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ScrappyMcDoogerton

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Everything posted by ScrappyMcDoogerton

  1. ScrappyMcDoogerton

    [RC5] EVITERNITY II - RC5 Released!

    I had a great time playing through this wad, thank you to everyone involved in making it! I have a couple of very minor errors to report: Map 2 - linedef 26 should have lower unpegged unchecked. Map 3 - linedefs 7042, 7004, 7195, 3807, 3766, 4008 have the wrong texture. Map 25 - linedefs 542 and 544 I believe should also have lower unpegged unchecked.
  2. ScrappyMcDoogerton

    dsda-doom v0.27.5 [2023-12-03]

    Hello, just want to pop in and say that I prefer using OPL and would really appreciate it if this SP continued to support it. Also I would like to take this opportunity to give a big thank you to everyone involved in the development of DSDA, you guys are legends!
  3. ScrappyMcDoogerton

    [WIP] PRBoom+ Compatible map01

    Pretty fun map. It's a little on the cramped side, but the action stays fast and ramps up well. I like having plenty of cells at the end to let loose with.
  4. ScrappyMcDoogerton

    A New 100 Line Mapset (Demo)

    Probably shouldn't use negative language, like 'worst' maps, to advertise your wad. The players will decide for themselves how good or bad the maps are. Anyways these maps are fun.
  5. ScrappyMcDoogerton

    Full Refund [cl21]

    Raddicted maps are a must play as far as I'm concerned, and this one is no exception. Very fun and challenging.
  6. Really fun and creative wad here. Some cute jokes and great utilization of scripting to make the gameplay more than just "kill all monsters, exit level." You might want to suggest playing without mods enabled, as I found playing with my mods broke the scripting and made the "helping" path impossible to progress after collecting the red skull.
  7. ScrappyMcDoogerton

    Backup Backbone - Map 13 of Oripathy II

    Some great combat in this map, but the progression was kind of bewildering. Too many switches labeled with an exit sign that don't actually open the exit. In the included screenshot, you can see what I believe is the third switch labeled with an exit sign, that doesn't open the exit. In fact I don't know what it did. And at this point there is a huge maze of a map opened up, and I had to just quit the map because I couldn't find whatever was opened by that switch. https://imgur.com/OLMHOJ5
  8. ScrappyMcDoogerton

    [Single map] Warehouse Grotto

    Very challenging map. The second secret backpack was a bit disappointing, I would've rather it be a supercharge, but that's a small gripe in an otherwise great map.
  9. ScrappyMcDoogerton

    Colder Shoulder (A Doom II Limit-Removing Map)

    I found this map to be way too punishing. Surrounded by a lot of mid-tier enemies and shotgunners with only a shotgun and no armor or health pickups to keep the player alive as they move around. This map would greatly benefit from giving the player a better arsenal and liberally placing medkits around to survive the constant onslaught.
  10. ScrappyMcDoogerton

    My First Ever Doom Map - BloodHalls.wad

    Not a bad first attempt, I would like it more if there were secrets to find, but I think you just missed tagging the berserk room as a secret?
  11. ScrappyMcDoogerton

    World of Confusion (Demo)

    Just a few notes: What works: Keeping the maps short and tight rather than huge sprawling epics is a good idea when learning the ropes of mapping. Clearly labeled doors and switches and easy to find keys keep the gameplay from being frustrating. All map functions(doors teleporters etc.) work as intended. What doesn't work: Placing advanced weapons and powerups at the very start of the map(even secret ones) trivializes the difficulty. The maps don't need to be balls-hard, but most players want to feel at least a little bit of danger. In the second map, the player can simply wake up the monsters in the second room from the upper ledge, and wait for them to mostly kill each other off, making this section much easier than(probably) intended. I would suggest having the monsters teleport in after the player drops off the ledge, or have a closet open to reveal them. Hope this helps!
  12. ScrappyMcDoogerton

    Caesium Rift - a Boom-format first level

    Really nice map here. Hits all the right notes for me, with engaging combat and fun visuals/architecture. My suggestion, if you want the yellow key to be more visible, you can put it on a small rock for the player to climb onto in the middle of that blood pool, and make the outer lines of the rock be monster blocking so that no enemies die on it.
  13. ScrappyMcDoogerton

    Flame Haze [Doom 2 format]

    This was a great map to blast through, with a real banger of a midi. Sector 125 has a damage flag, probably a mistake, but no other problems in Crispy Doom.
  14. ScrappyMcDoogerton

    Searching for Doom1 Shareware v0.99 .wad file...

    The file works in DSDA and Crispy, but Chocolate gives an STBAR error. Just be sure to set it as the iwad and not a pwad.
  15. I have played through map 11 now, and this is where I stop. I have to say I find it EXTREMELY off-putting for a wad to be constantly insulting me. Why is this wad calling me a scrub after I just beat the first 11 maps? Why am I being insulted for using cheats to figure out how the progression of map 11 works before I beat it proper? Advertising your wad as "HR but even more tedious and also you will be constantly bullied while playing it" isn't a great way to attract players. The whole point of making a successor to HR should be to build upon the good aspects of those wads, and ditching the things people don't like. You can make a successor to HR that doesn't have tedious or irritating gameplay and still have it feel authentic. There are a lot of talented mappers involved in making this wad, I just think the design philosophy needs a rework.
  16. Played through the first 6 maps so far, but it is unclear to me which maps are supposed to be parodies and which ones are just "inspired" by HR. So far some of the maps rely a bit too much on having to die over and over just to find out how to get the map started, but once you get a foothold, they offer some great action. On Map 1 I was getting the "ghost" monsters bug due to poor routing, which can create problems for players who haven't found the secret RL. You could probably delete a lot of the health pickups on map 2, there are 3 megaspheres and tons of medkits before you even get the red key. Map 4 has that little hallway with a ton of "door" monsters, trying to get through it was kind of a pain. Most of the dehacked changes are great, but the change to the timing of the BFG along with the faster firing Cybers makes 2-shotting way more tricky than it should be imo, as 2-shotting Cybers is one of the most fun things to do in Doom. No maps that I would call bad so far, and no bugs(other than ghosts) in DSDA.
  17. ScrappyMcDoogerton

    MFG38's Speedmap Master Thread

    I decided to pick one of these at random and play it, and I picked Sacre Bleu. It's a fun little map, despite it's very short length it's just non-stop action from beginning to end, which is my favorite kind of map.
  18. ScrappyMcDoogerton

    (MBF21) Three Different Ways to Die

    It's a pretty good map, although the difficulty of most of the fights pretty much boils down to 'you start the fight against arch-viles without enough cover'. I like AVs just fine, but it starts to feel overused after the third or fourth time. I really like the quad cyber fight in the middle of the map, that was my favorite.
  19. Hello just want to pop in real quick and report a couple bugs I've found. Map 01 Linedef 115 graphical error in software rendering. Map 02 Linedef 2777 wrong texture. Map 03 Red key room = photosensitive nightmare. Map 04 Blue key door needs better signposting. Likewise the hole you are supposed to enter after is very difficult to see because it is so dark. Map 05 Linedef 6021 should be not lower unpegged. linedef 9242 has it's front facing the wrong way resulting in graphical errors when the player has 'use passes through special lines' enabled. Map 06 Linedef 1109 wrong texture. Enjoying this set thanks to all authors :)
  20. If the player falls into this corner in map 02 they will be softlocked: Map 03 could really use an ssg there may be a secret one but if the player doesn't find it not having one really makes the map drag as there are a lot of mid-tier demons to shotgun.
  21. ScrappyMcDoogerton

    [OUT NOW on idGames] Breakneck Rampage!!

    If you want people to play your maps and give you feedback, you really need to make smaller maps. I would have to almost write a book of notes on this map to cover all of it. I was unable to finish because the progression of this map is so obtuse I spent a lot of time wandering around trying to figure out where I'm supposed to go and after getting the blue key(which you have to open a secret wall to get, why?) there didn't seem to be anywhere to go.
  22. ScrappyMcDoogerton

    Goldfinch - small map for complevel 9

    This map is great, fun gameplay and a surprisingly refined visual design in a first effort. Also, don't worry about those tiny software rendering bugs, every Doom map has those.
  23. ScrappyMcDoogerton

    Xolotl - GZDoom Single Map

    Some interesting things going on in this one, but it's bogged down by a few common GZDoom mapping issues: Extreme texture repetition due the massive size of the environments and sparse detailing. Combat is completely flat. Every enemy appears right in front of you, and on the same vertical plane. This combined with a very large enemy count, no power weapons, and huge environments, makes wading through the demons a slog. The custom bosses are absurdly overpowered, with immense health pools, and unavoidable attacks that can instakill you. I actually just Godded through the bosses because defeating them normally would have been a huge undertaking.
  24. There were enough interesting things here to keep me playing, however I encountered 2 different softlocks during my playthrough. The first, Screenshot A, is a room you teleport into but cannot exit, and the second, Screenshot B, after getting the yellow key I couldn't get back up to the doors. A: B:
  25. ScrappyMcDoogerton

    Fitz Pack, Volume I - My first DOOM II WAD!

    Please post a few screenshots, which complevel the maps were built to run with, and which source ports the wad is compatible with. Thank you :)
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