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Everything posted by Snaxalotl
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ABSCISSION - Dark, Atmospheric Doom II Megawad [32 Vanilla Maps] Now On IdGames!
Snaxalotl posted a topic in WAD Releases & Development
<<<IDGAMES PAGE>>> <<<Mediafire Download>>> <<<High Quality Music Pack>>> (recommended for sourceports that support mp3 files) Abscission is a dark and moody 32-map vanilla megawad with an original ambient/noise soundtrack composed by me. Each map loosely follows the style of the original iwad levels, but with distinct and new layouts rather than being a remake. Visuals are classic since I stuck to stock textures other than custom skies. The difficulty is slightly above average - expect difficult fights that don't become tedious or frustrating. I hope you have as much fun playing this as I did making it! :> Play Information: Name: Abscission (AB.wad) IWAD: Doom 2 Compatibility: Vanilla Ports Tested: Chocolate Doom, Woof, Eternity (Will work in any sourceport as it is vanilla compatible) Map slots: MAPS 01-32 Gameplay: single-player, coop Difficulty Settings: Yes Requirements: no jumping/crouching Thanks to @sandwedge, and @Doomkid for playtesting! Enjoy <3 -
ABSCISSION - Dark, Atmospheric Doom II Megawad [32 Vanilla Maps] Now On IdGames!
Snaxalotl replied to Snaxalotl's topic in WAD Releases & Development
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. -
DONLOAWD: https://www.doomworld.com/idgames/levels/doom/megawads/stickney Stickney Installation (Alternate Mediafire Link) Episode 4 has now been released, and this wad is now complete. (outside of any light bug fixing before the idgames release) Based in the largest crater of Phobos, Stickney Installation is a full Ultimate Doom megawad that follows the style of the original IWAD. Visuals are classic with only stock textures other than the custom sky textures, difficulty doesn't get much higher than the hard parts of Thy Flesh Consumed, except for Episode 4 which does crank up the difficulty. Play Information: Name: Stickney Installation (Stickney.WAD) IWAD: Doom 1 Compatibility: Vanilla Ports Tested: Dosbox, Chocolate Doom, Eternity (Will work in any sourceport as it is vanilla compatible) Map slots: E1M1-E4M9 Music: Me, @Wilster_Wonkels, @Doomkid, Ultimate Doom midi pack, and Doom the Way ID Did Sky Textures: E1(Doom64) E2(Mechadon's Box O' Skies) E3(@Kuro_mahoh) Gameplay: single-player/co-op Difficulty Settings: Yes Build Time: 2 Months Requirements: no jumping/crouching Thanks to @sandwedge, @Doomkid and @Biodegradable for the very helpful playtesting! Also @Wilster_Wonkels for the massive barrel closet Music Credits Hope you all Enjoy :>
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Not Jabba's Not the Cacowards Review Corner (rd reviews The Iron Forge)
Snaxalotl replied to Not Jabba's topic in WAD Discussion
An honor roll for abscission!? I'm Glad you liked it c: -
Doom 2 In City Only - Community Project [All Slots Claimed]
Snaxalotl replied to myolden's topic in WAD Releases & Development
Map 22, Please! -
The DWmegawad Club plays: I C H I N I C H I
Snaxalotl replied to dobu gabu maru's topic in WAD Discussion
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 :> -
The DWmegawad Club plays: I C H I N I C H I
Snaxalotl replied to dobu gabu maru's topic in WAD Discussion
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. -
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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Ante Mortem Episode 1, Super Large and Super Charged (UDMF)
Snaxalotl posted a topic in WAD Releases & Development
After 2 years of development, episode 1 of Ante Mortem had finally arrived... GAMEPLAY Fast paced and challenging with a buildup to slaughter. Supercharge's arsenal and slightly reduced enemy health prevents any grind as you tear your way through massive hordes of demons. Ultra Violence does not hold back so avoid it unless you are very skilled or for a second playthrough, Other difficulties are supported and still provide a good challenge. All 5 maps are fairly large so expect this first episode to take 2-4 hours to complete. UV - Intended for masochists that want to push their limits, Situational awareness and patience are key. Every mistake will be punished and the legions of hell will give no mercy. (This is not the standard difficulty) HMP- The standard difficulty, not easy by any means but is recommended for most players. Provides a good challenge without the required precision of UV. HNTR- Much more forgiving than HMP or UV, still not easy but is a good choice for those who struggle with tough maps. ITYTD- Same as HNTR with extra ammo and less damage, good for a casual playthrough. I recommend HMP for most players, don't force yourself to play UV... It doesn't back. Requires GZDoom 4.2.0+ 4.7.1 is recommended as it was used for testing and is more up to date. Freelook and jumping are required, crouching is only required for secrets. CREDITS @Tango For the wonderful gameplay mod supercharge. @ukiro For the beautiful texture pack OTEX. @Biodegradable For the great trailer. Everyone That helped me playtest along the way. @Biodegradable, @Clippy, @azerty, @Terminus, @Bridgeburner56, @DavidN, and @sandwedge in no particular order. Thank you all so much for your advice and assistance! Music is from the Plutonia midi pack and Sunder, The title screen music is from HellStorm Archon's ambient music pack. PERFORMANCE AND THE REQUIRED DYNAMIC LIGHTING Dynamic lights are essential as they are the main way the maps' lighting is implemented, turning them off will leave the levels looking very dark and dull. Despite my best efforts to optimize these maps do require a decent rig compared to most doom maps. This is due to the large size and the many 3d floors / dynamic lights at work. If you are experiencing fps issues on the larger maps trying turning off texture filtering, and lowering the "Max VFX" Setting in the supercharge options (50 or 100 are both acceptable. Higher values greatly impact performance with the large quantities of gore decals and bullet casings. BUGS Nothing major unless I somehow missed something, there are probably a few misaligned textures hiding somewhere. If you run into bugs please let me know in the development thread here.\ DOWNLOAD https://www.mediafire.com/file/ev3trwdh5xdod13/AnteMortem.zip/file Make Sure you have those dynamic lights on! I hope you all enjoy playing this as much as I did making it! -Kyra -
I want to be a twitching impaled human.
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[COMMUNITY PROJECT] (MUSICIANS NEEDED) Amalgoom, Combining Doom 1 and 2
Snaxalotl replied to Johnny Cruelty's topic in WAD Releases & Development
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. -
[COMMUNITY PROJECT] (MUSICIANS NEEDED) Amalgoom, Combining Doom 1 and 2
Snaxalotl replied to Johnny Cruelty's topic in WAD Releases & Development
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.
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ABSCISSION - Dark, Atmospheric Doom II Megawad [32 Vanilla Maps] Now On IdGames!
Snaxalotl replied to Snaxalotl's topic in WAD Releases & Development
Thanks!! And I did release the first 7 maps in November last year, instead of waiting for every map to be done before release. -
My newest project dedication to DOOM
Snaxalotl replied to SHEYDE X43's topic in WAD Releases & Development
I feel like my legs were crushed and my liver started to fail after reading this thread too -
Looking for play testers 1 map
Snaxalotl replied to Crowbar gaming's topic in WAD Releases & Development
whats a discord -
I do think its uncalled for that a positive thread you started turned into a spotlight for people to whine about how awful the cacowards are
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Probably just upset something he worked on didn't get a cacoward
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they should put you in charge of the cacowards, since you know better than everyone currently writing them.
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Cual es el peor y mejor mapa de doom 1 y 2 segun su opinion
Snaxalotl replied to Wiplashz's topic in Doom General
Yes -
Grass is bad and is a waste of water, Touch the grass aggressively to remove it from your neighbors lawn.
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You need to supply the relevant arguments and not leave the function blank, you can choose the class to remove from the players inventory and the quantity TakeInventory("Shotgun", 1) would remove a shotgun from the player's inventory
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https://zdoom.org/wiki/TakeInventory