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Posts posted by Snaxalotl
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25 minutes ago, Ozcar said:Huh? I didn't know that the skies can be locked for each level, that's new to me, and I've been playing doom for 3 years now.
I mean that Each sky has to correspond with a certain level even though the texture can be replaced.
Sky1 1-11
Sky2 12-20
Sky3 21-32 -
6 minutes ago, MundyC said:Reduce the revenant tracer damage from 10 - 80 to 8 - 64, like the Baron and Mancubus projectiles.
There is no reason why those shits need to do so much damage.
What really gets me is the wild rng that it has, even if it did 80 damage consistently that would be better than 10-80 as it can properly be balanced around being so powerful -
I'm still mad that doom 2 doesn't support episode selections inherently and has locked skies for each level. Yes I understand that mapinfo exists and that's not the point, I'd want it for pure vanilla.
Also there are enough zombie sounds to give all three variants their own custom sounds, zombiemen and chaingunners are wildly different enemies and deserve separate sounds imo.
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11 hours ago, GermanPeter said:I named the video the same way as all the other Youtubers who call it an "underrated masterpiece" and praise the game to hell and back, only I did the opposite. Both types of title are misleading, though at least I clarified that mine was and then went on to review the game in a neutral fashion, weighing out both the pros and cons.
Guys I was just using clickbait ironically so it doesn't count. Watch my whole video so you can respond properly and I get money. -
Doom 2 is overrated because the original levels didn't age well and have poor progression.
But on a serious note I feel like D64 and Heretic get rated based on their original levels from the 90s while Doom and Doom 2 get rated based on their modding/mapping potential which is really unfair in my opinion. Doom 2 has some awful level design in quite a few spots as well, it feels weird to me to write off a 90s game for having 90s progression when the main appeal of the original doom games are the user made content. -
I really like my S&W 9 shield plus, its held up really well over the years and is super easy to conceal, which is neat for a gun that holds 13+1 rounds.
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17 hours ago, JonExMachina said:Just finished this and felt compelled to come here and say thank you, Snaxalotl, for sharing such a splendid megawad with us. The difficulty of the first few maps made me feel really confident and let my guard down, but quickly things ramped up and I got my ass handed to me in every possible way from map 16 onwards. Greatly varied layouts with beautiful use of texture and lighting, a kickass soundtrack and pristine combat, plus it shares its name with my favorite song by Deathspell Omega (which might have been accidental but is worth a few extra points anyway). Also, I love the way you do secrets. My only regret is not finishing it in time to nominate it in the Cacowards thread.
Fantastic work, seriously.
Wow thanks for the glowing review! And the song Abscission by Deathspell Omega is one of my favorite songs too, the name wasn't a coincidence. -
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MAP30 "Goodbye" Is my favorite kind of final map, one that doesn't have a standard icon of sin fight and shows there is more to a final level than just being the hardest map in the wad. This was a really nice short megawad to blast through, and I'd love to see what @TheMightyWhoosh comes up with next time :>
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I like that Episode 3 has ramped up the difficulty a bit. While the wad is pretty easy in general, levels don't usually overstay their welcome.
MAP27 - "Regenerations"This map echoes what I've felt about a majority of the wad so far, striking yet simplistic texturing/architecture, along with a casual gameplay experience. I'd prefer if the difficulty were higher and the ammo were more scarce but I'll take it over tedious or grindy gameplay any day.
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My creative crutch is not letting textures repeat enough. Sure detailing is important and looks nice but I feel it can be too excessive and pointless eventually. My standards for myself are way higher than other mappers, its okay to have something like bricks or stone repeat for a large space but I can't bring myself to allow it even though I think it looks fine when other people do it. Also since I prefer mapping for vanilla it can be really tedious having so much alternating textures and dealing with the drawseg/visplane limits.
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Blue! The color is decent but blue food is always the best. Candy, drinks, cheese, bread, everything.
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I liked this wad, some maps were a bit too cramped for my liking but overall it had a really nice classic feel with a good atmosphere. I'd love to see what you come up with for a second episode!
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4 minutes ago, DankMetal said:Sorry if i was being a fangirl here, it's just that i love stickney installation so much, e2m4 is my favorite level because it reminds me of Doom 64. Now i can finally say that i prefer doom 1's combat thanks to your megawad. I hadn't played your doom 2 megawad, but i will soon!
Aww thanks, I appreciate it :>If you liked Stickney you'll probably like abscission as well, it turned out waaaaay better imo. Though I'm still proud of how Stickney turned out too.
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Just now, Johnny Cruelty said:@Snaxalotl @thelamp I see youse reacting :3
I'M NOT GIVING YOU MY PRECIOUS MONEYS -
What if we made dark chocolate doom where the gamma is always at the lowest setting, I'm gonna need some coders and compilers for this though. Please let me know if you want to make my idea for me.
The DWmegawad Club plays: Doom 2 in City Only
in WAD Discussion
Posted
Thanks for the feedback on my map. After getting used to the tight and compact layouts that vanilla enforces while I made in Abscission I went a little overboard in the sheer scale of this map considering the time constraints (The time limit was more than fair but I failed to account for it properly). I have fixed some issues since DICO got picked for the dwmegawad club but I will be reviewing what you found and address the problems. Thanks again :>