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Monsieur E

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About Monsieur E

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    not actually french

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  1. Blocked Out

    Map21: Gateway To Infinity

     

    People I talk with about Doom probably know I don't particularly like Scythe and its general idea of "quick unassuming simple doom maps". So it's kinda funny I riffed on a Scythe map, m13, for my contribution to Blocked Out. Maybe riff is a bit too generous but I recall watching the DoD episode on Scythe randomly around the time of this map's development and being quite intrigued by the dark trench that starts the map off, under a gloomy red sky as Agony Rhapsody played. 

    I had a different, much more ambitious idea for Blocked Out but that didn't manifest well and with the deadline approaching, I decided to make a different map which was more scaled down which led to this. I was pretty straightforward with what I wanted with this map, a foreboding base that hides away the rumored gateway to infinity. I also wanted the gameplay to be freeform and not restricted to linear fights even if there are clear "setpieces", I think the fact you can rush past most of these makes the map feel more kinetic. The finale is obviously the standout part of the map, a blank expanse that nonetheless beckons you towards an ominous dark monolith but not before you deal with a ruthless posse. Iirc that fight used to be harder but tony found it exceptionally obnoxious and got me to tone it down, he still doesn't like it but I mostly wanted it to be bait for people to go secret hunting and since I could do it fairly consistently, I kept it as is.

    Lastly, I liked the secret itself, it was inspired by Zzul Bases (and broadly the map too since Zzul Bases is the standard which I learn from when trying to make my easy maps, generally about not being restrictive with heavier enemies, opportunities for the player to two-shot cyberdemons, secrets that tend to be more substantial and stuff of that sort).

  2. Map 26: Damnatio Author: Monsieur E Midi title and composer: depths.mid by Ribbiks Source port used: dsda-doom 0.27.0 -complevel 9 Difficulties: Yes Coop starts: Yes A short description of your map: A grueling subterranean battleground, inspired by scythe2 map26 and map29. Conserve your ammo, berserk as often as you can, and watch your health. Will take about 4 to 5 minutes to complete. Damnatio.zip
  3. Also since I'm using status update, I'd like to clarify that my status is a meme referring to some review which called Resurgence being hard "elitist gameplay". 

  4. Hello, my map's been going along very well and is almost finalized for UV, just requires a few gameplay tweaks and more visual decor but unfortunately I'll be unable to meet the current deadline, my apologies for that. I'd definitely appreciate the extension.
  5. More of these wad retrospectives, this time the one I did for tsmt. 

    Map 34: Tony's Revenge

    I wanted to make a tony styled map with the core ideas and tropes he enjoys: BFG spam, especially against rev crowds. So, I decided to draw his avatar and have that be the battleground, I drew it mostly by hand without tracing since I felt that'd be nicer. I wanted the invulnerability rush to the switch at the start to get cyber infighting to help against the overwhelming rev hoard to be the map's "core idea" if that makes sense and the rest to be mostly cleanup.

    The random platforms aren't really anything special, just copied them from the ones I drew for Oku's Rehearsal as a more interesting progression check since I want a player to have the option to just run for the exit rather than be forced to do cleanup under a timer, I've tried to stray away from my very linear fight to fight design philosophy timer centric I did for basically all of my old maps which will hopefully be more diminished in my Rusty Drill map and future maps. (like I did a nomo for my collab map for hrs (m28) and some of my timers are awful LOL)

    TSMT is really good too in general, go play it. Tony really out did himself in output while managing to make each map feels different from the other while still adhering to his core ethos of making (mostly) unapologetically bfg spammy speedmaps. 

    My 10 Line Massacre Maps:

    They're awful, don't play them. Except revenant bonanza mostly coz I like the visuals of that. But in my defense, they were like my third maps :p 

  6. Monsieur E

    Miscellaneous demos (part 5)

    Fallen Leaves Map01 nomonsters in 0:34 fl01o-00020.zip
  7. Random Thoughts on my 60mm maps.

    Map33: Oku's Rehearsal
    I wanted to make an Oku's map, and the rehearsal part is intended to refer to its low difficulty and simplistic, as in it can be seen as a "rehearsal" for other "Oku's" maps (play frog and toad, axolotl, and capybara; their Oku's maps are very cool). I'd probably improve the platforming if I wanted to make it a serious map as right now, I'd say it feels a bit awkward and not that satisfying to perform. Decently proud of the aesthetics, the metal platforms cast in a large void paired with Waiting To Romero To Play makes for a mysterious and uneasy vibe.

    Map34: Automaton
    Cyberdemon BFG fights are fun :). Funnily enough I tried to make it so the exit switch trigger is only in the center of the switch so you can't just go for the exit right away, but fortunately, it's still pressable from afar so hurray for UV-speed :p. And yeah the stuck cyberdemon is intentional if anybody is wondering. 

  8. idgames || doomworld 60 Minute Marathon is a 36 maps (32 main, 4 bonus) megawad made in an hour primarily by Nights108 & Synami. Suggested demo prefix: 60mm Here are some demos: (I had a few issues with getting the demos to playback but they should hopefully be working fine now, let me know if anything went wrong) Map09 speed in 0:06 60mm09.zip Map11 speed in 0:02 60mm11.zip Map12 speed in 0:01 60mm12.zip Map14 speed in 0:02 60mm14.zip Map19 speed in 0:04 60mm19.zip Map20 speed in 0:05 60mm20.zip Map26 speed in 0:03 60mm26.zip Map30 speed in 0:03 60mm30.zip Map33 max in 0:29 60mm33m.zip Map34 speed in 0:03 60mm34.zip Map34 max in 0:36 60mm34m.zip Map36 speed in 0:09 60mm36.zip Map36 max in 1:00 60mm36m.zip
  9. Monsieur E

    Miscellaneous demos (part 5)

    Zbases.wad UV-speed d2all in 1:55 zball-00269.zip Map03 uv-speed in 0:51 zb035194.zip
  10. Monsieur E

    Miscellaneous demos (part 4)

    Bunker (1995) UV-Max in 9:31 bunker1995m-00021.zip
  11. Monsieur E

    The Dean of Doom series (companion thread)

    The discussion around classic wads and not being designed around pistol starts got me digging around a bit and I found a couple of relevant discussion points from Capellan. From the Requiem DWMC thread: https://www.doomworld.com/forum/post/1341217 "Requiem is for both continuous and pistol start play" And from the Alien Vendetta DWMC thread: https://www.doomworld.com/forum/post/1671385 "If either Requiem or MM2 had continuous testing, I'm not aware of it. Most testing was done on a level by level basis, as they were submitted." @Capellan Hope you don't mind the ping, I think it'd be interesting if you could give your insight on the pistol start vs continuous play perspective during the 90s.
  12. Monsieur E

    Miscellaneous demos (part 4)

    puss23-mrdt Map17 UV-max in 1:21 puss2317m12134.zip Map17 UV-speed in 0:26 puss23172697.zip
  13. Monsieur E

    Junk Food 2 Demos [-complevel 9]

    Map68 UV-speed in 0:11 jf2681189.zip
  14. Monsieur E

    Miscellaneous demos (part 4)

    Zzul Bases Map01 UV-speed in 10.49 zb011049.zip
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