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Everything posted by besus
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MAP08 UV Speed in 1.17 ny08-117.zip Video: https://youtu.be/e_63aBGIf_E
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Four perfectly fine lemons MAP04 UV Max in 1:04.89 4pfl04m104.zip Video: https://www.youtube.com/watch?v=OzomMVATxRE
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Four perfectly fine lemons MAP01 UV Max in 1:02.09 4pfl01m102.zip Video: https://youtu.be/VDV9aAMjeZA idk if i should've created a new thread instead sorry first time posting for a wad that doesnt have a page yet lmk if i did stuff wrong thx.
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This is a boom speedmap. It's only slightly challenging but should still be very managable. There's platforming but it's easy stuff. Around 3-10min casual play time. Fist is dehacked to punch 10 times like undehacked beserk but much more consistent damage, and a beserked punch should be approx 1100 damage. Difficulties aren't implemented. Tested in DSDA-Doom v0.23.0 and Boom v2.02. Iwad is DOOM2.WAD or freedoom2.wad. Midi is a trimmed version "bleak trains" by CheesyMozarella (on ultimate-guitar). Credits to those behind cc4-tex. >>>>> laand.wad download on /idgames <<<<< zerk.bex for whoever wants to play the map with source-ports that doesn't support DEHACKED lumps like Boom, you can get the separate fist BEX here to load them externally. I forgot to include it in /idgames version but whatever lol. Past updates: Old versions: Screenshots:
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(Sorry for the bump.) So uhh I just slightly updated it to fix some of the stuff people pointed out, updated OP. I guess I'll leave it for a week or two then throw this on /idgames if I actually remember to do it (will just edit OP), maybe even add in a little difficulty balancing for HMP/HNTR. Thank you all for taking your time to review/play this! Thank you for the review! Since generally people don't like platforming a whole lot, I'm probably adding a tp back up for future non-platforming-heavy maps. I attempted to add a switch tp in the middle of the pit, but it desynced Maribo's demo so I guess the map is going to stay like this. Thank you for sending the playthrough, I really appreciated it! The exploit you mentioned (although wouldn't really do much since the exit was blocked anyway) have been fixed by adding 2 invisible blocking columns (which will lower). Thanks for pointing it out. (I guess you might have missed the part about x10 fist hidden in a wall of text in the OP so it's in bold now haha) Thank you for the review and the demo, I really appreciate the time spent on the max! (quite fun to watch btw, also I made sure the update did not desync it) About the brightness thing, I think you're right that I should play around with them a little more, it's probably a consequence of my gamma 32 gaming habits translating into mapping.
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Experiencing Nirvana MAP12 UV Fast TAS (Tyson, Reality) en12ftrealityx28.zip Video: https://youtu.be/hyLcZlEGu5o
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Thank you for the review and recommendation. I guess the deathpits & timed switch might be something I picked up from some of the wads I played that had the gameplay style with some emphasis on movement; I just thought I would add them to make the map a little more punishing and challenging to the player since it's already quite short and the gameplay of it that you pointed out was kinda what I was going for when I made this iirc. I guess should have predicted frustrations when I decided to not have any difficulty balancing since it's some sort of a speedmap. If you don't mind, can you point me to some good wad/maps that I might be able to learn from?
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Back to Nirvana X Episode 1 MAP27 NM Speed TAS (also Pacifist) in 6.73 btnx27xn06.37.zip No video cos youtube ruined it ): Toilet of the Gods MAP04 UV Max TAS in 1:39.86 totg04mx139.zip Video: https://youtu.be/K4ZLZyK7fL8
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Back to Nirvana X Episode 1 MAP27 UV Speed TAS in 7.71 btnx27x-07.71.zip Video: https://youtu.be/AIqtSiyrBFA
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Completing a high-speed platforming section flawlessly Stacking tracers on a group of viles and taking them out completely Beating a hard fight Successfully doing tricky/situational 2-shotting (e.g. stacking tracers against walls/obstacles) Successful rocket jumping Successful dodge on a near miss projectile Double killing barons ssg junk69
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Mock 2 Map 36 UV Speed in 2:30 mo36-230.zip IDK if there's already an existing thread for mock 2, can't find it. Sorry if there's one already. Just gonna post this here for now.
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Thanks Ravendesk for the feedback, I do appreciate even nitpicks like that, might potentially ruin the atmosphere of the maps.
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Spacecraft Invasion - Single DOOM II Map (Complevel 9)
besus replied to RedBoule's topic in Map Releases & Development
Excellent & very fun map with awesome combat! I loved most of it. The 10 damaging floor on limited health for the end cybers & the staircase fight were a bit too annoying for me, probably might just be my skill issue though. Also, you can cheese the staircase fight (the one where you're given SSG) by walking on the edge of the staircase which doesn't lower the bars to lock you in. Just wondering, have you got a demo for this one yet? I don't mean anything, I'm just curious to see if there were effective strats that I haven't found yet. -
Balls of Steel Community Project demos [-complevel 21]
besus replied to David Asaad's topic in Speed Demo Submissions
Map 08 UV Pacifist in 0:28.89 tablefiller boscp08p028.zip -
[resource] ffluids: 8 (100 frames) animated & paletted fluid flats
besus posted a topic in Resources
I spent a few days making fluid textures since I thought that the default Doom 2 fluid flats (water, lava, nukage etc.) looked a bit 'static-y' with like 4 frames of animations. The stuff that I could find in other texture packs were much better but most of them has a distinct caustic generator look, which personally I'm not a huge fan of. Tbh a few texture in this pact doesn't resemble the textures I was imitating as closely as I wanted, but at least most looked OK. I initially made this for a project but I thought this might be useful to someone so I'm uploading them. These textures has 100 frames of animation each, almost 3sec loop. They loop and do repeat seamlessly, which took a lot of work because of my incompetence. These textures are N0_##, N1_##, ..., N9_## where ## is a number from 00 to 99. 2 textures has been cut out because they are ugly. The flats are basically mostly colour remaps of each other. These textures are meant to be used at 1 frame per tic, except the lava which is 1 frame per 2 tic. Some textures as gifs: ffluids.wad: https://drive.google.com/uc?export=download&id=17qX0t-jI7N4vGadFOHZ_QrMGBiEVa9xb Feel free to use this however you want, you don't even have to credit me, maybe even claim that you made them if you want. If anyone is wondering, these are basically coloured voronoi textures with the position used for colouring being displaced by a 2D flow noise (Perlin noise with vectors rotating at different speeds so that they loop). The set of voronoi "sites" picked for voronoi is a in a grid and made to oscillate around. The distance check for voronoi colouring is done for the same set of points but displaced 1 texture width away in various directions so that the texture tiles. The flow noise vectors are also made to follow a repeating pattern so that the texture tiles. If anyone knows of a better way to do these kind of textures then please tell me, I'd be very interested in knowing. Thank you. -
[resource] ffluids: 8 (100 frames) animated & paletted fluid flats
besus replied to besus's topic in Resources
Tbh I don't know enough about non-boom or limit-removing ports and couldn't make it work even if I tried, thank you very much thelamp! Also, if anyone wants to change the speed, of the animation, make non-paletted versions or with a different palette, make dithered textures, change to different colour ranges, make versions with 3000 frames version or 4 frames, make 128x128 textures, change the pattern, or just play around with these textures, etc., I will provide the source code for this which was written in Processing 4 (based on Java, excellent tool for quick & dirty prototyping btw). I am very sorry that the code is actually terrible, inefficient, hard to read & was badly written, since it was meant to be a quick hack that gets the job done (which is why I hesitated publishing this in the first post). Or you can just ask me to do it, I'd be happy to help and/or provide extra info, tho I can't guarantee early response. If a lot of people wants a lower frame count version then I will update the post. Feel free to post your own version of the texture/source code here that you think would be useful to others. water.zip Zip includes the source (water.pde) and the default Doom 2 palette lump (PLAYPAL.pal) which will be read from (the first palette only, 13/14 of it is useless). If you want SLADE to do the paletting you can just comment out the paletting code. Some of the commented code left in are useless, some are for debugging, some are useful if uncommented, sorry for not cleaning this up. I'm afraid of accidentally removing potentially working stuff and having to rewrite them. (Warning: You have to install Processing to run this. If you run the unmodified processing code, it will dump out 100 .PNG files into the folder its in. Note that the sketchy colour changing background is just to indicate that 1 animation interval has occured.) Thanks everyone. -
I don't like dogs. Is there anything I can do with that?
besus replied to Hisymak's topic in Everything Else
sorry that I might have not made myself clear enough, by stick I meant like a 1-1.5m long stick that can be used for self defense. If dogs loves that too then I'm surprised & it's clear that I don't really know what I was talking about... Either way a beer can seems like a much better solution. -
I don't like dogs. Is there anything I can do with that?
besus replied to Hisymak's topic in Everything Else
Perhaps try to carry a stick around if you see unchained dogs aggressively coming towards you barking, or pretend to sit down to pick up a rock, which would scare off most from what I've seen, which might potentially help with the loud barks startling you. Not sure how to fix your relationship with dogs in general, idk at least those things worked for me when I was walking around neighbourhoods with particularly aggresively barking dogs. also dogs are delicious -
Balls of Steel Community Project (-cl21) 21 maps (Idgames!!)
besus replied to David Asaad's topic in Community Projects
jesus balls snake shit, boscp just dropped -
Since I use dvorak layout, "WASD" would become "<AOE" so I'll write the qwerty equivalent: WASD movement QE turn right, left Space Vertical mouse V turn 180 Left mouse Strafe lock (had to switch with right mouse - fire because mouse is broken, right side works better) scroll up & down Use action 1/Shift (for quick switching convenience) - 2 - 3 - 4 - 5/C - 6/R - 7/F weapons Z Alt store & restore keyframe, Backspace rewind [ ] speed up, slow down T Y O automap follow, rotate, overlay F4 brightness, F5 screensize 8 hud, ` extended hud those that I forgot or didn't mention are standard/unimportant
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spooky looking dude in red rain coat who is also burning for some reason
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Just had one last night and woke up seeing this thread haha. Stupid story of it below. Basically, a Doom livestream of a person A playtesting a map of a mapper B (won't name them specifically but they exists). B made a somewhat slaughterish and giant open map with an orange sky texture, very UDMF, had a giant 3D modelled cyberdemon at the end and a platforming sections somewhere, with sorta misaligned flats. A was talking with B the whole time. The thing is that in actuality B (and possibly A too) didn't like UDMF very much and never mapped in UDMF ever before, they always seemed like Boom/MBF21 enthusiasts.
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Caught off guard when I saw this browsing DW with other nanowadmo releases, gratulon on the beta release Naps!
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MAP31 UV Speed in 0:55.11 tablefill (and also 0:55.23 bc same second so why not) Edit: Oops I was using DSDA 0.23.0 not 0.24.0, sorry here's the demos fl31-055.zip
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[now on /idgames!] Hardfest (Boom Community Project)
besus replied to finnks13's topic in Community Projects
very cool wad!