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Tiramisu

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About Tiramisu

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  1. All of this year's stuff that I've played was great, but my personal favorite wad was Tambourine Tangerine by @SuperCupcakeTactics. I kind of feel bad now for not giving it a mention because I think it's a genuine artistic triumph :)
  2. Tiramisu

    Share Your Sprites!

    I bet he shoots homing hitscan shots that can hit you from around corners 🙃
  3. Tiramisu

    Crispy Doom 6.0 (Update: Mar 31, 2023)

    @fabian Thank you, that works just fine! In a similar vein, it would be nice to have an option to skip the screen melt animation when using -warp to enter a map (perhaps as a separate console parameter?) so the map loads even faster during testing, though that's more of a feature request at this point. :)
  4. Tiramisu

    Crispy Doom 6.0 (Update: Mar 31, 2023)

    In DSDA-Doom and GZDOOM, there is an option to skip the Y-key confirmation prompt when exiting the game, but I can't find a similar option in Crispy Doom - so I just wanted to ask, is such a thing available here or not? If not then it would be nice if it was implemented, it's a small thing but it saves a bit of time when you're testing a map and need to start/exit the game a lot.
  5. Good grief, literally less than 1 day away from release and I just can't wait XDD Seriously though, just wanted to mention that this has been my number 1 most anticipated project for a few months now (and I never even looked into the development thread beyond the first post, gotta avoid those spoilers lol). So here's an early congratulations and I will be here downloading this as soon as it's out!
  6. I've gotta say, the difficulty curve on this wad is really something - MAP01 is pretty much your standard IWAD fare, while by MAP08 I felt like a mini-Decino playing a mini-Italo Doom XD Anyway, the maps are great on their own (especially from MAP06 onwards - like I said don't be fooled by the easy start lol), but the real MVP here is the soundtrack - my compliments to the chef because there's really some absurd bangers in there. My favorites are Cavehouse, Shoot the Boykisser and Egypcia, also I'm a huge fan of how the menu music is synced with the moment the credits card shows up (honestly more wads should do something like that)!
  7. @DFF I don't remember precisely - but to be more specific, I never got to the point of having to punch Revenants, I always managed to grab that next ammo pickup soon after I dropped down to 0. Just to be sure I did another quick UV playthrough just now, and this time I never ran quite dry, getting to the normal exit with 5 rockets - so yeah, ammo is super tight here but it's manageable. To be honest when I wrote that piece of feedback, I was going off the old mapping adage "always add more ammo than you need" - it didn't occur to me that the map was balanced around minimizing carryover, but that makes sense! And since each arena gives you enough ammo to deal with what it throws at you, I think the balance is probably fine where it is, after all - maybe if more people will complain during testing then something might be done, but for now it's fine.
  8. @dmh094 In The Dark 2 has already been done by GermanPeter. Anyway, I have a small update for my map: map27_tiramisu_i_sawed_the_demons_v1_2.zip Changelog can be found in the original post.
  9. Finally got around to playing some more maps for this! Played on - HMP, UV Tested in - GZDOOM, DSDA-Doom @MortisCausaDonatio - Dam Gendarmerie Version played - v1 EDIT: It said v1 on the cheatsheet but it was actually v2 Difficulty assessment - easy This is definitely a very "classic-style" 1024 map, with lots of winding corridors and switch-based progression - I think it will fit great as one of the early game maps, especially with how relatively easy it is. The eclectic texturing throughout the map is an intriguing choice, not one I would make in a map of my own, but still very intriguing (it certainly creates a sense of discovery as you progress)! EDIT: I forgot to write anything about the combat, so basically I think the combat is good as it is now. Suggestions: @DFF - The Transformer Version played - v5 (I think this corresponds to 1.2 from the Discord) Difficulty assessment - medium Kind of amazed that nobody thought of something like this before! :P The concept is so original that it could've carried the whole thing all by itself, but even then it's just apparent that a lot of love was put into this map - from the incredible detail work to the differences between the fights on various difficulty levels (coming from HMP, I just went "holy shit!" when I suddenly started seeing Chaingunners in the Chaingun arena on UV!). This one's definitely going to be one of the highlights of the wad! Suggestions: @PinkFlamingo - Deviant Depths Played on - HNTR, HMP, UV Version played - v1 Difficulty assessment - (surprisingly) hard I don't know what to think of this map. On one hand, the concept is very neat and everything else works just fine, from the layout to the fights (even the visuals, they might indeed be a bit too gray but they still look good even as they are now). However - the one flaw that prevented me from enjoying it is the significant ammo starvation. On my very first HNTR run, I essentially lost by running out of ammo in the Mancubus section (and I wasn't exactly being wasteful!), and the ending was basically a Tyson segment, which would probably be fine if it weren't for the Arachnotron blocking the exit switch... Overall, if this was the intent for the map, then I respect that - once you realize what's going on, it becomes kind of a puzzle where you have to know precisely which ammo to use when. If that's the case, then this map should definitely be placed late into the wad, so the player knows that something's up and the map might not be as easy as it seems at first. Suggestions: - If the map wasn't supposed to be an ammo puzzle, I would add two bullet boxes in the Chaingunner closets, and teleport in a bunch of ammo for the final Archvile fight.
  10. Tiramisu

    Coolbase [Limit-removing map], v1.1

    @SpinningPlates1 Aha, glad to hear someone finds the ending as funny as I do XD And yeah, that midi really was a great find! I was surprised to read in the original project thread that people find it "spooky" and "eerie", I personally think it's chill and funky, it's like the vanilla track "DOOM" but on a rainy summer day :) @DrRock Now that's a coincidence, just as I was writing a reply to a post that says the midi's great on how I also think the midi's great, another post pops up saying that the midi's great XDDD
  11. Tiramisu

    Coolbase [Limit-removing map], v1.1

    @Biodegradable Some notes to your commentary: - The Chaingunner closet near the start is actually one of my proudest creations - it's called the "Chaingunner room", and the joke is that it's a room with a Chaingunner in it. - At 2:10 - that's what you get for sniping ;) Jokes aside, that Revenant is actually kind of interesting because he opens his own monster closet from the inside with a door action, making it a fully sound-activated monster closet (it's probably been done before, but I still felt pretty smart for figuring it out lol)! - The platforming fight with the Revenants was indeed supposed to be a platforming fight - that's actually what I added the Pain Elemental for, to draw the player out into the middle, as before that it was too easy to just camp it out behind cover. I mean, it's still possible to camp it out behind cover, but whatever, at least some effort was made to steer it my way :P - The yellow key fight is indeed a stand-out here! It started out as an idea to have a fight with impassable lines that monsters can shoot through, and went through a few revisions. The plasma gun was actually a late addition - before that it was an SSG fight, and just wasn't a lot of fun. I think it's actually some interesting food for mapping thought - it's not only the monsters that go into a fight's design, sometimes if things aren't working out you can also try swapping out the player's tools! - I also dodge physically in my chair when playing - especially in a tense fight, and especially with Cyberdemon rockets! - The double red/yellow key gate is not a reference to anything, I just wanted the map to have two different optional paths, plus one "main" path with the blue key. - That button you shot in the outside area opens the secret berserk - it's just that you shot it early using freelook, normally you can only shoot it from behind the silver switch. - I'll fully admit that the Spider Mastermind fight is a bit clumsy, but as I mentioned before I kept it in because I think the sudden reveal is pretty funny :p The gist of it is to wait until the boss is distracted with some Pinkies, and then use that opportunity to herd more Pinkies into the area (plus you can make it easier by lowering the wall of the Hell Knight trap early and get her to infight with them). It's definitely harder in GZDOOM, where the Pinkies aren't able to block the Mastermind completely!
  12. Tiramisu

    Coolbase [Limit-removing map], v1.1

    @ryiron I know about the underground switch thing - in fact I often used it myself while testing! Since this is limit-removing, I couldn't see a clean way to fix it without changing the way the fight works - so in the end I decided to leave it in as it is (I mean, the odds that a blind run player will find one of them by accident is like zero point zero percent :p). And that 100% run sure was an entertaining demo to watch - lots of cool action and some really close moments health-wise, too! I also lol'd at the way you cheesed the Imp/Pain Elemental fight - I actually often wondered if that was possible, but somehow never had the guts to try it myself during testing XD
  13. Tiramisu

    Coolbase [Limit-removing map], v1.1

    @Bri0che Thanks for playing, glad you liked it! The intended solution to the Mastermind fight is to use the Pinkies against her - it's actually kind of a tricky fight (especially in a port where they can't stun-lock her completely), maybe a bit too tricky for its own good, but in the end I decided to leave it in because I think the sudden reveal is pretty funny :P @Doomfan93 I usually just assume by default that jump/crouch are forbidden in all non-UDMF maps - it's working out for me so far! @slowfade No, this one's a stand-alone release - I've never released a wad larger than one map, but I suppose it's only a matter of time before my ever-increasing mapping addiction forces me to XD And thanks for the praise - the detailing indeed took quite a bit of work, and while it probably is kind of superfluous at times, I'm still quite happy with the overall result!
  14. This map originally started out as an exercise in more loose and experimental use of textures, inspired by Doom 2 In Spain Only. And while I lasted precisely one room before snapping back to my usual rigid style, I'm still overall pretty satisfied with the end result! This is also actually the first time I've ever had to make any meaningful changes and reworks to the fights, which I think is a good sign - because it means that for once a non-zero amount of thought has been put into the combat design :p Speaking of combat, some of the ambushes in this map are admittedly a bit mean - so blind runs without saves are not recommended. IWAD - DOOM2.WAD Included maps - MAP01 Map format - Doom (complevel 2) Tested in - Crispy Doom, GZDOOM, DSDA-Doom Jump/crouch - no Freelook - not recommended but allowed --- Length - medium (~150 monsters) Difficulty (estimated) - a bit harder than Plutonia (I would appreciate a second opinion from a more experienced player!) What to expect - ambush fights, fights in limited spaces Known issues - using Fluidsynth with the "default-GM" soundfont causes the midi to play some random off-key noises during the intro. If you experience this issue, you can either try a different soundfont/midi player or type "IDMUS05" to switch to a vanilla midi. Coolbase v1.1 Screenshots: Changelog: Credits: - Sky texture by @gtsgreece, from this thread. - Midi by @Bucket, originally made as MAP13 ("SOON") for .MID the way id did (the DOOM 2 community midi pack). - CWILV intermission sprite generated with the Doom Text Generator made by eevee.
  15. Tiramisu

    The DWmegawad Club plays: Doom 2 In Spain Only

    In the previous months, I've noticed that D2ISO had a bit of a bad reputation in the club - some would want to play it, while others would actively band together to stop that from happening. And I can't say I don't understand why - this is definitely a wad that you have to get into an, uh, certain mindset to enjoy. Play the first few maps, and you'll see what I mean. I myself will be conveniently skipping this month to focus on other stuff, so I won't be joining in the suffering! But don't get me wrong - all that said, I absolutely love this wad. I've played the first episode quite recently, and maybe it's just the unique Spanish atmosphere, but to me the maps just felt inspired in a way that nothing I've played before can quite match - especially from MAP07 onward. It was my first ever experience with Tarnsman's work, and I can just say that as a mapmaker, he really deserves all the praise he gets! D2ISO is a wad that I think I'll be more comfortable playing at my own pace, especially since I've heard it can get quite difficult in the later episodes - but I'll definitely be visiting this thread later on, to read some of the reviews! So that said, good luck and enjoy your Spanish vacation ;)
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