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purist

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Everything posted by purist

  1. purist

    The game you want to make/be made, that can't

    I always wanted a modernised spiritual successor to Barbarian. I thought the instant death concept was underused in versus fighting games.
  2. Barbarian Mortal Kombat 2 Doom II Quake Worms Pro Evolution Soccer Championship Manager 00-01 GTA Vice City Fire Pro Wrestling World Hotline Miami
  3. purist

    What was you'r biggest dissapointment in a WAD?

    Speed disappointed me because it is a total misnomer. The level itself is fine but it practically forces you to play slowly and methodically.
  4. I always struggled with E3M5 Unholy Cathedral. Mostly because of the obtuse progression. The first level I really struggled with due to the monsters was E1M8 Phobos Anomaly because I was playing on the Atari Jaguar from pistol start. When I played from an earlier level and carried over the rocket launcher it became much easier.
  5. I'm going to approach this from the perspective of new monsters being created during the design phase. 3 monsters for each. Plutonia was very strategy orientated so the monsters would fit the gameplay challenges the Casalis like to employ. Sentry Gunner Stationary chaingunner that cannot be destroyed but can be stunned to briefly interrupt it's attack, like a painchance. This serves the purpose of the turret chaingunners so plentiful in Plutonia and would replace the infinitely respawning chaingunners. Sprite Vile A lesser version of the arch vile. Quicker to kill and no resurrection ability but keeps the same attack. The Casalis used Viles primarily for their attack rather than their resurrection ability and I think they would appreciate a weaker variant that they could use more commonly. Banshee Floating revenant. Same everything else except maybe a lost soulesque charging punch for when it is fancies a change from homing missiles. Not much to say here except I think the Casalis would think of a ton of uses for Revenants not limited to terra firma. They may never place a cacodemon again. Evilution was more about atmosphere but there were some gameplay tropes that new monsters would compliment. Plasma Zombie A former human type equipped with a plasma rifle and dropping cells. TNT uses a lot of former humans, which results in hit-scan hell. This monster would allow for a projectile variation of the theme. Fire Knight I can't remember the name but it's the Valiant Hell Knight that chucks out a ton of fire projectiles. The purpose of this monster is area denial. Evilution uses lots of wide open spaces that this creature could spice up a little and keep the player on their toes. Mother Demon Uh-oh, it's the boss! It's not so much what the monster does as opposed to being an effective final boss. I feel like Evilution really could have used an alternative to the Icon of Sin, even more than Plutonia.
  6. My memory of it was similar to Graf Zahl. It was considered a bit of a lazy cash grab since there were no new monsters/weapons/features.
  7. purist

    Make your own difficulty!

    How about health degeneration? So your health drops by 1% per second on top of any other damage being taken. You would have to play fast but balance speed with avoiding damage and topping up health. If it proves too difficult a compromise could be to eat any armour before health. Another tweak could be that it stops at 1% so it you wouldn't die outright by the health degeneration but it could put you in a one-hit kill situation.
  8. purist

    What're Your Favorite 90's Wads?

    Plutonia and TVR come to mind. Icarus doesn't have a high ceiling but is mostly a breezy play through. Requiem and Memento Mori I remember not aging great in terms of gameplay with Requiem in particular largely involved super shotgunning monsters directly in front of you. Hell Revealed was just not to my taste.
  9. purist

    What are your mapping rules?

    Lately I have used some of the following principles. 1. Try doing something new with each map to keep things fresh. 2. I like layouts that are interconnected. If they are quick and fun to run around without monsters it is a good sign. 3. Work to your own conventions, not others - even if they are generally accepted. I trust my instincts now, and like to add character to my maps. 4. I have got into making secrets. Nested secrets large areas and optional gameplay is good. If you have more ideas for your map but it is long enough already, make them a secret or optional area. 5. I like risk/reward scenarios like multiple routes or strategies that allow players to pick their own pace. 6. On the contrary I am often thinking of ways to force the player to keep moving and never feel too comfortable.
  10. purist

    Known lost WADs of our history?

    I think about Sigvatr's Hell Superior from time to time for some reason: Likely no more than 2 maps were made and the screenshots are gone now. Another thread appeared 5 years later with a YT video (that is now also gone) Not much to go on unless anyone knows if anything surfaced anywhere outside Doomworld or the 2 levels survived somewhere.
  11. A Nightmare only project has been a back-burner idea of mine for years but, let's face it, I was never going to get around to it so I'm pleased somebody else has. Good luck with the project. Nightmare is almost like a different game mode than a different difficulty and I'm sure there are a lot of cool creative things you can do with it.
  12. For the sake of a chainsaw I suppose I could have made it a simpler jump :-) Ammo is tight on purpose. Another homage to E4M1 but also a hint not to waste any on the barons you will eventually telefrag. If you are careful with rockets I think you will fair OK and if not the higher HP monsters are all pretty avoidable.
  13. E4M3´╗┐ - Earth, Blood´╗┐ & Fire: Author Notes Despite bring a pretty active mapper during the long development of the original DTWiD I think my attention was diverted to Hadephobia and my only submission was a day late and a dollar short. That map ended up in E3 inspired Bedlam episode and I instead made a concerted effort to have a map included in D2TWID instead. Alas, despite around 6 submissions I only had one late, partial success when Tarnsman reworked one of my maps into a Refuelling Base style Peterson/Hall mash up. Why mention all of this? Well, I believe it was my involvement with the D2TWiD team that earnt my the invitation to submit a map to UDTWiD. I picked an American McGhee map because his style is very orthodox and most similar to my own. My pitch was to make E4M1 and the concept of progressing by telefragging Baron's came first, triggered I think by the E1M8 music in the slot. I think the concept works better as an opener because something is lost to the player equipped with resources from previous maps but I didn't have any say in the final map order. The map went through a few revisions - all of them involving shrinking the map. First by narrowing a lot of the play areas and then by relegating the PR area, which was once part of the normal progression into a secret area. I don't have a lot of memories of making the map, except that it was pretty stress free - even when being asked to rework it, which I usually find to be a chore. I notice some players have lamented the running skills needed to find two of the secrets. This surprised me because I don't consider myself a very nimble player but I can usually get them without too much trouble. EDIT: Oh, the name. My pitch included a couple of name suggestions. One was Amongst the Beasts (a nod to the telefragging) and I don't remember the other(s). I don't know why they were passed or why the final name was decided but I am honestly not very keen.
  14. @Jimmy my style has been compared to his so our maps would complement each other. He would also be in charge of music as his midis are great. @40oz I really like his ideas and enthusiasm for Doom. He is also experienced in Team mapping and makes cool textures. @Doomkid I appreciate his commitment to vanilla and is prolific, which would given how slow I am at mapping. I am sucker for creative DeHacked work as well.
  15. I propose a new community project resulting from a bunch of ideas coming from this thread. The basic idea is a chain of mappers starting from MAP01 and working onwards. It starts with the first mapper posting a short story in this thread relevant to his map but leaving it open ended for the next mapper in the chain to continue. Meanwhile, he has one week to produce his map and upload for the next mapper in the chain to pick up where the previous one left off. And on it goes. What we end up with if all goes to plan is that rare beast of a community megawad with a story and a consistent thematic progression. Rules I'm planning on starting this on Monday 1.11.10 so whoever wants to be first in the chain should have some free time next week. Anyone can join. Just post your interest in this thread and I'll add you to the next available slot. Obviously, make sure you're available during the week of the next available slot before you claim it. The story doesn't have to be Shakespeare. Just a short piece that makes sense continuing from the previous story, goes with your map and ends in such a way that the next mapper can continue it. The map should be Boom compat and use only stock resources except new music, which is OK if you want to use it. The map should make sense when put together with your story. The beginning should continue from the end of the previous map and the end of your map should be designed to allow the next mapper to continue from it. The megawad will be intended to be played continuously as opposed to pistol starting each map. Where possible this should be taken into consideration when thinking of item/monster placement. Have your map done by the end of your week slot and upload it. Either use Speedyshare, Dropbox or PM me and I'll host it. The name is subject to change if anyone can think of a better one but let's worry about the maps first. At some point I might ask for help with playtesting but it's early days for that right now. Over to you guys!
  16. https://doomwiki.org/wiki/Chris_Bourke_(purist) Only 36 released maps according to my Wiki page when totalling up released stuff. Going back to 2004 that is a pretty slow work rate! Including unreleased maps I'd estimate I am up to 62 and I am hoping most of those will be released one day.
  17. Cool, I'll keep working then and post an update when it is ready for more thorough play testing.
  18. @Joshy As promised, please see link below. It plays on MAP12 but is not committed to any particular slot. It is in an earlier stage than I would normally share but hopefully there is enough there for you to give me an idea whether it is worth me continuing for this project. The layout is in place and I am somewhat settled on the map progression. Thing placement is not balanced but is a guide for what I intend for each area, textures are also a basic guide whilst detail and lighting are barely started. The map is called Power Trip and the theme is selected areas where BFG use is the primary weapon. https://www.dropbox.com/s/9r0op5h9smindom/POWER.wad?dl=0
  19. I've made a good deal of progress on a submission but I'm not sure if it's right or not. I will link to it and tonight and you could let me know whether to keep working on it or not.
  20. purist

    Any one else play/played Warhammer?

    I used to play 40k years ago! I think I used to like reading the Codex and looking at the well painted (as opposed to my efforts) miniatures more than playing the game but I did have a few battles with my brothers and friends.
  21. E3M7 is one of my least favourite IWAD maps. I really dislike maps that are unintuitive to progress.
  22. Maybe E2M3 and E3M2 from the original Doom. Both are not generally considered good levels and I accept they are basic and flat. Still, they are among my favourites. For Slough of Despair I think it is because it feels like you are in the wilderness of Hell and are stalked from all angles whilst you scramble for provisions. For Refinery, I can't really explain. I think it is more of a nostalgia think. Hopefully another closet Refinery fan can put their finger on it.
  23. I'll try and do this by memory but my full list is on the wiki. Doom 2 Unleashed. I have a map in the ZDoom only overflow section. One of the 32in24 speed map DM compilations. Maps for the Map God I think it was called. My map was inspired by the first Quake 2 map and I never played it in DM so I have no idea if it is any good. Interception. I have MAP08 and another map I shared with Memfis. I had a lot of fun finishing what he started. Hadephobia. I ran this project. I made 6 maps for the main WAD and one of the 3 bonus maps. I actually co-authored a few others but I haven't noted so in the credits. This was loads of work, I don't think I could commit to it again. Stanimapping / Grindmapping Project. I am not sure if I changed the mispelt portmanteau title or if it was even released but this was a project I made that was a sort of speedmap exercise except there was no time limit provided you made the whole map in one sitting. October. This was a small project by mapper who had a birthday in October. I made 3 short gimmicky speed maps. Bedlam. This was a Doom E3 episode arranged by Memfis. My map was originally made as a last minute entry to DTWiD but was either too late or didn't make the cut. D2TWID. I did get a map in this. It was heavily edited by Tarnsman so it is a co-credit. I finished another 3 submissions that might end up in the Lost Levels if they are ever released. Dime's birthday speedmap WAD. I don't remember the name if this but I submitted a Scythe E3 style map. Mutiny. I co-authored a map with TraversD. This was a fun one to collaborate on. TNT Revilution. My map was submitted to the Devilution project but it sat with them for months before the project changed leadership a couple of times and the new people wanted extensive changes when I has no interest in revisiting so I offered it to the Revilution guys when they splintered off instead. UDTWID. I was honoured to be invited to submit a map to this project. It took a long time to release but I enjoyed the process. Team Mapping Project. I made a map with SteveD. Apparently the project is not dead but I am not sure what form it will be released under. Perdition's Gate 2. I submitted a map to the TNT arm of FDTWiD but since there has been no movement on this for so long I offered it to another project looking for a Tom Mustaine style map. This is hopefully close to release. I have started a map for PRCP2 but have not had opportunity to work on it for a few weeks.
  24. The answer to all of them is they are all fine if implemented well. Some of the points will be harder to execute than others.
  25. @Terminus Thanks for playing VOH. I hope you enjoyed it. I have noted a few minor bugs from your VOD so that is helpful for me making improvements. To answer a few questions: New vanilla monsters. The limit for new monsters is more the frames than the monsters themselves. The reason I can have so many is that most of them use existing frames with just changes in properties such as speed, HP, projectiles etc and I use either the spectre flag or the palette swap flag to distinguish them from each other rather than new sprites. That is also why plasma marines look so similar to former humans. I am hoping to add at least a couple of new monsters for the last episode. The levels mostly played correctly except a sequence break in MAP13. In that map the idea is you need to find the light switches to get through the dark areas but the red key is too easy to beat in the dark so it allows you to skip the bunker area (that you did anyway) without much risk.
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