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signaturereverie

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About signaturereverie

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  1. signaturereverie

    [CP] [DSDA CL2] Super Doom TV - [RC1]

    ah yeah , aware of that since one or two cacos do get stuck like that occasionally while trying to infight the arachnos but never bothered to fix it since it really didnt feel like much of an issue (theyre up close to all the platforms and thats the only spot in the entire map where that could feasibly happen as far as im aware) . i could fix that if it does feel weird but the earliest i could do that is in a few days cause im gonna be away from my computer for a bit
  2. signaturereverie

    [CP] [DSDA CL2] Super Doom TV - [RC1]

    some more playtesting ! rock it man : bloodsport : witness total carnage : general : - consider making a stopmap/credits map after map23 , because right now (at least in dsda) you can go through the credits sequence and to map24 . a cute neat idea would be recreating the arena from the bossback i think - really like the new intermission text , though "bated breath" is spelled without an i i think that might be all that i found ? at least for now
  3. signaturereverie

    [CP] [DSDA CL2] Super Doom TV - [RC1]

    in dsda complevel 2 the height transfers do not function which does make the map look not entirely as intended (at least i assume) , but it really does not look too bad in my opinion and probably even improves clarity in my personal opinion (though the startan could be switched out for a more fitting texture)
  4. signaturereverie

    [CP] [DSDA CL2] Super Doom TV - [RC1]

    real quick before i go to sleep fortress of the horned beast : on complevel 2 this door does not open because it was made using conveyor belts
  5. signaturereverie

    [CP] [DSDA CL2] Super Doom TV - [RC1]

    studio scramble , grave squatter and death at 632.8 nm , the others seem to be fine from what im seeing also , not something thats at all necessary , but maybe also a text screen about nearing the end somewhere around map17/18 ? because as it is right now theres one after map11 and then if you dont take the secret exit the next one is all the way at the very end , and it feels a bit stilted maybe ?
  6. signaturereverie

    [CP] [DSDA CL2] Super Doom TV - [RC1]

    playtesting ! tyrant time traveler : missing textures in a few places (under spoiler) , a closet with enemies is supposed to open but doesnt due to complevel 2 quirks (iirc its that you cant move the floor/ceiling of a sector if a thing is stuck there) (under spoiler) , also generally unable to backtrack which might lead to missing kills and frustration (a simple teleporter at the very ending back to the start of the map might be enough) grave squatter : a group of monsters didnt spawn in because it got disconnected from a sound sector general : the tiny hud numbers for weapons and ammo count are a bit inconsistent , the "unlit" numbers and the "lit" 3 have a red shadow while the rest have a gray one , some map titles on the intermission screen are not displayed because there are a few typos in the umapinfo oh and uhhhh i did a tiny update for my map , here it is da6328_sdtv i thought i still had some gripes with the placement of my map in the maplist , but now im actually thinking that it could work . could possibly add a text screen before it with something along the lines of "sike ! there were plans to wrap up but due to astronomically high ratings we have decided to put our contestant through an extra challenge of extra difficulty" . or something along those lines thats going to be it for today since i accidentally spent like 3 hours straight on this or even more . i should come back and finish this in a few days unless i forget
  7. signaturereverie

    '95 Never Dies CP [Full!]

    noted ! aware of disappearing sprites in the final fight, would have to rework the fight quite some to get rid of that anddd ill think about that some . also reworked the weapon balance as per your suggestion and i am actually finding it more enjoyable myself . still havent gotten around to doing the multiplayer stuff overrun
  8. signaturereverie

    '95 Never Dies CP [Full!]

    today i bring to you : a weird techbase map that doesnt really fit the rest of the episode it is in . just as intended ! name : overrun mapper : signaturereverie slot : e4m9 music : i havent gone out to find anything yet + dependent on e3m9 in some (most ?) scenarios tested in : chocolate doom, crl, crispy doom, dsda-doom complevel 3 overrun basically my idea was that i always saw e4m9 somewhat like a the remaining pieces of humanity being taken over by hell sort of deal and not just a weird techbase map that doesnt really fit the rest of the episode it is in, so i took that idea and ran with it fully without many other references to the original deathmatch not yet implemented , i think the layout would allow for that pretty well but i might have to copy the whole thing and change a few things in it coop starts are present but thats about it while i did look through the map quite meticulously it brushes up right against the visplane limit in quite a few places so let me know if i happened to miss a spot where it goes over would also really love feedback on gameplay ! i think thats about it
  9. death at 632.8 nm map originally made for the super doom tv community project (not released yet , will provide link) , decided to release it as a standalone because the project wasnt seeing much movement at the time and i wanted to have it out so here it is challenging laser map vwoop vwoop, a fully practised run could take upwards of 40 minutes complevel 2, tested in crispy doom and dsda-doom resources textures -- otex by ukiro music -- "blood red shadows" by audrey hodges (title), "rotted roots" by james paddock (map01), "the sea of mystery" by tristan clark (intermission/map02) maps map01 - death at 632.8 nm map02 - --- screenshots download da6328
  10. signaturereverie

    '95 Never Dies CP [Full!]

    id say my map is 70-80% done ? unless i come up with something new and ridiculous, but even then i am reasonably certain it should be done comfortably before the deadline E4M9.zip
  11. signaturereverie

    '95 Never Dies CP [Full!]

    great map ! short and sweet and a punch to the face . though im pretty sure i have played other maps from the episode and it might be kind of too hard relative to them ? but its just my opinion and the original e4m2 is also a difficulty spike and im not exactly sure if i had the latest versions and so on and so forth i wanted to ask that before but forgot about it and thats still a thing now : i looked through the map and found no secret exit at all , did you forget about it or is that going to be handled in a different way ?
  12. signaturereverie

    '95 Never Dies CP [Full!]

    finally getting some stuff done, trying to get away from my typical orthogonality and going for something a lot more freehanded (especially with what i want to be going on overall with the theme and such)
  13. signaturereverie

    Embryo: where each map is smaller than the last

    oh no i didnt see at first that map15 was claimed just before me . could i have map14 then ?
  14. signaturereverie

    Embryo: where each map is smaller than the last

    sure, ill sign up for this one too, especially since the slots are going rather quickly . can i get map15? and also regarding that : maps 31 and 32 are not in the map list , will they be done and if so, will a secret exit be required ?
  15. signaturereverie

    Intrusion [complevel 2]

    very fun map ! the visuals are very nice and tasty, good choice of midi, greatly enjoyed the interconnectedness of the layout, the combat wasnt too tough with ample health and ammo but it still packed quite a punch all in all , very good work very enjoyable !
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