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soss

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Posts posted by soss


  1. 1 minute ago, DSC said:

    Funnily enough I haven't listened to it myself yet, and I don't really plan on doing so. Most of the time unnecessarily trying to change things in an older piece of media that is fine already as it is just ends up creating an huge mess.

    oh, I just listened to the version of money and he.... Used an acoustic guitar?


  2. 34 minutes ago, FireWarden1000 said:

    I completed noneed.wad with GZDoom with Brutal Doom v22 Beta Test 3 brutalv22test3.pk3 DOOM mod, I am not providing this DOOM level with a rating.

     

    The important part of the level is the fact the player is able to complete the level, and there are no real bugs in the level except for unaligned textures.

    The main problem with the level is the overall flatness of the level, and the level consists of only square shaped rooms with minimal detailing in each area.

     

    I will have to assume you do not usually build DOOM levels, because of the overall quality of this level resembles a speedmap, and everyone has to start somewhere.
    With the release of noneed.wad, members of the Doomworld Forums will provide you with advice to improve the level design, advice explained in much greater detail.

     

    RECOMMENDATIONS
    To improve the gameplay experience, build a larger map with more areas to explore, because the level layout is very linear.

    Consider increasing the size of each area in the level, and change the shape of each room (Tetris Pieces) to improve the gameplay experience.

    Add objects to every area in the level to improve the presentation of the level, because areas in the level are empty, and full of empty space.

    Adding more enemies to the level increases the level difficulty, because more enemies in a level extends the gameplay experience, and add enemies behind objects in ambush locations.
    For new DOOM level developers, I recommend placing items in a location accessible to the player before the player explores the next area of a level to balance the difficulty of the level.

     

    Why is Decino in the credits? Only include names in the Credits of your project only when necessary to avoid causing problems with people.

    i put decino in the credits because the music used was one of his analysis songs. But anyways, thanks for the advice, i'll be taking it for granted to improve my maps!


  3. 4 minutes ago, jmac said:

    I used dsda doom. Aside from the sky and the music, was anything else missing?

    the mancubus at the end was tankier and the Invisibility sphere made the enemies not see you in the room, kind of like a stealth mission... until you bump into one of them.


  4. 18 hours ago, jmac said:

     

    As requested, here's a video of my blind playthrough.

     

    The map is very basic, both visually and in terms of combat design. Placement of weapons and powerups felt very haphazard, with most of the items being unnecessary. Prime examples of this are the super shotgun I didn't feel the need to use because of the plasma rifle in the same room, the invisibility sphere that was really only good against a single chaingunner, and the rocket launcher and soul sphere at the very end that I didn't even have a chance to pick up.

     

    That said, there were little touches of creativity on display here that I genuinely appreciated. The visuals are very basic, but they aren't ugly, and I thought the room with the little pool of water and drain was a nice bit of detailing.

     

    My advice is to spend more time on your maps, especially when it comes to deciding the item and enemy placement. Even a small, basic map can be a lot of fun if it feels well thought out.

    thanks for the advice! This map was actually one of my first projects, so I will take these tips for granted.

     

    And I probably should have mentioned that this was tested with gzdoom, so a lot of the things didn't apply in your playthrough.


  5. No Need is a very short Doom mod with one level.

    I would love to see your experiences with my mod, so feel free to record a video or post your thoughts in the replies!

    IMPORTANT NOTE: THIS WAS TESTED WITH GZDOOM, SO PLEASE PLAY THIS WITH GZDOOM.

    Credits: ID Software, Decino

    Crouching: No

    Jumping: No

    ACS: No

    Custom Monsters: No

    Custom textures: No

    Custom items/weapons: No

    Custom Music: yes

    ZScript: no

    click to download

    image.png.e53321cf8f5bffff7e96d5c661544a9b.png

    image.png.209330e687b630bb5e7b6a3513a155cb.png


  6. holy crap this is amazing. You, my friend are very talented but I will admit sometimes there was areas where I had zero time to react.

     

                                                                                image.png.c3cde2ad9ff7ac0cea63f94ed6cdc1de.png

     

     

     

     


  7. Marine War is back with more new features!

    Jumping: yes

    Crouching: for tactical purposes, yes

    Credits: Strife, ID Software, Duke Nukem 3D, The Plutonia Experiment, abbuw (for the sandbag texture), Realm667, and Oblige (for the gun case texture)

    Custom monsters: yes

    Custom textures: yes

    ZScript: yes

    ACS scripts: yes

    custom weapons: yes

    click me to download

    EDIT: I would like to see your experiences with my mod, so feel free to do so!

    Screenshot_Doom_20240319_162505.png

    Screenshot_Doom_20240319_162444.png

    Screenshot_Doom_20240319_162451.png

    Screenshot_Doom_20240319_162456.png

    Screenshot_Doom_20240319_162502.png


  8. 2 minutes ago, Redneckerz said:

    What helps is posting the wad. And if there is another mod involved, don't start your port of choice (Likely GZDoom) with that mod involved.

     

    Also appdata/local/temp is literally a temporary folder, so all the more curious as to what the wad file entails.

    the weird thing is, there is not another mod involved. And when i test it with zandronum it says its part of the mod even after i delete the map file in slade 


  9. i've been dealing with this problem for a while but i seriously don't know what to do and every single time i reopen the map its the same. Out of curiosity i entered the LISTMAPS command and found that my map "MAP30" was being replaced by another mod that is gibberish.  I also noticed every single time i reopen the mod the gibberish mod that replaced MAP30 is a new line of gibberish. I need help with this, URGENTLY

    i also posted two examples of the gibberish mods below.

    592214917_Screenshot2024-03-05165620.png.beee2f1cd767839ec8a59d0a886d059f.pngimage.png.42c97ca0ecf61e8b6884a13655eeb37e.png

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