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Sectorslayer

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Everything posted by Sectorslayer

  1. Sectorslayer

    The Above Avatar is Fighting You. How Screwed Are You?

    I’m going to be assimilated by Aztec super computer.
  2. Hello Doomworld! About Knee Deep Again: You like me love the style of Doom Episode 1? Well, than this project might be for you! I'm recreating the look&feel of the original Episode 1 maps but with new and harder encounters. The maps show my step by step way into Doom mapping. So they might differ in terms of quality. I occasionally go back to fix or adapt little things but keeping the original flow. I'm planning on mapping all the levels of the original Ultimate Doom Episode 1 and finally collect them in a single WAD. The working title currently is "Knee Deep Again". I will upgrade and bump the topic whenever new maps arrive. All maps are in Doom map format and designed with SLADE using the Ultimate Doom IWAD. Currently available are maps E1M1, E1M2, E1M3, E1M4 and E1M9. Special thanks to @Chris Hansen for helping me out with getting the WAD files in order!! Download: https://drive.google.com/file/d/1kbtXT3rUCTBRU9qPXTpmji1Ynk5WQCBO/view?usp=share_link Ports: Limit removing Game: Ultimate Doom (1) Tested: on PrBoom+ and GZDoom Happy playtesting! -Sectrslayer
  3. Good news! E1M5 progression is complete and has first been tested by @Clippy. Thanks! You will find the video of him breaking the map on his channel: https://youtu.be/bGBZJPFKie4?si=oxguUlA9ClVi2PKZ Some of those bugs have already been addressed... Since I'm away for quite a time, I will finish difficulty settings and minor things first thing next year. If you want to give it a Ultra Violence spin yourself: here is the map so far: kda_e1m5.wad.zip (I will remove the link once it is included in the main WAD of this thread...) Limit removing and tested on Crispy, it follows the suspense theme and includes a tiny bit of resource management. So turn down the light, put on the headphones and survive... Happy holidays and happy dooming everyone!
  4. Sectorslayer

    What are you?

    Vectigalia solvo, ergo sum.
  5. I’m totally into that 😉
  6. Bumping the thread, because this project is still running in the back of my head. Just too many things happening in life and everywhere. I just seem to not be able to make some Doom time. I tried to build the E1M5 replacement. And while if have some ideas, I just can't find a way to express them properly. I even deleted a whole section because it did not have the desired Knee Deep theme. Something I've never done before. I don't have much time, so I have to map in between things for an hour or just fifteen minutes a day. Not enough to get my Doom vibes up at the moment. So I'm stuck with some experiments... But I'm not giving up. Drawing lines and sectors - until it is done!
  7. Awesome project! What’s the up-to-date way to playtest deathmatch? You all hang out on servers or is there a bot implementation somewhere?
  8. Sectorslayer

    what are you working on? I wanna see your wads.

    Thanks! Don’t forget to check the finished product: I’m always glad about videos and demos of people playing through. So don’t forget to hit the record button! 😅
  9. Sectorslayer

    "people don't know how to make good doom1 wads"

    And I always get very constructive playtester support by @Biodegradable and the @Clippy gang! 👍❤️😊
  10. Sectorslayer

    VibesPlane Overflow: A Chill LetsPlay Channel for Doom

    I've created a GitLab project. You can place the resource files there: https://gitlab.com/classic-doom/medieval-japan-resourcepack I suggest keeping monster, texture and map WADs separated.
  11. Sectorslayer

    VibesPlane Overflow: A Chill LetsPlay Channel for Doom

    Hi, I'm back at the PC and had a look on your file. It has some nice monsters and stuff. I also googled around a bit but could not find a nice texture pack easily. @innerethos posted about Makkon, yet a .pk3 file seems only about ZDoom ports (not my port of choice) and Quake actually. Long story short, assembling a small resource pack is not something I'm particular familiar with. Seems that a bit more research is needed...
  12. Sectorslayer

    2 kinds of vanilla 3D bridges example wad

    Here is a video of my building a basic vanilla bridge in SLADE3: Sector Slayer Doom Dojo - Invisible Bridge I’m not speaking very fast. But I don’t know if it makes up for my strong accent. 😏
  13. Can't get enough of these brown, vertical, ruined castles! I promise to continue on the Knee Deep Again project after that. This was just so much fun to make... Precipitous Extirpation https://drive.google.com/file/d/10xqIDbNSE5JjJdKMogvW_pSwQIhtcVs3/view?usp=sharing * Doom2 * Single player * All difficulty levels * Limit Removing * Multiplayer / Deathmatch starts only * No jumping / crouching allowed * Free look not required * PrBoom+ Complevel 2, GZDoom 4.5, Crispy Doom 5.11.1 * Build with SLADE3 * Music: "Lighthouse" composed by Jimmy for RAVEN MIDI Pack * Sky from @Mechadons box of skys 3 * Playtested by @Stupid Bunny and @WhatTheDuckXD. Thanks! Have fun! ps: I always love to see some recordings. ;-)
  14. Thanks @EliDoesStuff and @Sneezy McGlassFace for checking! I wasn’t aware that this is a GZDoom thing. Dropped it forPrBoom, Crispy and Chocolate only recently. 👍
  15. I have to agree with most of the comments so far. It’s definitely a playstyle issue. As for the secret tags: They are in the original game design. And correct me if I’m wrong: The end screen stats would show 100% secrets if there is no tagged sectors, right? Gameplay wise, there is always the Computer Area Map item to pickup! Look at all the undiscovered areas! 😅 I followed the principal of putting one near the exit in most of my techbases. Putting that one into an unmarked secret from now on. Because deliberately unmarked secrets might be a great idea for exploration heavy maps actually. 🤔
  16. Sectorslayer

    VibesPlane Overflow: A Chill LetsPlay Channel for Doom

    I’m a very slow mapper. And your taste for exploration rules out the short-and-punchy kind of maps. Either way, there will be a medieval japanese map at some point this year. Gonna watch your streams to develop the feel… 😏
  17. Sectorslayer

    VibesPlane Overflow: A Chill LetsPlay Channel for Doom

    Lovely! I’m not able to map for about two weeks. So no need to rush it… 😅
  18. I have created a Chocolate Doom music pack for Abscission to enjoy the high quality eerie soundtrack while playing vanilla. It has quite the size, so I hope the download works: https://drive.google.com/file/d/1x_L_hbHroWV4TJA327mLDJQ4FBOguKo0/view?usp=sharing You will need to extract the file in Chocolate Dooms music pack directory. It replaces all DOOM2 *.mus files and plays the Abscission soundtrack instead.
  19. Continuously descending into the dark on Chocolate Doom with my headphones on. Jesus Christ, my nerves...
  20. Sectorslayer

    VibesPlane Overflow: A Chill LetsPlay Channel for Doom

    Great idea! Can you recommend a resource pack? I can’t promise anything but I will keep this idea in mind when doodling in the editor…
  21. Sectorslayer

    Coop Doom Builder - why isn't this a thing yet?

    I bounced around some ideas on how to implement such thing. It should not be too hard to implement in the existing editor concepts. But you would need to broadcast editing commands and make sure, they are *all* played out in the same order for every participant. That is a hard part and there it seems to be a niche feature in the end.
  22. Sectorslayer

    VibesPlane Overflow: A Chill LetsPlay Channel for Doom

    Oh, so I got to make a chill exploration map for you guys. 🧘‍♂️
  23. I’ve been watching a lot of playtesting and commentary. Finally, time to try it out myself. Get Psyched! 👍
  24. Sectorslayer

    Precipitous Extirpation [Doom2, limit removing]

    Oh, thank you very much for the kind words! I do aim for relativ linearity and maximum readability. Non-linear maps are a different beast and casual action-focused players seem to get confused with them. If everything happens somewhere else you might quickly find yourself in a switch/door/key hunt, wondering what to do next. I like to make the maps look non-linear but be straight forward and readable. By the way, whats up with all the Cacos in the screenshot? They should block each other at the teleport exit. At least thats what the do on complevel 2. 😏
  25. Sectorslayer

    Precipitous Extirpation [Doom2, limit removing]

    Hey, thanks for playing and commenting! Glad you liked it! That’s an interesting point. Can you elaborate? The first room is the strongest, I’m not surprised. I’m so tempted right now to publish an “ultra” version to give all you pro-players a more challenging experience. But maybe I keep it for the next map. 😏
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