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Blexor

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About Blexor

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    Has a Gun for a Hand

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  1. Map Name: Bunny Race Author: Blexor Music: "Ripple Field 2" from Kirby's Dream Land 3 Format: MBF21 Build Time: 1:50 Co-op Starts: Y Difficulty Settings: N/A Which List Are You On?: Nice as heck Gimmicks: B U N S Comments: Ok so the music is technically from a water level but close enough I say. It's a race! With bunnies! Fire the starting gun at the switch to get those little guys moving, then guide them through the course all the way to the finish line. Or don't! See if I care! Download: n&n_race_v1.zip Screenshots:
  2. Map Name: Caustic Clash Author: Blexor Music: "Suck This" by Lee Jackson Build Time: 3:50 before final testing (and a whole lotta final testing that was) Co-op Starts: Yes Difficulty Settings: Partial (Juts Normal and Hard atm. Will probably alter these at a later date, too) Comments: This is an homage to a map which I made for Doomkid's Jamal Jones trilogy back in early 2022 (called "Caustic Canyon", which is where this map gets its name). More specifically, it's an homage to one particular fight in that map, one which I happened to like. Since this is a Doomkid-inspired project, the time seemed right to make a callback, and I know this is Rudy we're playing as here and not Jamal, but I say close enough. The premise is pretty simple: Hit all five switches to open a path to the red key, but each switch pressed will spawn two separate waves of enemies. You can take on each of these encounters one by one, or overlay multiple switch presses to speed up the process. The complicating factor is that the entire arena is made of damaging floor, and your stock of rad-suits is limited. Each switch will also lower a different weapon, and since you can press them in any order, you're free to prioritize them however you feel is best. I was kind of haphazardous when placing enemies into the teleport traps, and I mirrored them between left and right to save time. The end result was way over the top and needed a ton of rebalancing to reel it back in. I added a Normal difficulty arrangement that I can reliably beat, and while I haven't cleared this map on UV without secrets it is theoretically possible. I wasn't really setting out to make a mean bastard of a map here, but something I would describe as 'frantic'. I think I wound up somewhere in the middle. For whatever reason, that ROTT midi was the first song to come to mind when I was trying to think of music that would fit the intended mood. The theming here is again not very holly or jolly, but I compensated for it by making the floor teleport pads green and the wall lights red. This is not a joke, that's really why they're like that (originally both were red). Screenshots: Download: dierudy_caustic_v1.0.zip
  3. Map Name: Hit The Showers Author: Blexor Music: "The Haunted Aquarium" by Cyriak Harris Build Time: Around 3hrs and 40min not counting testing; Slightly over 4hrs with testing in (I may have died a few times while trying to make sure the level was beatable. I'm very good at Doom, you see). Co-op Starts: Yes Difficulty Settings: Not Yet (but will add later) Comments: So this is a floor of the skyscraper which is almost entirely a public shower of sorts. I'm not sure what exactly possessed me to make a level with this theme, but it seemed kinda funny at the time and I decided to go for it. The end result looks better than I expected it to, honestly, though the Christmas-y element I admit was tacked-on towards the end. I forgot during enemy placement that Rowdy Rudy features an altered monster cast, so my first testing attempt was a bit of a shock, with some enemies being stuck due to increased hitbox size. I went back over and hastily switched some things around, and since I couldn't remember what all the extra enemy types were (or what monsters they corresponded to), some of them got the shaft. Sorry, flamethrower-guy. The urge to use music from Going Down was too strong to resist here, so I picked out the track "The Haunted Aquarium", since it seemed like the perfect fit, thanks to the name referencing something watery. Hopefully it 'sells' the silliness of this environment. Download: dierudy_shower_v1.zip Screenshots:
  4. Don't know anything about Hellevator but I loved Going Down so I think I'm on the same page, here. I expected there to be more restrictions in terms of map theme (as in, make something that could reasonably be inside of a building) and I think its funny that there isn't. I might have a couple of goofy ideas but I'll have to check the resource pack later to see if they're feasible.
  5. Small update for "Swamp Things": t&t@ws_blex_v2.zip -Map no longer takes place inside of a kaleidoscope (sky transfers added). -Grounded a few Unidentified Flying Overgrowths. -Archvile hidey-holes made slightly more obvious. -Chaingunner perches can now be lowered from inside the above-mentioned hidey-holes. -A certain ayy lmao's secret raygun is now placed on a lighted sector to make it stand out a bit more. -And possibly something else that I forgot.
  6. Map Name: Computer Core Author: Blexor Music: "Demons on the Prey" by Bobby Prince (stock E1M7) Episode [1,2,3]: 1 Difficulty Settings: Are basically implemented (I didn't really think that hard while doing it) Comments: You know, there are times were I wonder if I even know how to make a short and simple map. This is one of those times lol. The basic concept for this map was to have a computer-heavy techbase, with a bright upper floor and a dark lower one, inspired by a dream I once had ages ago. It wasn't meant to be complex, but like other maps I've made, it eventually ballooned into a 20-minute three-key gantlet, and I know that's not everybody's jam. Consider this a promise that the next map I make will be a shorter one. The map I made for PUSS 31 had an extended opening sequence of several rooms, designed to build suspense until the first (close) encounter. Yet without backtracking, there wasn't much reason for the player to go back to those rooms. I'm often in awe of other mappers who can reuse old areas with (seemingly) little effort, so with this map, I wanted to try and practice that skill. I built the opening room with the intention that the player would need to revisit it at least twice. I realize now this may be partially to blame for the map's scope, since now I had to invent a reason why the player would be looping back around to the beginning not once but twice, but hey--no one said you had to nail it on the first attempt. Okay, now I'll address the elephant in the room. Yes, this map has 30 secrets in it. Knightguy eat your heart out. Here's the explanation: About two-thirds of the way through I realized that I'd actually put a high number of secrets in the map already: 11 by that point, which is pretty uncommon for me. For some reason, this possessed me with the thought: "Hey, what if I kept going and put 30 secrets into the map? You know, since it's the 30th anniversary?" Truthfully, I cheated somewhat, as 10 of those are part of the same secret area, but the other 20 are all legit. I don't figure they're too glaringly obvious, either, so happy hunting. Last point: I've never made a map using only the Doom 1 roster, so combat in the map... well, it exists. Having a monster cap didn't help matters either, and some areas feel a bit lightly populated (my fault for making those areas too big). The weirdest thing is that the combat does feel vaguely reminiscent of Knee-Deep in the Dead, so uh... mission accomplished? Download: d30_blex_v1.zip Screenshots:
  7. Blexor

    Doom Pictures Thread 2023

    Sector art/secret area for a Doom 1 anniversary map I'm working on: Making this map for PUSS XXXII, which is going to be a Doom 1-style wad (Or two). Submissions are still open (until the 20th), though even if you don't fancy making a map in four days, I'm sure the fine folks over there wouldn't mind more playtesters.
  8. Doom 1 Format? But how the heck am I supposed to make a map without archies and revs in it? Jokes aside, this should be fun. I've never actually made a Doom 1 map before. Here's a great chance to fix that. And... I might already have an idea, too. (Would be E1, almost certainly)
  9. Map Name: Swamp Things (t&t@ws_blex_v1.0.zip) Author: Blexor Music: "Maridia ~ Sandy Desert" from Super Metroid Sky: RSKY1 Difficulty Settings: Yes Build Time: Yes (But more seriously: 6hrs for base layout, probably about another 6-10 hrs for initial testing/fixing, And almost certainly another 15-20 hrs for re-texturing, detailing and general clean-up) Comments: A spooky ol' romp through the swamp. Find and destroy 5 alien eggs to dissolve the bio-matter blocking the way to the UFO. Board that sucker and find a switch to overheat the engines, but be aware: Those pissed-off martians probably won't let you leave so easily. Capturing the atmosphere on this one was a little bit tricky but I'm generally happy with how it turned out. I leaned into under-powering the player to try and amp up that 'dread' feeling. Before secrets, you can only acquire the single-barrel shotty, chaingun, and chainsaw. Ammo and health I made a bit tight as well, and while I myself can finish the map without running out completely, others might find UV a little too scant. I encourage players to respect Mr. Eager Beaver. Wasn't sure amount the midi choice, at first. I mean I love me some Soupa Meatroid, but I only put it in there as a "this will do for now" pick. Over time, though, it kind of grew on me. I used my incredible midi-editing skills (joke) to make it loop better, as it originally faded-out. Final thing to note: There are technically 7 secrets on this map, but 2 of them I left unmarked since they're missable. You can progress to a point where it is no longer possible to acquire them (at least not without some creative arch-vile kiting), and since I thought I'd be kind to 100%-ers, they're not tagged. Unless you're fixing to get 100% of the items, too, and uh... if that's the case then I guess you're f'd. Screenshots:
  10. This is the first Trick & Tear event that I've been present for, so I'd definitely like to try and contribute something for it. Also in general I'd like to contribute to more of these events going forward. Since Dis, I've skipped over a number of them for one reason or another, and looking back I kind of regret that. Let's see if I can't make at least one map for each event over the next year. Anyway, I've been looking at the resource pack since last night and I think I have a level 'theme' figured out. I'll start sketching a rough layout tonight or tomorrow and hopefully hit the editor sometime within the next few days.
  11. Figured I'd finish both of these and submit them as a pair. Map Name: Short Walk on the Beach (PUSS30_blex_shortwalk_v1.zip) Author: Blexor Music: "The Incessant Flow of Time" by Stuart Rynn Sky: SKYND09 Format: Boom Build Time: 1hr 18m Co-op Starts: Nay, but I could add them on request Difficulty Settings: See above Gimmicks: I Hate Sand, I Love You SO MUCH!, Zorglo's Back, XXX, Most Azure of Fruits Comments: This was made to be a send-up for the map I did for Lover's Quarrel, "Long Walks on the Beach". It also marks the first instance of me using an actual timer when doing one of these events (Previously I just relied on the system clock and my own memory). And, uh... well obviously I went a little over-time, here. Finishing the layout only took about 48 minutes, it was placing all the things and rigging up all the teleports and tags which put me over-budget. I have to say that in making this map, I gained a new respect for anyone that can not only build a map within an hour, but TEST it, too. After I confirmed it was beatable and nothing was broken, and went back and added some visual flair to the map, notably with the beach art, the bar and the UFO at the end. This was all done off-timer but would probably equate to an extra 1.5 - 2hrs of work. I was benching on the idea that this would be okay since it doesn't effect the gameplay, but I do have an earlier save I can revert to if it's not. A few notes about the midi: LWotB used "Yuletide", the music from the last map of Ancient Aliens. I figured that another AA track would be appropriate here, but discovered that most of them didn't match well with a laid-back beach level (even one that features a UFO). I eventually settled on "The Incessant Flow of Time" as the best fit with a fitting title, given this map was built for an anniversary set. :) Screenshot: = = = Map Name: Cold, Dead Crucible (PUSS30_blex_colddead_v1.zip) Author: Blexor Music: "You Ain't the Boss of Me" by James Paddock Sky: None Format: Boom Build Time: 1hr 10min (I think) Co-op Starts: Nay, but I could add them on request Difficulty Settings: See above (could probably use them, tho) Gimmicks: Chew on Dis, Enter the Arena, Big Mouth Monster Door, Going Down!, Are You My Muumi?, Cheese Me Daddy! Comments: And here we have a Dis reference. With this map, I have two confessions I need to make. First: While I did use a timer with this one, I messed up and didn't actually start it when I meant to. I ended up working on the map for a little while before realizing that the timer wasn't actually running. Rather than start over, I opted to guess how much time had passed and add it to my total time at the end. So that 'build time' up above might not be totally accurate. Second thing is that I definitely did cheat a little on this one. All of the layout, monsters, ammo, teleports... all that good stuff was done within the time limit. It was the voodoo doll/conveyor belt/timed lowering platform triggers that I ended up doing off the clock. The reason for this is because I wasn't exactly sure how all of that would properly work, and needed to do some trial and error to figure it out. Is this telling of a hard truth that my idea was too ambitious for a one-hour speedmap? I mean... probably, yeah. Did that stop me from doing it anyway? lol no (Though I'll understand if this means it doesn't qualify to be included in the final wad). As for the map itself: It's an arena fight with monsters assailing you from both sides, where portions of the floor periodically lower into the lava below. If you want to see the sector art at the end, you're gonna have to hit that secret switch. Not sure if the switch has exactly the effect as advertised, but it did seem like a fun way to shake things up. Screenshot:
  12. Blexor

    UNFINISHED.wad [RC1]

    Sure, I'll get in on this. I just so happened to be looking through my old stuff the other day. Map Name: Infiltration.wad (infiltration_unfin.zip) Author: Blexor Resources: stock Format: Limit-Removing Comments: This was to be the first map of a planned one-episode wad I'd wanted to make. The concept was pretty basic: Have the player break into some kind of research facility and find an elevator leading downward. Each of the maps which followed would have been another floor of the complex (Kind of like a shorter, worse Going Down, now that I think about it). Of course there would have to be some kind of nasty secret waiting down at the very bottom. I didn't get very far on this idea as obviously I didn't even finish the first level, but supposing that I had, this wad was to be my way of "breaking in" to the Doom mapping scene (Working for community projects was definitely the way to go, instead). That said, I still have a fondness for the idea and might like to get back to it someday. I've certainly thought about the concept a lot more since the days when I was making this map. As far as I can tell, I never got around to making that soulsphere secret in the mountains obtainable. It's just there to taunt you (the secret for it is also double-tagged, I see. Way to go, genius). The other secret, meanwhile, was apparently so good that I re-used it basically verbatim in my map for Jamal Jones. I think I worked on that map right afterward which might explain why this guy got sidelined. Anyway, I hope this is interesting to someone. Some of the imps that teleport into the towers get stuck. Kill me. Screenshot:
  13. Blexor

    PUSS XXIX: HOT SOAPY WATER [BETA RELEASED]

    So I checked out this thread the other day and thought to myself "Modern art? Yeah, I don't know about that." But here I am now, and I have ideas for like 3 different maps which I could make for this. I guess I should try making at least one of them.
  14. Well it's a good thing I checked, because the MAP21 in RC2 is actually not the most up-to-date version of that map. This is especially odd considering MAP31 does appear to be the most recent version, so not sure what happened there. Let's just chalk it up to gremlins. Anyway, no need to go looking for the proper file because I have it right here: LQ_blex_vFin.zip In fact, you'll want to use this version since I took the time to make a few changes, which I've listed in the spoiler below. I gave it a couple quick tests myself and everything seems fine, but you never can be too sure with these things. If anyone wants to give the above file a spin and see if anything appears busted I'd appreciate it. Might also whip up a new version for MAP31 while I'm at it. Not sure yet. Even though the RC2 version is up to date, I'm still slightly conflicted about it. Changelog for MAP21:
  15. @_L1pE_ So if I understand this correctly, you rated my map 4th overall? That's high praise, thanks. I watched the video as well; Don't necessarily disagree with you about any of the issues you pointed out. Did put a smile on my face when you figured out the SSG secret, though (I know its kinda goofy but I like it). Not sure which secrets are "kinda OP"; Maybe the triple soulspheres in the reactor area which I guess I'd agree on (Were originally just going to be decorative, but I figured people would go nuts trying to figure out how to get in there). As long as the map was mostly enjoyable that's good enough for me. Also enjoyed your notes about the rest of the maps, too. Honestly I found them pretty funny. The ones were you were being especially savage got a few good laughs out of me. I even liked a lot of the maps which you trashed, so I guess it was in how you worded it. Thanks for the chuckles.
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