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purist

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  1. purist

    Doom Pictures Thread 2020

    Visions of Hell #14 : Incubators One more level to make before the Episode 3 beta is ready for testing.
  2. purist

    When monster dies, game ends

    In vanilla you can end any level after killing a cyberdemon by using DeHacked. You just need to copy the Romero Head death frame for the Cyberdemon.
  3. Very good but would be vastly improved it was slower, linear and regularly interrupted by cut-scenes.
  4. purist

    Things about Doom you just found out

    That's Bad Man Gary: https://www.doomworld.com/forum/post/1573073
  5. purist

    Things about Doom you just found out

    Funny how that was the one aspect of Doom 2 that id considered too obtuse for players to solve.
  6. purist

    Keeping Maps Small

    Save some new area ideas for your next map. You will thank yourself later when you get mapper's block.
  7. purist

    Do you ever take breaks from Doom?

    I always at least keep my nose in the community but I regularly have long gaps of inactivity in playing and mapping. Last few years I haven't have a lot of time spare for it unfortunately.
  8. purist

    Do you get lost in maps?

    Not going to try and change your mind but I get lost in well designed maps quite regularly. As bad practice an assumption it is to make, sometimes it really is the player's fault. I am sure there are examples that have purposely confusing progression and that could be parlayed into an engaging gameplay experience as long as the route reveals itself before frustration.
  9. purist

    Is there a megawad with only big monsters in it?

    You could make one with Oblige if it is just a curiosity.
  10. purist

    How do you handle damaging floors?

    Typically I follow the same formula as the OP but I sometimes make blood damaging. When I am playing I expect water to be safe and lava/nukage to damage but everything else is fair game. However, if it is communicated well anything is OK. In fact, the longer I have been mapping the less I feel inclined to even show fairness to a player! Interesting about changing a damage sector to non-damage - I am on my phone so can't download the example map but is it to do with the floor change texture line action? It could be something given to the player as a reward in a secret.
  11. purist

    DOOM Poetry Contest

    I'll just share mine from more than 10 years ago, although it is disqualified by your criteria on a couple of counts.
  12. purist

    How do you plan or design wads?

    For some reason I consider limiting the use of keys an achievement in my mapping. It feels like I have succeeded in avoiding using a trope as a crutch. Don't consider this advice though. It doesn't make any sense.
  13. purist

    Doom Pictures Thread 2020

    Last time I posted screens on this project was 5 years ago. One more level down... Visions of Hell #13 - Famine Cells EDIT: ...and I just remembered one more level replaced: Visions of Hell #8(b) - Dead Wood
  14. I don't understand the aversion some players have with taking damage unfairly, as long as it doesn't consistently put you in a no-win situation it is all fair game to me. Start you level with a chaingunner behind me or force me to walk under a crusher if it suits the purpose of the level.
  15. purist

    How do people come up with map layouts?

    One thing you could try is to imagine you are creating a deathmatch level. If you create a layout where rooms are connected in multiple and varying ways and it is fun to run around and explore with no monsters it should make a nice base for a single player layout. Another thing to try is think of levels you like the layout of and then reduce the level to layout or mapflow only, applying this roughly to your own map theme. E.G. I like how in E1M2 there is a large hub area to start in, there are two ways to get to the first key and then the locked door is a new area of it's own. You can make a level that meets those basic rules but will not otherwise resemble E1M2 at all.
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