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CrazedCleric

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About CrazedCleric

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    Warming Up

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  1. CrazedCleric

    [Community Project] VANITY

    I've made most of the suggested changes. The end vista isn't exactly 1:1 as I had to smoosh some of the geometry. I've added the BFG into main progression for easy/medium but I'm keeping it secret on UV as it somewhat trivializes the teleport ambushes. The trapped archviles were unintentional and should be able to actually fight now. Vanity_m10v2.zip Notes
  2. CrazedCleric

    [Community Project] VANITY

    Version 1.0 of the finished Time Twister. Author(s): NecrumWarrior and CrazedCleric Difficulty Settings: Implemented (+coop starts) Map Name: The Time Twister MIDI Used: Sinister by Bloo Description: A set piece map revolving around a time machine which takes you to Egypt, old maps, and a wolf3d section. There is a small techbase lead-up. Author's Comments: The teleport ambushes can get dicey but I think they're a good primer for map 11. Vanity_m10.zip
  3. CrazedCleric

    Elysium (Release)

    The Going Down level was where I got the spectator idea. Unfortunately, I'm not sure what can be done about the software HOM. I'll have to look more into Doom tricks.
  4. CrazedCleric

    [Community Project] VANITY

    Mind if I take a crack at it? The idea is great and the time machine is very impressive. Edit: Just realized this might've been a little vague. This is me asking for the Map10 slot to finish Time Twister.
  5. CrazedCleric

    Elysium (Release)

    Basic Info: Game: Doom II Engine: Prboom (v2.6.66+), GZDoom (v4.10.0+)* Map(s): 1 (Boom) Screenshots Download Link: https://drive.google.com/drive/folders/1wki-A3vaKzlj-5GxyJnmVNRNM0QvrR_t?usp=sharing Overview: I'm not sure how to explain the premise for this map's theme. To make a long story short: I wanted to spoof the rows of portraits from DVII's Hell's Vendetta and this is the ultimate fruit of that idea. Aside from the pictures of vtubers on the walls, this map was also me attempting to settle into mapping in Boom format and I'm happy with the results. I've also developed a slight addiction to voodoo doll scripting but that's neither here nor there. The map itself is fairly long (takes me about an hour on UV) and chock full of big hordes of monsters. Difficulty settings are implemented (along with coop+dm starts) though I will warn that, due to the large size of the map, testing is about at BPRD levels-that is to say: everything works and I can get through on UV but some parts may be harder than intended. That said, I hope you lot enjoy. *Playing with GZDoom nets a better looking status bar, some minor sound adjustments, and a Titlemap
  6. CrazedCleric

    [Community Project] VANITY

    Short Assessment: Holy Fuck Actual Feedback (Spoiler because your eyes will widen like dinner plates on a blind run)
  7. CrazedCleric

    [Community Project] VANITY

    Great so far, I love archvile the forces you into the surprise elevator and the scarcity of solid cover is really good at forcing the player to keep moving. I also adore the large canyon background. One thing to note: This door can't be opened from inside which can leave the player trapped if it closes. I played v3.1 and the design is on point. This map is dripping with atmosphere. The teleport ambushes are great at keeping the player on their toes. I say keep the mastermind at the end as well, it's a nice bone to throw quick-thinking players. The surprise with the revenants and the cyberdemon teleport puzzle are probably the standout moments imo. A couple notes: This outcrop of wall can get in the way whilst strafe-jumping to the other side of this gap. It can get a little annoying. This texture in the entrance to the lava cave is missing Nit-picks aside, I wasn't able to continue past the yellow skull switch (tag 55) as it didn't do anything but lower the bars to the water cave. I looked at it in UDB and the switch doesn't correspond with anything else. Furthermore, the exit bars (tag 75) don't appear to have anything to lower them at all which makes the level un-exitable. (If I'm having a games journalist moment, feel free to disregard this last issue).
  8. CrazedCleric

    Doomworld Maximum Project 2023 - Uploaded!

    Had to dust it off a bit. Map Name: Through Water Midi: Treasures in the Dark by Mark Klem Format: UDMF (Tested in GZDoom v4.10.0) DWMax23_Crazed.zip Screenshots
  9. CrazedCleric

    Doomworld Maximum Project 2023 - Uploaded!

    Mind penciling me in? I've a scrapped map from around February that I could retool.
  10. CrazedCleric

    [Community Project] VANITY

    Definitely pre-alpha, but I'm picking up what you're putting down here. I like the small bit of parkour in the slime room and the megasphere secret felt nice to stumble upon. The chaingunner ambush got me good. The color game is on point but some more detailing would be nice. The regular door at the start could be better telegraphed. There are a couple errors to note (besides visual bugs): First, you appear to be using switch line specials (S1/SR) for your doors. These don't work unless you specify a line and sector tag, though you should be using door specials (D1/DR) for doors. If you test in GZDoom, the engine will fix this on the fly and make the doors function as normal (even on strict compat). Be sure to give your map a once-over in prBoom or similar to make sure all the triggers work. Second, I noticed you can get stuck behind the starting area's crate container (pictured below): PS: The midi choice be rockin'
  11. CrazedCleric

    [Community Project] VANITY

    Thanks for the quick feedback fellas. I've made some changes and made some of the more teeth grinding segments more manageable. Vanity_m23v2.zip Changelog:
  12. CrazedCleric

    [Community Project] VANITY

    I've got a tentative first version of Map 23. Tested on the latest prboom+ (comp 9) and GZDoom (boom comp). Author(s): CrazedCleric Difficulty Settings: Implemented (+coop/deathmatch starts) Map Name: Verloren MIDI Used: Warped Mind by Psychedelic Eyeball Description: From the ruination of the far future emerges a vestige of a war long past. An old bunker sleeps in the dead, charred earth poking through the ash. Author's Comments: Kind of a toughie. I'm a bit on the fence about being more generous with pickups. Vanity_m23.zip
  13. CrazedCleric

    [Community Project] VANITY

    Mind if I take slot 23?
  14. Basic Info: Game: Doom II Engine: GZDoom (v4.10.0+ Recommended) Maps: 1-8 (UDMF) Screenshots Download Link: https://drive.google.com/drive/folders/1FibuGn-e4BXwrPPe94sEGl4dh3kmv_Tg?usp=sharing Overview: I like gothic textures, you like gothic textures, we all like gothic textures. I wanted to make a small episode for Doom II and the gothic texture pack seemed like a good way to ground myself and focus on a semi-consistent theme. The maps go from standard IWAD-esque gameplay to something more bordering on slaughter. Difficulty settings are not implemented at present and maps support both pistol starts and continuous play. I hope you, dear reader, enjoy and I'm always open to feedback.
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