Dutch Doomer

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About Dutch Doomer

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  1. I mainly use the Chaingun for zombies, imps and demons, and its a good sniping weapon. Also sometimes use it on a lonely Revenant or Mancubus. Not really using the plasma rifle all that much, some weapons are just better for clearing rooms. Maybe it would have been better if the plasma rifle used a different kind of ammo, so you wouldn't have to save it for the bfg.
  2. Working on another Tekgren/Metal themed map for good old vanilla Doom. Nothing fancy, altough I'm trying my best to make it as nice as possible. I think I got something good going here.
  3. The BFG is the cocaine from Doom, we all crave to have that weapon. Its the single best thing to pick up next to the Megasphere.
  4. And I just Struggle :p Looking pretty damn good Antares
  5. Pretty cool layout, with some more work this could become a really nice and classic map. Cool thing it about the map are the shapes you used for the rooms, staying away from creating boxy rooms (note to self) is a good way to make something really fun and interesting. I'd say hold onto this until you got some more experience. Looks like E1M1 was your source of inspiration judging from the nukage room.
  6. I did so many experimenting with getting myself into the right mood for making Doom maps. I always have headphones on with music playing so I don't get any distraction from outside. Experimented with various types of music, like metal, or any type of electronic music, or just music from games or movies, or even dark ambient music. Changed my set up, moved my desk and computer to the attic for more privacy and quietness. I try to be in a good well rested mood, and very relaxed. Messed with lighting in the room, even thought about changing the color of the lighting to red or placing candles, I prefer a dark dimmed room and like to work on maps when its dark outside. I also map during daytime, but feel more comfortable mapping in the evening. I basicly want to shut myself from the rest of the world and just focus on my mapping alone. So I have been mapping since '98 or so, and I like to think that the way you feel and the setting you create for yourself can have an influence on how you create a map for Doom.
  7. Nice starter map, an enjoyable 10 minutes. Interesting use of Doom monsters, aside from a lonely chaingunner no other zombies present, thought it was a nice design choice. Didn't really looked for any serious bugs, just blazed through it, still the secrets were easy enough to find. Some imps in the monster closets near the yellow key stayed in their rooms, probably better to have them all come out as soon as they hear the noise. I think a few more traps here and there could really spice up gameplay so more. Easy map to play, but a good effort for a first map attempt.
  8. Thanks for the demo, the Archvile sure isn't much of a threat once you find the RL. Kinda burned up working on my other projects, they demand more effort and time than something like this. So its quite relaxing working on something more simple for a change.
  9. Thanks, fixed version below, removed the Archvile at the end, replaced it with a Revenant. Some minor tweaks here and there, I think this map is pretty much finished now. Probably will make a few more of these. dd_tek.zip
  10. Your welcome, took inspiration from Hell Revealed and TNT, and Doom 2, most especially the early maps of those megawads. Trying to get a better understanding of what makes a map fun to play, and I'm a big sucker for classic stuff anyway :)
  11. Thanks, I'll check out your run as well. I'll add a line to keep the imps outside into their place, I'll honestly would like to keep them :) Archie is gonna hit the road. Also after watching the demo's, I should make the blue key more obvious to spot. Might put in a few more traps, most especially somewhere after you obtained the blue key. Also, don't know how the community thinks of putting monsters outside in the secret areas, like they spawn in when triggered after picking up the stuff. Haven't done it cause I thought I wouldn't be a good idea. Like you exit the map while still having monsters alive cause you haven't found the secrets.
  12. The Archvile was put it to as an attempt to make the gameplay a little more challenging. Like Hell's final attempt stopping the Doom marine from exiting the map. I'll check out your FDA as well, thanks for posting this, now I'll have to figure out how they work, guess dragging and dropping along with the wad file should do the trick.
  13. Thanks, I'll check out the FDA you posted, guess I was a little too evil with good old Archie at the end :p
  14. Made this small map for you to enjoy, meant to be played on vanilla Doom. Its been tested with Chocolate Doom. The gameplay might need some tweaking, ammo and health placement and monsters. Shouldn't be too difficult for the most of you, tried to keep the fun factor high and the action at a constant pace. This could possibly be a starting map of a cool mapset. Curious to see if people enjoy playing it. Screens: dd_tek.zip
  15. A couple of hours doodling and I came up with this vanilla Doom 2 map. Don't know why I created it. I guess its to see if I can still make something decent for vanilla Doom.