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Everything posted by scwiba

  1. All secrets in map29 are opened via shootable switches, and each one leads to the next. If you've found the first one, look very carefully inside the hallway that opened up. Still don't see it?
  2. Welcome back. Your technicolor nightmare awaits. After almost a year in the works, The UnMaking is finally available for the official Nightdive release of Doom 64! This brings all 33 original maps to Steam, plus 7 bonus maps full of some of the strangest and most sadistic scenarios I've dreamed up yet. The UnMaking is half a tribute to Doom 64 and half an experiment to see what kind of unintended shapes I can twist the engine into before it breaks. The Doom 64 rerelease doesn't play well with PWADs, so The UnMaking has been packaged a little differently than you might be used to. In order to use custom resources like textures and midis, DOOM64.WAD needs to be patched directly, but with a lot of help from @Immorpher and the Doom 64 community, we've put together a patcher that will take care of all the hard work. And when you're done with The UnMaking, restoring the original DOOM64.WAD is only a double-click away. DOWNLOAD RELEASE CANDIDATE 1 (If you have one of the Beta versions installed you will need to UNPATCH before patching to RC1) If you'd rather play in Doom 64 EX, you can download the older EX version here. Screenshots: Map List: Known Issues: Changelog:
  3. scwiba

    Cyberpunx: episode for doom2 finished and on idgames!

    Figured I'd post this here since it includes a short review of Cyberpunx: I wrote a bit about five of your shorter wads from the last few years.
  4. Hard to believe it's been a year already, but here we are. How's everyone been? Ready for another NaNoWADMo? It's the NaNoWriMo of Doom mapping. For one month, dozens of mappers come together to do that thing we do: make maps. Maybe you've been itching to get your first finished map under your belt? Want to break through a creative block that's held you back for months? Thinking about laying the groundwork for that megaWAD you always wanted to make? Give NaNoWADMo a shot and see where it takes you! The premise is simple: you start mapping on October 1st and challenge yourself to complete a project by the last day of the month. "Completed" doesn't mean released, polished, or even playtested necessarily. Nobody expects a masterpiece; the point of NaNoWADMo is to buckle down and make maps without overthinking them or second-guessing yourself. At the end of NaNoWADMo, if all you've got are some unfinished concepts to build off of later, consider that a victory! You're also encouraged to share your work as you go! NaNoWADMo-ers and spectators will be giving feedback and cheering you on both in this thread and on the Discord. We're in this together! The challenge runs from October 1 to 31, and at the end I hope everyone who participated will share what they made. That's it! Any additional rules are ones you set yourself. You could make it a goal to create a certain number of maps, or set a specific length those maps need to be. You could say you've got to have a playable map at the end of every week, or make it a rule that you'll set aside 30 minutes each day for mapping. But if rules don't work well for you, don't use them! It's all up to you. For me it helps a lot to have concrete goals and deadlines, so I've included a spoiler below with the rules I used in previous years. Keep in mind that this is just one example of a goalset, and a pretty extreme one. NaNoWADMo is about what you want to get out of the challenge. Okay, so you set out to make a 32-map epic and you didn't quite make it. You've only got 25 maps, or 10, or 3. Did you "fail?" Heck no! You've got 25 or 10 or 3 maps you didn't have a month ago! You've got something to build off of at your leisure, or some cool concepts you can turn into even cooler concepts later. The idea of the challenge is to get your mapping juices flowing, so if you get anything done, pat yourself on the back! You did it! Remember: this is a challenge, not a contest. Above all, it should be fun. Happy NaNoWADMo! Here are all the awesome projects that came from previous years' NaNos (note that some of these are still works-in-progress: NaNoWADMo 2020 NaNoWADMo 2019 NaNoWADMo 2018
  5. Surprise! It's another map! Every Part of the Buffalo is a sizeable E4-themed map made from 25-30 scrapped speedmaps I designed between 2007 and 2009. It's vanilla-compatible with the exception of the savegame buffer, with appropriately challenging combat for a Thy Flesh map, and a monstrous 666 enemies on Ultra-Violence. Probably about 1-1.5 hours of gameplay on a first run. The WAD file also contains a sort of update patch to my original UnAligned mapset. These are fixes for more modern ports as well as a difficulty adjustment to the much-maligned E1M8. You can load this file up along with unalign.wad for "The Ultimate UnAligned" experience -- but load unalign.wad first or E4 will be invisible on the episode select menu. Five years ago today I started the little UnAligned project and now with the release of Every Part of the Buffalo and the 40-level edition of The UnMaking, the project has produced a grand total of 128 maps. This is my way of putting it to bed, once and for all. DOWNLOAD HERE Tested with Chocolate Doom, Eternity, ZDoom, and GZDoom NOTE: An area late in the map uses intentional HOM effects. These will not display correctly in hardware rendering. However, if you are sensitive to these visuals or flashing in general you may WANT to play with hardware rendering so they do NOT display as intended. Saving in vanilla or Chocolate Doom will result in a crash. Screenshots:
  6. Thank you for giving it a shot! Missing textures toward the end are intended, but they only work correctly with software rendering. If you could see directly through them, you were in hardware rendering. The other bug is a good catch. It'll depend on what position the crushers were in when they turn off, but if they're both too low it can definitely cause a softlock.
  7. scwiba

    Cyberpunx: episode for doom2 finished and on idgames!

    Oh, I'm definitely aware of the lowering pillar. I attempted a few times to ride it up while the cyberdemon was still alive because I couldn't come anywhere near killing it. I did try again just now with god mode on and barely managed to kill it, but that's without firing a single BFG shot at any other enemy -- saving every single cell for the cyber. That's just not a viable option during normal play, at least for a player of my skill. I was only able to complete the map on ITYTD because of the extra ammo.
  8. Very glad you enjoyed it! This is the first time I've heard anyone name Good Night as one of their favorites (I like it a lot but often that's not a good indicator of whether other people will.) I knew Huge Guts would be divisive, but it's buried so deep in the wad that I hoped at that point players would be willing to suffer a little to get to the end.
  9. The shotgun secret is really mean, I admit. Thankfully you don't need to get it to find the secret exit.
  10. Hello to the five people who played this! The Ultimate UnAligned has made its way to its forever home on /idgames! The only change in this final version is the addition of multiplayer starts in case you want to give it a try in coop or deathmatch (DM not recommended).
  11. Welp, to celebrate winning the Machaward at this year's Cacowards, it's probably time I got the release candidate out there! I'm super humbled to be recognized for this project, at the very end of a 5-year mapping experiment. The UnMaking had by far the most stressful and exhausting development process of any wad I've done, to the point that I nearly threw it all in the garbage more than once, but the response to it has made it all worthwhile. Regarding RC1 -- there's only one small change to map20 in this one. The main feature is an awesome new logo from PocketNinja85. I've also migrated the download link over to Dropbox because the new logo makes it too big to host on Doomworld.
  12. scwiba

    The 2021 Cacowards

    Holy shit this is an honor beyond my wildest dreams
  13. Love this idea, as well as @Xaser's suggestions. It would be wonderful to have an actively-updated ZDoom-based port that doesn't change the look of Doom to such an extent as GZDoom does out of the box.
  14. scwiba

    Heretic: The Way Raven Did?

    A "Heretic the Way Raven Did" definitely doesn't exist, but if I may shamelessly self-promote for a moment, I did make a 28-map megawad for Heretic a couple years ago.
  15. scwiba

    Cyberpunx: episode for doom2 finished and on idgames!

    Wow, the difficulty on this one is nuts. The first fight is the hardest encounter in the entire mapset up to that point. The combination of damaging sectors, super fast demons, and homing fireballs... what a nightmare. I'd suggest getting rid of the spectres at least on difficulty settings under UV -- most of my deaths were from getting blocked by them and then dying to one of the other threats. That cyberdemon fight though... hoo boy. I really have no idea how to survive this one. Demons/mancs/archviles is hard enough, and it took me at least a dozen attempts to kill all of them. But after that it became clear there's nowhere near enough ammo to kill the beefed up cyberdemon. Gave myself full ammo just to see how much more it would take, and it required 1200 more cells to finish him off. Hard to believe he's possible to kill even with damage from infighting. So then I thought maybe I needed to distract him long enough to get to the exit, similar to the spider masterminds earlier. But there's no way infighting will distract the cyber long enough to ride the platform all the way to that switch. I'm at a loss on this one. ¯\_(ツ)_/¯
  16. scwiba

    Doom64 25th Anniversary COMMUNITY Map Jam

    I've said this kind of unofficially, but I'll put it here to make it official: I'm down for at least one map. I can also assist with Remaster compatibility issues since I have some experience in that area. Kinda feel like the title is a little wordy though.
  17. A little earlier than expected, here's Beta 3! This one is cool because it also patches text strings in the KPF file to replace "Doom 64" and "The Lost Levels" when you start a new game with "The UnMaking" and "Bonus Maps" so you have a better idea of what you're selecting. But there's also some bugfixes and visual updates. Very happy with this version, so I expect the next one will be a release candidate.
  18. Pretty sure you mean the Absolution TC for Doomsday. It had some extra levels which I believe @AtomicFrog is working on porting over to Doom 64: Retribution. I don't think any of the Absolution content is available for the official port but I could be wrong. @Immorpher would know.
  19. Hey all! New version is on the way to fix the few remaining bugs I'm aware of. Thanks to @Immorpher though we're now aware of a way to replace the Doom 64 logo with an UnMaking one, so if anyone has the art skills to cook something up in that style, I'm happy to pay for your time. EDIT: I'm working with someone now to create a logo for the next release!
  20. scwiba

    Cyberpunx: episode for doom2 finished and on idgames!

    Two more great maps. I really like the change of scenery that map07 provides. It's "out of place" in a way but I don't think that's bad or something that needs to be corrected. Some of @Cacodemon187's suggestions for aesthetic changes could be interesting though. I also didn't have too much trouble with the first ambush and was fine using the rocket launcher -- assuming I was ready for the fight. Once I knew what was coming, I was able to carve a path to the right side and take out the archvile in no time using the RL, and then hold that position. But the first time I tried the fight I died almost instantly by blowing myself up. Not the strongest map in the wad but I like it a lot. Map08 is another one of your best ones. Really ties all the elements of the visual theme together and that final arena is foreboding as hell. Funny, though, I thought it was one of the easiest fights in the map because of the invuln spheres! I also wasn't sure how to get around the spider mastermind the first time, and it was just luck whether I survived running around it. Is there something I'm missing? (I know that once you get to the other side it can be crushed, but that initial mad dash was a crapshoot.) The two long nukage tunnels at the north end of the map aren't flagged as damaging, by the way. And sectors 73, 78, and 80 are damaging when they shouldn't be. Very much looking forward to the last map!
  21. Oh, that's totally encouraged! It gets easier and easier to trigger infighting as she lowers, and I balanced the ammo with the intent that it would get really hard to finish her off by yourself. I'm surprised you could survive the arachnotron wave pacifist though. Yes, I tried to make that as clear as possible in the text screen. All of the arenas will just start repeating if you manage to survive long enough.
  22. scwiba

    Cyberpunx: episode for doom2 finished and on idgames!

    Having played a bit more, I know I said in my last post that I liked the new item graphics, but one of them isn't working for me: the armor bonus. I just don't see how we're supposed to look at that sprite and think "armor bonus", but that's the only one I don't like. Map04: Such a clever, funny concept. As if an AI on a space station created a forest out of available pipes and other random components. I thought the resources were insanely low, but I realized later that I'd missed a sizeable cache of ammo. So it was mostly my fault. Ambushes weren't quite as tough as in 02 and 03 but the difficulty for me came from scarce ammo and having to resort to rockets in tight quarters. Map05: Absolute banger. Can't say enough good things about this one. Possibly your best looking map in my opinion, and the difficulty feels perfect (for the most part). That fast spiderdemon is terrifying. I have no clue how many HP it has because I never brought one of them down. The only way I made it out alive was getting them to infight and then booking it for the end. The only thing I don't like is how much the difficulty varies depending on which way you go from the start. I kept dying over and over until I finally settled on a route that started with the SSG to the left of the start (and all the ammo/armor nearby) -- then it was a breeze to survive the early parts. Map06. Love this too. Super fun starting room and just as awesome when you get out to the rest of the map. Seems easier than the others, though. I think I only died once on this map. Sectors 120 and 136 may be flagged damaging by mistake -- at least they didn't seem like they should be damaging to me.
  23. Thank you! Just out of curiosity, what is the trick to beat map39?
  24. scwiba

    Cyberpunx: episode for doom2 finished and on idgames!

    Whoa, hey! I've been a huge fan of your work for years but I'm never around to see the testing threads. Finally I get my chance! I've only played the first three maps but will get to the others when I have a chance. As always, I adore the way you use the alpha textures. It's all unmistakably your style but the darkness gives it a moodier feel than most other maps of yours I've played. All the new pickup sprites add a nice alternate flavor too. Some of them can be confusing until you get a hang of which represents what, but I think that's part of the fun. Map01 is nasty but a great intro map. I felt unprepared and under-equipped for a lot of it, which I liked. Wasn't expecting those fast demons! The best part is the early baron turret who you don't have the ammo to deal with until halfway through the map. I didn't have trouble with it, but I can see some players missing the switch that opens the path to the exit. You may want to add a light or something to highlight it. Map02: Wonderful little city-type map with way more gameplay in it than you expect from the small size. I have no idea what I'm supposed to do to avoid damage on that lift that raises to put you toe to toe with a hell knight. Seems like if you're low on health there you just have to restart the map. Maybe it would be more fair if there was a berserk pack right on the lift? Not sure about the midi either, but weird music selections seem to be a Nicolas Monti signature at this point. Map03 has got some cruel ambushes, but I felt like a million bucks when I outsmarted them. Gorgeous outdoor areas. Those crushers plus the archvile can result in quite a few ghost monsters if you're not fast. Thankfully I had enough rockets to kill the ghosts with splash damage, otherwise they would have haunted me for the rest of the map. A complete delight, this one.
  25. New version is up to fix a number of softlocks and tweak some things in the bonus maps. The only original map I touched is 04 (thanks to @finnks13 for kindly breaking that one). This new patcher should also look in the default places if you have Doom 64 through GamePass or the Bethesda launcher. If you have any issues with it, please let me know. Now that I'm familiar with the conversion process I'm happy to help anyone who wants to port their stuff over. It's actually not too bad a job if you know what to look for.