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Lina

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About Lina

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    Garden variety Sunder fanboy

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  1. Lina

    Post your Doom textures!

    Re-did the 512x256 waterfall to make it crisper, it was overdefined in dark values and too smushed in light ones. Feel free to use with credit. https://www.mediafire.com/file/w3mxjz3g5ue89pn/Crisiper_fall.wad/file Also, here are some samples of a near-comprehensive Makkon re-paletting and editing I've been chipping away at. They're meant for a custom palette, but you can use them if you'd like.
  2. Lina

    Share Your Sprites!

    Brainbot, beep boop. Edited Duke Cycloid with brainiac head (shrunk/edited arachno) from an earlier sprite I made. Use freely with credit. Inspired
  3. Lina

    Share Your Sprites!

    WIP player replacement
  4. Mistress of Forestry.zip Map Name: Mistress of Forestry Author: Lina Music: 'Happy Destruction' by Bloo Episode [1,2,3]: 2 Difficulty Settings: none yet Comments: You know what it is Screenshot:
  5. https://www.mediafire.com/file/ghuwmb4d3m93i6o/Blast_Terminal.wad/file Map Name: Blast Terminal Author: Lina Music: Ant Farm Melee by Lee Jackson, from the ultimate midi pack Episode [1,2,3]: 1, probably best for slot 5/6 Difficulty Settings: currently UV only Comments: I kept thinking of E1M9 while making it. Almost hit the monster limit, but I didn't cheat with lost souls. If it feels too modern, it might make a good secret map. Screenshots:
  6. Lina

    Game that everybody likes but you dislike

    Doom Eternal, but I don't know if that'd be an uncommon opinion on DW specifically. I hate everything about it, from writing to enemy and encounter design to level layouts to the soundtrack to the irreversible brutal doomification of mainline doom. I don't have the same animosity toward brutal doom because while it's not for me, it's a passion project. Doom 2016 was more overall enjoyable, but in retrospect it's because id/bethesda hadn't fully figured out the 'all combat is running to the next highest priority target and dropping a combo on it. also sometimes platforming' formula.
  7. Yeah, map29 is free as well. I scope crept it pretty bad.
  8. Blues and greens are the usual go-to, since they're easy to change without messing up the rest of the palette (aside from some places where dark green and marble olive are next to eachother). You could outright replace greens with purple or cyan or something.
  9. I've got a silly one in me. Map13, put me in coach. Also, changing the PLAYPAL wouldn't be very Plutonia-like. It wouldn't be very Plutonia-like at all.
  10. https://www.mediafire.com/file/mfq688o714em9x3/Embryo_MAP21_-_Gutmachine_-_Revision_3.wad/file Gutmachine revision 3: - Added silent switch death exit; works properly on PRBoom+ 2.6.2 and DSDA-Doom 0.25.6 complevels 9 and 21. Made it as tight as I could - Fixed secret - Minor visual and/or ammo adjustments I forgot to write down
  11. Lina

    Post your Doom textures!

    Original texture by Makkon, I adjusted the colours and drew in lights.
  12. Lina

    UNFINISHED.wad [RC1]

    Perfect timing, I suppose. https://www.mediafire.com/file/qvtjj1umuj5zzsx/CT_29.wad/file Map Name: Midnight Sun Author: Lina Resources: Community Trunk texture pack, mainly using GothicDM and CC4; also uses some greenwar2 and some custom textures. MIDI: Dial-up for murder - _ ______ _ ___ _____ ___ Format: Limit removing Comments: This was intended for the 29 slot of CT, but I decided to pull it because its scope's gotten away from me, I'm too invested in other projects to finish it, and I still don't have the efficiency or planning skills to manage a map of this scale and level of investment. It's a big, slaughter-lite escalating to slaughter map, but I never got around to the big slaughter-y bits. What's in the map is about 40ish% of the intended fights and progression. The map is mostly linear, with two branching paths after picking up the plasma, that're supposed to meet in the middle. The path on the left has three of four planned fights implemented, the path on the right is vestigial. I tried to patch up the softlocks, and added an exit. No points for guessing what map and wad I was trying to ape. Screenshots:
  13. @Moustachio Played v2 on UV. The midi and open airy techbase design make the map delightful to run around in. I ended up wandering around looking for switches at several points, though bear in mind I was vibing and a bit absent-minded. Difficulty-wise every encounter felt right for your stated intent; however, the pain elementals in a wide open area might come off as too much for a map01. They're not really harder to deal with than the rest of the encounters, but might make the map seem more difficult than it is. The lost soul flood might feel that way too, but that one's near the end of the map, so I don't think it'd give off that impression as much. @BeachThunder Played v1.3 on UV. Clever use of boom features and space outside the playable area, re-uses and re-populates space, height variation, doomcute on the floors, dial-up midi, it ticks all the right boxes. The only notes I'd make are that it could use some more variation in lighting, and that the baron at the end felt a bit shell tax-y. I think you could get away with an archvile and an ambush behind the player (maybe also containing an archvile), especially for map28.
  14. Hell yeah, looking through the demo most of the map has the feel I was going for. The cyberdemon fight's supposed to seem more intimidating than it actually is, I'm glad it landed. https://www.mediafire.com/file/ah7ioyc1b0cnal4/Embryo_MAP21_-_Gutmachine_-_Revision_2.wad/file - Changed the teleporters in the first fight. It should be possible to consistently have 80ish% health remaining by the time you've cleared the imps, if you deal with them quickly. - Added a bit more ammo to the plasma section. It shouldn't affect the difficulty of the key fights much, but the player shouldn't be running out of ammo during the lock-in fight now. - Implemented difficulty levels. HMP simplifies the tougher fights, NTR takes away most of the threats - Added a teleporter at the end for backtracking - Some more visual and texture tweaks If nothing's broken, this should be the final version.
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