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About LerxstInWonderland
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Rat Skies [pack of +160 new skies!] [UPDATED]
LerxstInWonderland replied to RataUnderground's topic in Mods & Resources
Nice job on these! They look great! Thanks for taking the time to make and share them! -
A few single level Doom 2 wads
LerxstInWonderland replied to LerxstInWonderland's topic in WAD Releases & Development
Sorry for the double post but I added a new map, Backwater Station to the OP. BACKWTR.zip It's been while since I did any Doom mapping, so this is just a quick one to get me back into the swing of things. It's a techbase style map mainly focused on combat, but there is some light exploration/non-linearity as well. -
A few single level Doom 2 wads
LerxstInWonderland replied to LerxstInWonderland's topic in WAD Releases & Development
@CyberosLeopard Thanks for trying out the map :) I'd never heard of that mod before, so I looked it up and...whoa haha. That seems crazy hard, and completely changes the gameplay, so it's interesting to find out the map is still somewhat playable when modded to that degree. -
A few single level Doom 2 wads
LerxstInWonderland replied to LerxstInWonderland's topic in WAD Releases & Development
@NoisyVelvet Thanks for trying out the maps (as well as recording demos)! I updated the maps in the OP with some small fixes (texture alignment, and some traps weren't triggering correctly) from watching both your and LadyMistDragon's demos. -
A few single level Doom 2 wads
LerxstInWonderland replied to LerxstInWonderland's topic in WAD Releases & Development
@LadyMistDragon Thanks for the demo:) I just finished watching it. Nice job! You did great finding the secrets as well. Yeah, the outdoor area is pretty tough, especially on a blind run. I may have to change up the switches to raise the bridges, as they're kind of small and hard to notice. I usually just grab the invuln and go to town, cleaning out as many enemies as possible with the RL, as well as raising the bridges as it opens the level movement wise ( and is necessary for progression). I also noticed as few texture alignment issues, as well as a teleport trap that didn't activate (Teleport destination was set to hard only), so yeah, this demo was very helpful. I'm going to fix the issues and reupload) Thanks again! -
A few single level Doom 2 wads
LerxstInWonderland replied to LerxstInWonderland's topic in WAD Releases & Development
Sorry @Daytime Waitress and @LadyMistDragon for not responding earlier. I was away for a while, and I kind of forgot about this thread...whoops. You're feedback and demos are always helpful, so thank you for taking the time to do that. I appreciate it. It's always tricky for me to know how far to go with traps and whatnot. I never quite know what people are going to like, so sometimes I've just got to play it safe, and let people cheese it once and a while haha. Haha yeah, I'm glad that trap worked out. The Pain elemental that spawns in behind is probably the most annoying part of that trap for me. Oh, and I added a new map to the OP, Suppression. It's more of a techbase style map (with an open outdoor section). Fairly challenging (for me at least), and a handful of nasty traps, so I would stick to using saves for a blind run. -
A few single level Doom 2 wads
LerxstInWonderland replied to LerxstInWonderland's topic in WAD Releases & Development
Sorry for the double post, but I decided to repurpose this thread to a place where I can post my short, single level wads. I figured it probably isn't worth creating a new thread for every little map. Anyways I added a new map, Crushed & Maimed, to the OP. -
A few single level Doom 2 wads
LerxstInWonderland replied to LerxstInWonderland's topic in WAD Releases & Development
@Mercury Spade, @phoo, @Custom Longplay Thanks for taking the time to try the map out, I'm glad you enjoyed it :) (and Custom Longplay thanks for the kind words in your YouTube comments as well.) Sorry for the delayed response. -
DESTRUCTOGASM - now on ID Games🍗
LerxstInWonderland replied to Clippy's topic in WAD Releases & Development
Clippy, thanks for the full reveal video. In my opinion you have a signature style of mapping, so it's always interesting to watch these and get some insight into how you go about things. Like the elevator section. When I was playing it, it never even crossed my mind all the things that when into making it work correctly. I tend to just focus purely on gameplay when I'm playing other peoples maps and not the technical side, so it was nice to see how it was done. -
DESTRUCTOGASM - now on ID Games🍗
LerxstInWonderland replied to Clippy's topic in WAD Releases & Development
Definitely more enjoyable haha! It's been ages since I played the master levels, but I'm pretty sure a large chunk of them hold up pretty poorly now. Although to be fair, TEETH is probably one of the worst of the bunch...can't quite remember though. -
[Community Project] "Gorehounds of Doom"
LerxstInWonderland replied to Thelokk's topic in WAD Releases & Development
I used the imp, but yeah same idea. I tried it again this morning before work, firing in the starting room and it still didn't work for me on GZDOOM. I got back from work and tried it in DSDA a few times and I was able to get all kills. Then tried it again in GZDOOM...still didn't work. There were always enemies left behind in the starting room, so I think my GZDOOM installation or comp settings must messed up. Seems like it worked fine for CittyKat112 as well so...sorry for the false alarm! -
[Community Project] "Gorehounds of Doom"
LerxstInWonderland replied to Thelokk's topic in WAD Releases & Development
@Pistoolkip I gave the map 2 playthroughs, and it's looking better then ever. Really great detailing additions. Nice job informing the player to what's happening behind the scenes as well (the archviles getting crushed), it made it a lot clearer. However, both times I was only able to get 90/97 kills. It seems like because I didn't fire a shot in the starting area, some imps don't teleport in. This was tested in GZDOOM 4.8.2. Also, personally, I don't really like the red key addition. I found it to be a slightly tedious, and I don't think it added to the map that much. It could just be the placement of the key itself...I'm not sure. Obviously it's up to you, and if other players as well as yourself really like it than that's fair. Just my opinion. It's still a really solid map overall, and I enjoyed playing it again :) -
[Community Project] "Gorehounds of Doom"
LerxstInWonderland replied to Thelokk's topic in WAD Releases & Development
@Pistoolkip I just finished trying Stay Inside! on UV, and I really liked it! Super clean design, detailing, and combat and I really enjoyed the gimmick (even if it took me a while to figure out haha). I played it quite a few times, and it's actually a really fun map to try and speedrun as well. Nice work :) -
DESTRUCTOGASM - now on ID Games🍗
LerxstInWonderland replied to Clippy's topic in WAD Releases & Development
Just finished this on UV in 15:31 with 100% kills (I think the monster count was 189 by the end) and a hot 2 secrets haha. I was going into this expecting to get wrecked and have to save scum like crazy, but it was actually not as bad as I imagined. Super fun map that I personally thought was balanced pretty well. There are some tough fights, don't get me wrong, but you are definitely given the armament to deal with them. I liked the design of the map a lot overall as well. Had a nice flow to it, and I really like the economy you get out of your maps. No wasted space, everything has a purpose. A lot of your maps that I've played have certain signature things in common (rounded rooms, lots of verticality, archviles popping up in high corpse areas, cacodemons coming at you from over crates and walls), but they always feel fresh to play. I think this was one of my favorites so far. I'll give it another spin over the weekend, try and all the secrets I missed! Excellent job, as usual! Looking forward to the full reveal video as well :) -
A few single level Doom 2 wads
LerxstInWonderland replied to LerxstInWonderland's topic in WAD Releases & Development
@Gothic Box, Thank you for your feedback and taking the time to play this :) I tried to not go more subtle with detailing to stay within vanilla limits, so I'm glad it still looks alright. I've implemented some of these suggestions, and updated the ZIP in the main post (moved the rockets so they're easier to bump grab, removed the pillars that stick out in starting room as Clippy got stuck on them in his video, fixed a monster blocking issue with a teleporter also from Clippy's video, as well as some minor detailing/monster changes). @Daytime Waitress Thanks for playing, as well as your mini-review :) Calling it a "delightful little blood-soaked septic tank" made me burst out laughing! Also, thanks for checking out the other difficulties as well. I didn't spend a huge amount of time testing the other difficulties, so I'm glad they seem to work out pretty good. @Delisk Nice video! Thanks for playing :) The mod setup your using seems like it really amps up the difficulty, so nice job getting through it! @rita remton Glad you enjoyed it! Thanks for trying it out :)