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Everything posted by dashlet
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/idgames link (hcp.wad) Hispanic Community Project is a boom-format megawad inspired by Doom 2 In Spain Only and JPCP. It's made by members of the hispanic doom community and spanish-speaking mappers. Some table fills: MAP01 UV Max in 2:41 - hcp01m241.zip Video: https://youtu.be/vXlROJuuvVk MAP03 UV Max in 2:18 - hcp03m218.zip Video: https://youtu.be/mXhgm1cnrOI
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Extremely cool set Raven. Very elaborated and awesome theme. Only played through 01, 02 and a bit of 03, but so far this is one the best releases of the year. The pistol here has to be my new favorite custom weapon. Reminded me of the magnum revolver from the first 3 Resident Evil games. I kinda wish it was even more powerful, but thats just plain power fantasy from myself at this point :p. I want to point out the midis too. They are amazing! Very inspiring too. Makes me want to try creating more original compositions, but im finding it very challenging to do so. Lastly i also really enjoyed the archvile usage for incidental combat. Usually is expected to see viles on set piece encounters or more elaborated traps, but seeing them running along with other typical demonic fodder was very refreshing.
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[vanilla] Tetrad - Four tiny, challenging maps
dashlet replied to finnks13's topic in Map Releases & Development
Cool wad finnks, thanks for making it. Indeed it nails the design behind the chord series very well, and feels like a nice expansion to the original maps. The no lock-in rule was noticed, although it felt more like you used well placed monsters in multiple paths to challenge the player if they decide to escape instead of raising bars or something. More maps should try that, plus combining incidental combat, lock-ins, etc... I also noticed a lot of damaging floors, which is not something i remember from the original maps, but it did add some serious pressure to the combat. Extra points for keeping the stock midis too. -
[cl9] [/idgames] Empire - 9 speedmaps
dashlet replied to suzerduzer's topic in Map Releases & Development
I remember vile playing this some time ago and wanting to check it out myself. Credits to Daerik for bumping the thread because i forgot later on heh. These are usually some of my favorite type of maps to play, especially early on in the mapset before it starts to get like italo. Played on HMP and completed the set in about an hour. Combat is great but i also enjoyed the visuals a lot, along with the midi choices. Favorite maps were 03 and 05. I liked 03 layout a lot, and 05 is a cute vignette type of map, and those are always great. -
9 maps that mostly contains vanilla esque textures. Compared to previous installments these maps are more chill, but expect some tricky stuff going on here and there. Some of these maps end up been really fun to play agressive and fast if that something you like. A bit of trivia: With the exception of 03, 04 and 05, all maps originally belonged to a complevel 2 mapset that didnt end up been a thing. Instead of letting them rot on my pc i decided to put them here. Download: dbom4.zip
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Uptade: Changed some things on map02 and fixed a opengl related problem on map08. It seems that raising a untextured floor with a middle texture wont show the middle texture becacuse it renders the sector completely invisible, unless you're using software renderer (My case). Anyways, this is the final version since theres nothing else to touch.
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Maribo's Chasing Suns (:re - de_rats -> de_caco)
dashlet replied to Maribo's topic in WAD Discussion
Great post. Rats maps are one of my favorite things in the extensive history of the source/goldsource community. They evoke a huge emotional impact on me. I love walking on them, and i love every single one of them. I used to make maps for cs 1.6 during my teenage years. Only to play them with friends. One of those maps is a rats type map of course, based on my bedroom. By the way theres a really cool GameBanana article that talks about the history of the original rats maps. I recommend to check it out to everyone who enjoys this type of stuff. https://gamebanana.com/projects/36437 -
@Mr. Alexander Hey thanks for playing. Seems like you had a lot of trouble with the viles on the first maps, ill say it was mostly due to relying too much on the berserk instead of using the chaingun/shotgun. Since map01 was designed with complevel2 in mind, lift actions are ofter something pretty fun to experiment with on that format (Especially considering monsters can also used them). @Cutman 999 Thank you for playing too. Nice to see you try hmp in order to see if the maps had any problem on that difficulty as well, well at least the ones that have difficulties actually implemented. I really liked you're map03 demo, and your map01 exit was hilarious. Crazy to see you both trying saveless blind playthroughs though, havent done that in years. I guess they are short enough to try that sort of thing.
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Thanks. Yeah i was mostly looking for some kind of vanilla look to the maps. Lately ive been appreciating a lot textures that resamble or feel like the stock doom2 ones. Im not sure why, but there's something aesthetically pleasing about them. Maybe because they look like something that belongs to the original doom, or because they made maps look old school, not sure. The unfinished project i mentioned on the thread originally was made in order to focus on things like that, while still retaining modern challenging gameplay/tropes.
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House of Dead Skin [single map, -cl21]
dashlet replied to ivymagnapinna's topic in Map Releases & Development
Finished playing this. Really fun and complex non linear map. Lots of really cool detailing ideas, a nice texture scheme and overall very engaging combat thats not very hard. This may be the perfect contender for those searching for a bit of doom dosis this weekend. Thank you for sharing. Some rambles and notes i took while playing: -
Liminal Doom 2: Crossing The Threshold is a set of seven MBF21 maps that are themed around the liminal space aesthetic. With a more elaborated and ambitious scope compared to its prequel, these maps hopefully will offer a different and unique experience. Each map has a different kind of atmosphere and purpose, and high attention was put into balancing the high energy gameplay moments with the quiet ones. Combat varies a lot in terms of encounters and enemy placement, and progression its mostly non linear with an emphasis on exploration and resource starvation if you are playing on UV. I recommend playing map05 on normal difficulty for blind playthroughs. There are two bonus maps on slot 31 and 32. All maps were tested using DSDA Doom. Credits to Lhyntel, Ribbiks and MasterMedi for playtesting. Download: https://www.doomworld.com/idgames/levels/doom2/Ports/j-l/ld2 More screenshots:
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[Vanilla Megawad] Hard Nut to Crack
dashlet replied to slugger's topic in Map Releases & Development
Played from 01 up to 11 today, having a blast with this mapset. Lovely 90s style maps which actually nail the feeling of playing through some random shareware maps. Progression is a bit cryptid but thats expected, and the layouts are all fascinating so far. Lots of really creative sector and texture usage that mostly focuses on abstract design, and very evil and chaotic enemy placement to keep you on your toes, with some traps that act like death boxes. Playing through these reminded me of Nicolas Monti maps and Down The Drain, so for those who enjoy that kind of thing theres probably something in here that you will like too. Also these maps felt like they would be really fun to demo, so ill probably do some of that once it gets finished. Thank you for sharing My only personal complaint is that some of the custom sounds are not by cup of tea, even though they are pretty funny. -
Monsters/Creatures made of sectors - My favorite kind of doomcute
dashlet posted a topic in WAD Discussion
I always been very fond of creatures made using level geometry. Is such a fun detail to have laying around in your map. Personally seeing them evokes all kind of happy childhood memories, mostly because when i was a kid i used to draw all kind of creatures and construct dragon/dinosaur like toys with my father out of whatever material i have at my disposal. Anyways, here ill like to share some sector monsters that quickly come to mind when thinking about Doom. Feel free to share other ones you are aware of. Not Even Remotely Fair - MAP15: Break From Blood (by Christophine Place) A dragon! I love dragons, sad to see that this one is dead... Hardfest II - MAP01: Nihil (by Worriedidiot) Simple yet elegant. Using raising and lowering ceilings to make a sector monster blink is genius. worm\V/wood - MAP03: After Image (by Ribbiks) Im not sure if Ribbiks has done this many times (I do know for a fact that he has created a whole map shaped like a cat). Anyways, i like how the hellknights seem to worship this creature. 50 Shades of Graytall - MAP16: Mr. Graytall (by TimeOfDeath) Not a surprise to see ToD do something like this. Using sector monsters to act as some kind of final boss seems to be the perfect replacement for an Icon of Sin. Going Down - MAP20: The Mouth of Madness (by mouldy) Probably the most famous sector monster of them all. The whole gimmick of a very memorable map. Boaty McBoatwad - MAP12: Beelzeboat and MAP14: Ferrytale (both by Muumi) Just awesome. I love these, probably some of my favorite ones i had seen. Beelzeboat is just great. The hold idea of riding a huge dead leviathan like creature in the middle of a hellish void is a nice twist to the whole gimmick of the mapset. I wonder if it was inspired by SCP - 5005 in any way... skill5 - MAP04: True Hell (by me) Lastly i wanted to share a sector monster created by me. Probably inspired by those brushes monster found in GoldSrc/Source maps. -
@plums Hey thanks for playing. Sorry to hear that you got softlocked, didnt occurred to me that something like that could happen. Anyways i already fixed the problem and uptaded the idgames version. I also renamed the filenames to "ld2". The reason behind this is that dsda doom has problems loading wads that uses the word "doom" if you dont explicitly specify that it has to be loaded along DOOM2.wad. Previously if you dragged and dropped ldoom2.wad to the dsda doom.exe it would recognize them as iwads, which is a problem because it asks for resources that obviously a pwad dosent have. Aside from that nothing else is changed.
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Monsters/Creatures made of sectors - My favorite kind of doomcute
dashlet replied to dashlet's topic in WAD Discussion
Yeah i was trying to say that. Thanks for pointing that out -
Glad you enjoy it. Funny enough, ldoom 2 was never supposed to be horror theme or be scary at all. I mean, it does has a spooky atmosphere sometimes, but its mostly just for creating tension. I know some people may mainly associate liminal spaces with horror, but is not my case heh. For those who hate jumpscares and that sort of stuff, don't worry, nothing like that will happen.
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dashlet's box of maps is a series of mapsets that compiles maps of various styles. For this third entry you will find puzzle and gimmick maps and also combat focused ones. These were also developed with the idea of bringing to life some visuals themes i had in mind for a long time, as well as the last two been an experiment on making some sort of exploration, adventure themed maps with an abstract touch to it. I highly recommend playing these on HMP if you are going in blind. Download: dbom3.zip Screenshots:
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Well, ldoom 2 is now on idgames! Thank you everyone for playing or reporting problems with the maps, hopefully all bugs are fixed now. Ill like to also credit Lhyntel: He played through these maps (again) on UV and HMP just to make sure that everything is right before uploading this to idgames. Download Liminal Doom 2 on idgames: https://www.doomworld.com/idgames/levels/doom2/Ports/j-l/ldoom2 (Link also on thread description) Changes: - I dont know to be honest. I did them a while ago so i forgot them at this point haha. Probably some things on HMP and tiny changes on MAP05.
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[idgames] Plutonic Visions - Vanilla Plutonia megawad
dashlet replied to finnks13's topic in Map Releases & Development
Gonna be playing through these on hmp this weekend. Havent play through something Plutonia related in a long time, so seeing you made this set is a good opportunity to get back to those vibes. Also really cool idea to design the maps around the memories and feelings you had when playing through Plutonia for the first time. -
Hey this looks really cool. I'll try this source port once is updated a bit more, but theres already some misc features added to this that i like. Question: Would it be possible to add the option to have a dark transparent automap background? (Like the one in Woof)
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10 Line Genocide demos [-complevel 9]
dashlet replied to Monsieur E's topic in Speed Demo Submissions
E5M14 UV Tyson in 0:34 10lne514t034.zip -
Thank you for finding this. I remember getting the midi from the site you shared, but it was so long ago that i thought that the page may have been removed. Thankfully its still up and i can properly get the music credits for map01. I knew it was called nostalgic and something.
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🟧 Blocked-Out! - A Released Boom 2 Community Project! ⬜
dashlet replied to Matakrow's topic in Community Projects
Happy to see this out and thank you Matacraft for leading the project. Gonna be playing this soon. Source placeholder textures + Doom gameplay is an awesome combination. -
@Maribo GG and thank you for the demos. Also: What a interesting way of quickly describing ldoom2 haha, really cool. @myolden @ipaqmaster Glad to hear that and thanks for playing! @rafael2100 Nice to hear that. A community project with a liminal space theme sounds great.
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Im playing through it right now and its super fun. It is indeed the italo doom formula but a bit more easier and less grindy which its super fine by me. So far all the maps have been great. The texture themes are also on point and so the midi selection. Map01 has that shocking start already, but it feels nice that at least i can move around and play for a bit instead of instantly dying over and over again, the same goes for the others maps. Feels good to have the music again been completely muted by the sounds of scream and chaos, even if the midi is already loud haha.