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NinjaDelphox

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Everything posted by NinjaDelphox

  1. "Rifts in time have opened up across the worlds, allowing the demons to pour in droves and wreak havoc. With Space and Time tearing itself apart, the UAC have traced the of the time rifts to the skull arbiters that have finally come out of hiding. This paradox has also brought you back from the dead... with your flesh restored, there's only one thing on your mind: revenge against those fiends that stole your soul. What about saving the earth from total collapse of time and space itself? If it means you can crush more demon skulls under your boot. Sure, why not." 150 Line Massacre: The Golden Skulls is a 36 map megawad by @NinjaDelphox, featuring maps by @Arsinikk, @Cacodemon187, and @Large Cat, and is a non-canon sequel to 100 Line Massacre. Originally intended as remaster of Ninja’s 5 Maps with 100 Lines, it turned into a full blown sequel featuring “remasters” of these original 5 maps that led to the eventual creation of 100 Line Massacre, along with reimaginings of these maps and 27 entirely new maps, including a previously unreleased 100 Line Massacre map! Like the previous Massacre wads, each map was designed with pistol start in mind, and includes the new skill Vile Cruelty (UV+), which contains multiplayer only monsters for an extra challenge. 150 Line Massacre also features a new gameplay mechanic: The Golden Skulls! Each map contains a hidden Golden Skull, and is required for a 100% playthrough, displaying a “Skulls” count at the end of each map instead of an item count. Google drive: https://drive.google.com/file/d/1zWbdYmlAhk_AtOxCIwYdRord1mJRnPwP/view?usp=sharing 150 Line Massacre: The Golden Skulls is a vanilla compatible megawad (Complevel 2), and features many compatibility settings automatically applied to source ports for a proper and smooth experience. Almost every map will suffer from the sprite limit in chocolate Doom and DOS, and many will be unplayable, so it is recommended to use a sourceport. Map 31 will savegame buffer overflow in Chocolate Doom and DOS. While not common, intercept overflows may occur in more densely populated maps.
  2. Just posted a new update, same link as the OP. Fixed an OpenGL HOM in Map 08 Fixed an enemy in Map 16 Added some ammo to Map 19 Fixed a secret in Map 20 Updated Map 33 to allow the golden skull to be obtained with no monsters.
  3. NinjaDelphox

    Is using SAVES in Doom bad?

    Sir I think you have the wrong software company, Id software was the one to add the permadeath no saves mode to the modern doom games, FromSoft games pretend to be hard and crumble under their own RPG mechanics, and they only become hard if you make them. Also relating to the OP, saves in classic Doom could never be bad because the game has no checkpoint system.
  4. Decades of peace have passed on the planet Elysia, with one half of the planet belonging to the UAC, and the other belonging to demon kind. One day, a meteor crashes into Mount Esthar, the largest volcano in the demon realm, shaking the planet to its core. An alien parasite slithers its way from the meteor infecting all of demonkind. As things seem like they couldn't get worse, Mount Esthar suddenly erupts, spreading corruption over most of the planet killing all UAC personnel on the planet. Your mission is to travel to Elysia, search for any UAC survivors, and terminate the alien parasite. Corruption is a thirty-five level MBF21 mapset created by @NinjaDelphox, @EVILNECK, and @Arsinikk, comprised of detailed and action heavy maps inspired by Back to Saturn X2 and Hell Revealed II, along with other games such as Final Fantasy, Castlevania, Ninja Gaiden, Metroid, Resident Evil, and Mega Man. Extensive sprite, sound effect, and dehacked changes have been created and used for Corruption to tie in with its story and provide a much more unique experience than a standard Doom II mapset. A lot of attention to detail has also been paid to various source port extras such as GLDEFS, custom obituaries for monsters, edited menu graphics, additional enemies in the ending cast call, and much more. Every Map has been designed to be able to be pistol started, but I highly recommend not doing that on a first playthrough. Normal mode is the intended way to experience the game, but medium and easy difficulties have been implemented, as well as a new harder difficulty called “Xtreme” (Ultra-Violence Plus), and on ZDoom ports there is an OHKO mode where both players and demons die instantly to any damage. Made with the Doom II IWAD. Corruption has been tested with: DSDA-Doom (0.24.3, 0.25.0, 0.25.5) [Most recommended] Woof! 10.5.0 Eternity (Devbuild, 4.03) Zandronum 3.1 ZDoom 2.6.1 Odamex 3.10.0 (Currently broken, does not support A_LineEffect, has issues with bossdeaths due to reading ZMAPINFO but not decorate, and other misc. problems) GZDoom (4.9.0, 4.10.0) Doom Retro from my limited testing does not seem to support umapinfo bossdeaths (At least they don’t work with the current implementation like in every other port). Run with the widescreen assets patch for 16:9 art and status bar. Run with Corruption_Lights.pk3 for GLDEFS. ===Cluster 1: Dire Pollution=== 1. Pollution - NinjaDelphox - High Speed Lift, Mega Man Zero 3 2. Nukage Outflow - NinjaDelphox - Tallon Overworld 2, Metroid Prime 3. Toxin depot - NinjaDelphox - Organic Line, Mega Man ZX Advent 4. Discharge - NinjaDelphox - Hell’s Gate Open, Mega Man Zero 3 5. Marshlands - EvilNeck - Upper Brinstar, Super Metroid 6. Decomposition - EvilNeck - Sandy Maridia, Super Metroid ===Cluster 2: Corrupt Vestige=== 7. Undergrowth - NinjaDelphox - Nettori Battle, Metroid Fusion 8. Sector 2 - NinjaDelphox - Sector 2 [TRO], Metroid Fusion 9. Twilight Zone - EvilNeck - For Endless Fight III, Mega Man Zero 3 10. Subterranean Hell - NinjaDelphox - Wasteland, James Paddock 11. The Grotto - EvilNeck - Stormwater, James Paddock 12. Abandoned Mire - EvilNeck - Killing Spirit, Metabolist ===Cluster 3: Emerald Eclipse=== 13. House of Sacred Remains - NinjaDelphox - Demon Seed, Castlevania III: Dracula’s Curse 14. Eternal Corridor - NinjaDelphox and Arsinikk - Phazon Mines, Metroid Prime 15. Hellcinerator - Arsinikk - Into the Hellfire|Into Arsinikk’s City, Arsinikk 16. The Dark Chapel II - NinjaDelphox - Malak’s Labyrinth, Castlevania: Order of Ecclesia 17. Putrefaction - EvilNeck - Tower of Science, Castlevania 64 18. Necrosis - NinjaDelphox and EvilNeck - Rainbow Cemetery, Castlevania: Symphony of the Night ===Cluster 4: High-Tech Gateway=== 19. The Observation Tower - NinjaDelphox - Final Weapon, Mega Man X4 20. Barrel Plant - NinjaDelphox - Reborn Mechanics, Mega Man Zero 3 21. Reservoir Facility - NinjaDelphox - Cold Smile, Mega Man Zero 3 22. Fracture Terminal - NinjaDelphox - Encased, James Paddock 23. The Vile Peaks - NinjaDelphox - Arrival on Crateria, Super Metroid 24. Faultline Station - NinjaDelphox - Junkie Smack, Mark Klem ===Cluster 5: Charon Skies=== 25. Cyclospora - NinjaDelphox - Anti-Soul Mysteries Lab, Castlevania: Lament of Innocence 26. Thalassemia - NinjaDelphox - Sacrifice, David Shaw 27. - NinjaDelphox - Sigma 1, Mega Man X6|Discolored Wall, Castlevania: Bloodlines 28. Haemodialysis - NinjaDelphox - Mirage, Mark Klem 29. Baaj Temple - NinjaDelphox - Fithos Lusec Wecos Vinosec, Final Fantasy VIII 30. Mount Esthar - NinjaDelphox - Pendulum, Psyrus ===Secret Cluster 1=== 33. Unknown Tomb - NinjaDelphox - Silent Prison, Castlevania: Portrait of Ruin 31. Cursed Heat - EvilNeck and NinjaDelphox - When the Sun won’t Rise Anymore, Thyrbse 32. Area Zero/Sunleth Waterscape - NinjaDelphox - Esperanto, Mega Man Zero 4 ===Secret Cluster 2=== 34. CUMMMFPK - NinjaDelphox - Overloaded, Mega Man ZX Advent 35. Credits Map - NinjaDelphox - Separate Paths|March of the Dreadnaughts, Final Fantasy XIII For the full list of credits, check the text file. Testing: @NinjaDelphox @Arsinikk @EVILNECK @thiccyosh @Large Cat @TheNoob_Gamer @TwoFoxSix @finnks13 Google Drive: https://drive.google.com/file/d/1S35KiND6Y9_nn870ycxJDpwmeYBm0E6l/view?usp=share_link idgames: https://www.doomworld.com/idgames/levels/doom2/Ports/megawads/corruption
  5. Well, Corruption got a runner up in the Cacowards!! I'm so honored and excited that people enjoyed it enough for it to get there, and I can't wait to release new and better stuff in the future :) Working with @EVILNECK and @Arsinikk on this was amazing, and it wouldn't have been anywhere near as good without them. In the immediate future, I have a small "DLC" Corruption project in the works that will bridge the gap story wise between Corruption 1 and a sequel that is in development. Now as for Corruption 1 itself, there's a new "Super Duper totally final" update, fixing a lot of ZDoom and Eternity stuff, as well as deathmatch in Map 34! This should hopefully really be the final update, and there will hopefully be no more major bugs! Thanks to Arsinikk and @Worst , the old ZDoom patch is completely gone, and you can run the main wad in all supported ports! We have also separated the GLDEFS into standalone PK3, and a widescreen assets patch for 16:9 art and status bar. This update is live now on the google drive link, and has been sent out to idgames, so it should be live there relatively soon!
  6. I'd like to claim Map 28 please :)
  7. NinjaDelphox

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

    Started working on a small Corruption episode to link the story of the first wad to the second megawad that is in the works :) Almost have the first map finished, the episode will probably be 4 - 6 or so maps.
  8. NinjaDelphox

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

    been revamping some of the E1 Maps for my Ultimate Doom megawad Subsistence, did E1M9 this morning, really happy with how it came out.
  9. Download Here Rusty Gorge is a medium sized map for STRAIN with a heavy emphasis on exploration and lots of action. This map supports all difficulties (Including UV+), and also deathmatch. You must run this with STRAIN.WAD. Rusty Gorge features an edit of STRAIN's dehacked to fix the Demon Lord attack animation (embedded in the wad, also provided separately as Rusty_Gorge.deh), as well as change the automap string for the map. Map is slotted in 16. Enjoy! Screenshots: Huge shoutout to the testers! @Arsinikk @Cacodemon187 @scwiba
  10. Just uploaded an update that fixes an incorrectly tagged sector, thanks @TheShep for finding this :)
  11. You can get the red key first and do it right away, or just get the red key after the yellow key, so it can realistically be done at anytime.
  12. After a very very long time we finally got it up on idgames: https://www.doomworld.com/idgames/levels/doom2/Ports/p-r/puredux features some minor fixes but other than that it is pretty unchanged from the previous version.
  13. Oh yeah that makes sense, I only really designed him to be fought with the Super Shotgun, so if you save the Plasma that is in the map or have a BFG from continuous it would basically already be over for him anyways lmao, but these loops have been fixed for future bosses :)
  14. Yeah I've known about that basically since it was made, but never bothered to fix it since it rarely happened for me, usually only ever happened if I was shooting him behind the pillars and then hiding. There's an improved version of him that lacks this issue in the next Corruption that is currently being developed though lol Glad you're enjoying the game! :)
  15. I'd be interested in doing Anti-Christ, would probably get it done pretty quickly.
  16. Definitely interested with a break from 2 of my other ongoing projects, so sign me up! Planning to make a small episode of 4 - 5 larger maps for Doom II.
  17. E2M4 and E2M5 have been uploaded! I was planning on waiting to have E2M9 done before posting but I've been having some mapping block with it specifically, so it'll be uploaded later on with the rest of Episode 2. I've also expanded E1M8 with a big new area so it's not as lame as it originally was! (Screenshots for E1M8 below, E2 Screenshots a few posts above.) Download from here or the OP as usual. This update also has a few sprite changes to a few projectiles and other minor things. E1M8:
  18. Subsistence is a planned 36 map megawad for vanilla Ultimate Doom, comprised of challenging semi-speedmaps. I needed something to do while I've been bored after my elbow surgery last week, so I figured I'd do the one thing I said I'd never do: make an Ultimate Doom megawad. The maps range from 3 to 15 minutes in length, and features dehacked enemies and changes to weapons. E1M8 and the rest of the episodes will feature an awesome patch texture pack by @Arsinikk, and uses the palette from Eviternity. This is currently a work in progress project, and I'm going to try something new for me, by episodically releasing the megawad. Episode 1 obviously contains E1M1 - E1M9. Right now I have decided to keep the vanilla music tracks, but this may change later on. I will probably use this thread as a dev thread for episodes 2 - 4 as well and have a much more detailed, complete post when the full release rolls around. Massive thanks to Arsinkk as well for testing these since I am physically incapable of testing them beyond making sure they function lol Also, looking for artists to do some graphics (M_Doom, the animated and E4 interpics, titlepic, Stbar etc.) will of course pay if necessary, I can't do art and don't really wanna use screenshots or random images lol, If interested just DM me or comment here. Credits: Arsinkk for testing Ukiro for OTEX (Skies) Eviternity Palette FuzzballFox for Keycard Graphics Tested with DSDA Doom 0.26 Download, have fun playing! Screenshots:
  19. NinjaDelphox

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

    Decided to give the Arch Vile a goofy upgrade for my WIP Doom 1 Megawad
  20. Just finished it: Map 15: Nintendo 3DS Song: Our Blood Boils, Mega Man X7 Build time: 1 1/2 hours No custom textures Download: Nintendo_3DS.zip
  21. NinjaDelphox

    What the hell is "artificial difficulty"?

    Artificial difficulty isn't real because it is an artificial term that can't mean anything definitively. There are many types of difficulty, some great, some bad, then there's Dark Souls II: Scholar of the First Sin. DS2 is not a bad game and I don't think it's hard, but what it *tried* to do to make everything harder with no fogwall iframes, ADP, weapon durability, hilarious enemy spam on runbacks, make it a terrible way to increase difficulty. The games I've heard artificial difficulty thrown around the most on is Mega Man and Bass and Mega Man X6, games that are slightly """harder""" than the average MM game, so the average fan cries about it. Nothing about either game is anywhere close to unfair, but the term is still used in basically the exact way Meowgi described it. Changing numbers only for a hard mode as mentioned previously is a very lame way to make something harder, and I guess you could describe it as artificial, but changes like that usually never have much impact in practicality, because if nothing else changes you'd just do it the same way normally and just try to get hit a little less. Examples of great hard modes are Mega Man ZX and ZX Advent, and Metroid Zero Mission. ZX and ZXA removes all health upgrades and subtanks that you can pickup, makes enemies do more damage, makes enemies and bosses be more aggressive, have new attacks, and even changes how some environmental hazards work. Zero Mission does this basically the exact same way, but halves every tank pickup you get. These kinds of hard modes force players to actually get better because there is no way to baby yourself out of it. Now on the topic of Doom, there's so many ways to make something hard that no singular term could ever hold any amount of weight ever. Whether it be adding 90 Arch Viles, capping player health at 1, weakening guns, limiting or removing player movement, these are all different types of designs that can be enjoyed or hated by many, and can provide challenges in vastly different ways between each other. A Doom example would be Run From It in Scythe being commonly seen as bullshit, but there's nothing hard about it, you just strafe lol (Also the only good Scythe 1 map since it's the only unique map)
  22. The first 3 maps of E2 are now up! Download here or from the OP. E2M1 - E2M3 of course, I said I was going to leave the vanilla music, but I did end up changing the music only for E2M3. Screenshots for the maps are a few posts above.
  23. Yeah this is something I aim for in basically all my maps, my progression is always pretty straightforward and linear, but surviving in the maps is the main focus. Probably one of my best maps like this is Map 26 of Corruption. Thanks for checking it out and hope you get to try it out mote later! :)
  24. This is vanilla so it should definitely work in Crispy and basically anything, but has only been tested on the latest DSDA. I can add that to the OP.
  25. Haha I'm always looking to change up gameplay for my wads, and especially adding monsters to Doom 1 makes it more interesting and fun. The Super Shotgun may or may not Also be in Episode 1 already ;)
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