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Helm

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About Helm

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  1. Helm

    [Community Project] "Gorehounds of Doom"

    Thanks for trying it again. I test in dsda as well and the skybox works for me, no idea what's going on there but it looks cool
  2. Helm

    [Community Project] "Gorehounds of Doom"

    muumi: thank you very much for the playthrough, feedback and demo! I watched it all, it was very instructive. You know I am a big fan of your mapping so I appreciate your interest. Fixed the HOM floors smh I added a plasma gun option for anyone that actually goes for the bottleneck in the middle after the rocket launcher fights, because I theorize if you push and get plasma up from that side you may be able to progress faster than going the side routes, and get to the plasma depot and invuls all snappy. If anyone wants to run it again, there is now a third viable option I think. I brightened up a few bits in the rocket fights. Re: cutting that corner: to get that more consistent spend more time on the left side of the map up until you make that turn so the imps are in favourable positions. If you don't go for the 4 rocket boxes AND you really cut that corner towards the wall (don't do broad circuit) most of the time that corridor is half empty. Snaxalotl: glad you didn't hate it, I guess! At least we're solidly in divisive map territory here and not in outright garbage territory. I'll take divisive, aversion and incredulity are good emotions as long as they balance out with eventual overcoming SCF: fixed the start in GZdoom, it works fine in mine but I adjusted the size anyway. Thanks for giving it another go! Aurelius: thank you for the kindness, the sickass demo (and the testing earlier) it's such a pleasure to see skilled players play through something like this! Here's an updated version. 6th_Hour_of_Lamentation_v2.zip
  3. Helm

    [Community Project] "Gorehounds of Doom"

    If you just want an exit and not 100% kills just get to where you need to go, then come back where you started as expeditiously as possible, that's definitely a valid experience. But if you decide to clean up you might find this is actually a 10 minute map and there's nothing intimidating about it, besides that initial uneasy feeling
  4. Helm

    [Community Project] "Gorehounds of Doom"

    Thanks for the feedback. Sometimes adjusting to off-putting stuff (in horror movies or otherwise unsettling media) is part of the point. It's easy to dismiss a map with a lot of imps as a gimmick until you actually try to live there. I take it all in stride, though, obviously such a thing can become a slog and requires a replay or two to figure out what you need to hit when to live, it is a challenge map... but only for those that are drawn to it. I hope some people in the thread will be, but I'm perfectly content with my sense of doom horror being an aquired taste.
  5. Helm

    [Community Project] "Gorehounds of Doom"

    map name: 6th Hour of Lamentation midi that is 6 hours that I found on soulseek: Stardrifter 6th_Hour_of_Lamentation.zip
  6. Helm

    [Community Project] "Gorehounds of Doom"

    @Thelokk I'm in. I want to see if I can make a spookers map too and MBF21 is my jam anyway and you talk a good game <3
  7. new upload for bugfixes final version unless something's gone horribly wrong texture used: SHAWN map name: SHAWN IN HELL midi: Annihilator - ALISON HELL Shawn_in_Hell_b2_mod.zip
  8. I have finished a map for this project just to see if I could make something half-decent for vanilla limitations (I think I did!) so if anyone relinquishes a slot, keep me in mind :)
  9. Helm

    Shovelware Society #13 - WAD.WAD Week

    And here's Fred2. We don't talk about Fred1
  10. Helm

    Shovelware Society #13 - WAD.WAD Week

    Hello! I ran through this week's shit. Videos and reviews below! Take a relaxing vacation (in hell) in our deluxe Hellsley Suites
  11. Absolutely, joyously beautiful. My only problem was the hanging bodies, I enjoyed the combat and obviously the mood and the visual. I liked the combat a lot, it wasn't too rough on me on UV and besides a monster blocker line that stopped an archvile from following me where I thought it'd be best to fight it, there wasn't really anything that stuck out as a bummer. I'd go further and say, having tried this sector detail heavy doom approach privately myself, that you've done amazing with your encounter design given that you had a rigid plan about the space and the detail work. It's very hard to move this stuff around and mess with it extensively after the fact, you kind of have to go with your original idea and finetune it a bit and that's it. So I think you're very talented not just visually but in terms of enc. design if you can pull something like this off from the go. I hear you about feeling burnt out after doing this and feeling done with doom mapping but I think it'd be a tremendous challenge and a very fun one for you to have another go in the future where you make a new layout that's uncluttered with detail and the structure is nice and chonky, and then you strategically deploy your obvious artistic and architectural skill only where you want to pull attention to the eye and where there is env. storytelling purpose to it. This one is a uniform detail kind of place, which really grounds it and makes it way more literal than the doom engine was ever imagined to be capable of (hence lots of people going 'it looks like quake') but there's this virtue to 'empty spaces' in doom, in terms of information for the eye. If a doom space is mostly empty of meaningful detail, the little detail you intentionally showcase in that empty space is extra meaningful in contrast. You've delivered a tour de force of 'more is more' and you would not only learn so much more about level design if you were to reign in the when and where of your sector rendering, but also you'd feel free from having to rationally portion your detail evenly across the level. Doom doesn't need to be rational! The lessons you'd learn from going through this process would be useful to you if you end up level designing and dressing for any other more advanced engine afterwards, and you'd come out with a renewed appreciation of the abstractive powers of the Doom engine in particular.
  12. Helm

    Shovelware Society #13 - WAD.WAD Week

    Also, here's redroom2 for good measure. Music on top by Kreator, Atrocity, Cemetary and At the Gates, all songs to do with viscus, sanguine humours, crimson bloody red, red red, because why not? Blind playthrough over here. Short review: better than redroom1 by a margin. Always exciting to see mappers learn as they go. Mapper is trying to do some linedef trigger progression and I got the hang of it eventually but I did get confused about how I was supposed to lower that blue key flesh platform. On review I realize now I just didn't press the very obvious switch, my bad, I get confused very often, especially when I'm talking and playing. Need more braincells to pull that off convincingly. A minor idclip sojourn aside, managed to get through this one feeling 'this is almost a good level', which, by shovelware standards is pretty good! Main criticism involves the use of a cyberdemon in a cramped room including a side tunnel that's basically a death trap. The sensible thing is to kill the cyber from outside his arena, camping a door, which means something went wrong on the mapping side imo. The spider momma is nearly a non-issue, but connected with narrow walkways over hurtfloor and a big ol' red door-with-HP in makes for a little bit of actual tension so I'm not gonna say one more useless mastermind. I'd have it crushed after opening the HP door, though. Most upsetting thing about the map is the uneven rising staircase, to be honest. Actually, hold on, the biggest annoyance is plasma not going over the little ledge to hit the mommy spider. Most fun had was that sneaky vile, but I kind of had to make my own fun, there. Warranted placement of a computer map at the right juncture as one might start to get frustrated with the invisible triggers and hidden walls. As an automap enthusiast I commend any early effort that uses that pickup well. Even lightamp goggles are correctly used! On the bug side you can finish the level early by interacting with a random side of that flesh platform that the blue key is on. It could be DSDADoom, I don't know with these old maps. I did -complevel 2 in any case.
  13. Helm

    Shovelware Society #13 - WAD.WAD Week

    Here's Windows, first the blind playthrough (including the few deaths alongside the winning run). Once again, era-appropriate heavy metal blasting in my tape deck behind the map because we do not need more d_runnin, do we? A couple of tracks from Windham Hell's obscure neoclassical but deathly album appropriately named 'Window of Souls'. short review: fun and reasonably hectic little coffee break challenge. For its vintage I'm pretty sure the difficulty in the opening situation is more the result of making a deathmatch map and then saying 'how do I make it hard for single player?' as an afterthought, and for this sort of situation I think it plays out well, feels a bit modern for all the different ways you get attacked and how you have to establish a foothold in the open space. Map very generous with guns, ammo and health so it's mostly about getting out of the initial bit of trouble and then you systematically take everything else apart. Weird door textures made me deprioritize getting into some rooms I should have gotten into way earlier. Mean shallow elevators taking you up to 2-3 sergeants makes it a roll of the dice if you're going to survive the first time around before you know to health and armor up before you go meet the fellas. No idea why the pits teleport you back up immediately, I'd have made them just do 20% damage and give a few miserable seconds for the player to ponder the error of their ways before restarting. Died a few times trying to bully enemies I shouldn't be bullying like the spider momma, was surprised she actually gets crushed in this map since there's definitely ammo to rush her along to her inevitable demise. The dark bits of corridor are mean. I appreciate them but I probably wouldn't do something like this exactly, it feels a bit tacky in a modern sense for 'you can't see shit' to be a gimmick to add difficulty to an encounter. But it's such a short map, it's fine. I had fun!
  14. Helm

    Shovelware Society #13 - WAD.WAD Week

    Three tracks, Morbid Saint - Lock Up Your Children, Demolition Hammer - Crippling Velocity and Devastation - Deliver the Suffering. I concur I don't really expect people to watch a full weird playthrough of a wad just to get to final remarks, so if I do this more I'll be reiterating on the final points in text!
  15. Helm

    Shovelware Society #13 - WAD.WAD Week

    Thanks! I also did this one just to juxtapose with something a bit better. This one comes with some ancient but still murderous thrash metal that is era appropriate as a replacement to the stock music to get that total 'I am playing doom in 1994 and blasting my tape deck' simulated experience
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