Each level is wonderfully designed, effortlessly channeling the best of its source material while innovating in countless little ways -- Sandy Petersen's imagination and atmosphere and John Romero's design chops unified and taken to a level of polish unimagined in 1993. While years has occasionally returned to DW and implied the possibility of more Nihility to come, no serious headway appears to have been made in the better part of a decade. Sad as it makes me, I would ultimately be content with only the one episode, masterful as it is. At the end of the day, I'm just glad years put her apprantly prodigious talents to work in this little community, and happened to contribute such a quality to release to the niche of a niche of a niche that is the E2 replacement scene, so beloved to me and a small handful of likeminded oddballs. -
Good point. There's quite a few changes I intend to make to the set-to-be's resources, and utilising more theme-appropriate natural textures is one of them. Incidentally, are you aware of any highly-saturated grass / foliage textures that are available for general use? I've been wanting to integrate the red foliage into the texture scheme, but all the stuff I've attempted to palette-swap has come out too dark.
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...and it's finished!
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Back at it again with the whole TPH-inspired purple-Japan schtick. After years of procrastination interspersed with the occasional bout of fiddling, I finally decided to sit down and make an actual map for once: This map was started over the weekend, and is now ~70% complete. It is to be the first of several in the same style. Allegedly. Possibly. Maybe.
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Rusty Drill - A Scythe Themed Community Project (Slots Filled?) Public Beta Available (10/11/24)
Omniarch replied to A2Rob's topic in Community Projects
Shit, I completely forgot that I signed up for this. Please do open my slot. Apologies for the inconvenience. -
(The Ultimate) Return to Hadron (IDgames)
Omniarch replied to cannonball's topic in Map Releases & Development
I discovered a HoM in E4M7 (line 2074), the result of a missing lower texture. Other than that, this was an absolute blast to play! I had no idea more RtH was in the works, so this came as a welcome surprise. I really appreciate the encounter design in particular: despite the shift away from the free-form action of prior episodes -- which leverages D1's bestiary better than any other wad I've played -- to a more set-piece approach, I didn't find myself noticing the absence of D2's roster at all. The mini-mastermind and plasma zombie help with this, of course, since both fill some of the gaps in the base game's bestiary, but it is a hella impressive feat nevertheless. The increased aesthetic, tonal and thematic range is also appreciated - I love the industrial elegance of RtH E1 / E2, for sure, but I'm glad that E4 is such a bold departure from the norm vis-a-vis UD wads in general, especially since the whole 'Thy Flesh Consumed' aesthetic has been extensively explored in Draft Excluder already. -
Final Doomer is a natural recommendation in your case, since each of its various loadouts are designed around a classic megawad, mechanically and stylistically. Now I know how I'm going to justify enhance my [error: integer overflow]-th playthrough...
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TNT 2: Devilution (Final beta released)
Omniarch replied to Marcaek's topic in Map Releases & Development
I found a bleeding texture in MAP10, line 116: Screen taken using DSDA-Doom, but I can confirm that the effect is present when using Chocolate Doom as well.