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Khorus

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About Khorus

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    Strife!

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  1. Out of curiosity, Khorus, what happened to:

     

    1. Khorus

      Khorus

      Hey! Thanks for asking, means a lot when people think about the project. :)  I haven't done very much level design work on it this year so far unfortunately as I'm back into full time study. Hub 1 is nearly playable from start to end but needs a good bit of polishing. But this year has produced a good amount of music for it, each hub 1 map has finished music in now.

       

      I haven't really sat down and conceptualized what I would want the next hub to look like so I think that is stopping my progress in finishing hub 1. I'll get a big energy burst to work on it at some point and maps will start flying again. :)

  2. Khorus

    ClusterF*ck Files?

    Woah there buddy, your thread was only third from the top, no need to spam. A quick google reveals it looks like it isn't released yet so either you'll have to be patient or maybe someone might PM you.
  3. Khorus

    Share your music Collection

    Way too many CDs to think about, so I took a photo of my vinyl collection. Various electronic and industrial things.
  4. Here's Map06! We journey out of the brick base and into another grass/dirt/rock map (I love building large, organic outdoor areas) and trek towards a long ago abandoned techbase, now overgrown with vines and greenery. I'm not sold on how the last fight in the map turned out, so I might revisit it for the final release. Speaking of which, Map07 might be the final map for the set as it's feeling right to end it there. But for now, enjoy Map06! The music is by Jimmy, Map07 from the Plutonia Midi Project. EDIT: Forgot to mention, this map has a couple of instances where I break the 32 grid "rule" for aesthetic things I wanted to pull off.
  5. Thanks for the feedback! :) Ahh bugger, no idea how a bunch of non-nukage flats got the damage special considering it was the last thing I did after all sector building (find and replace tool on nukage flats). Thanks for catching it. Definitely don't want people to SR50 to get important things! I made sure you could run straight ahead to get to the blue key using Crispy, but I'll make each pillar a bit closer/lower so it's not as difficult or potentially confusing. Thanks Phobus, hope the secrets weren't frustrating! Thanks for the starting bars and the soul sphere feedback! There's the odd bit of flesh around the maps, AASKIN3-4 at the start of Map05 and near the chainsaw in Map01 for example. I think SP_FACE2 breaks up the wall nicely and suits the red splashes of FLOOR6_1 on the ceiling. Why did a secret that isn't marked piss you off? The point of it not being marked is so max runners aren't depending on such a random event to complete their run. I think it's cool to have such easter eggs in maps. Considering the player is half way or more through the map and you get a megasphere at the very start of the next, it isn't a massive deal. Are you complaining about the lack of consistency/predictability in secrets? :P Glad you had fun with the maps! Cheers for the demo NoisyVelvet, yes a few sectors somehow slipped through with damage when they shouldn't. Will be fixed for the next version.
  6. Here we go with Map05! A large map (well, by far the largest so far at least) set in brown brick and stone, our boat is disintegrating in the nukage the map is soaked in so we're forced to explore! Go grab it here. The music is Jimmy's Map08 from the plutonia midi pack. The area you can only see and not access to the east of the map is the starting area for Map06, so a teaser of what's to come. ;) Screens; Nice to hear people looking forward to new releases. :) Hope this map doesn't bring the difficulty up too much, especially if it feels cheap! Thanks! Hope map05 isn't too big then. Funny that there were complaints on earlier maps that things were a little straight forward, hopefully it wasn't too frustrating.
  7. Ha, that's nice to hear. I wouldn't worry though, there'll be a good few maps yet; I still have plenty of ideas! Hope it wasn't too confusing! I tried to imply the boat exit through an extra exit sign on top of the boat as well, a pipeline leading back to the boat with a drop off point in the terrain and a matching pipe texture that lowers near the switch and on the boat. Fortunately the map isn't too massive if one was to get lost. Yeah I understand that in regards to secrets. There's only one on this map (plus an extra unmarked secret so max runners don't get screwed) because I don't like to shove in too many "closet with goodies" type secrets and the more special ones are a bit harder to place once the map is mostly done. I'll try to keep it in mind when building future maps! Here's a screen shot of today's work on the next map. Aiming for a larger map that uses less textures but makes up for it in shapes and architecture.
  8. Here's the link to Map04! (*cheer*yay*) We stop off for some fuel for our boat on an island, pity it's been buggered by demons. Let's kill them! The music is another track from the Open Transport Tycoon music pack, it may be a bit sedate for some but it help gives the map a sense of exploration and place that I wanted. Glad you had fun! For the manc, there are a couple of WR lift lines around where I think the player would go to handle or avoid the cacos. There's also a walkover door open line in the yellow key area for a door in front of the lift that opens the way for the manc. Cool, hope it helped at all. I was worried the map would be starting to wear out its welcome a bit which is why the yellow key area is short, to keep a lot of the action in the main first area. Map04 and hopefully Map05 should be a bit longer. :)
  9. Khorus

    Strife - Mothership (WIP megawad for GZDoom)

    Thanks everyone! I haven't worked on this in a good month or so since starting my Plutonia maps, but I'll be coming back to it all refreshed after I'm done with that. :) Ha, I get what you mean but I wanted some oppressive architecture to fit the mood of the assholish foreman behind the desk and I like the contrast of the different woods. There are invisible bridge things that mean the floor is all flat for the purpose of movement so it's not annoying in that way.
  10. Khorus

    Post Your Doom Picture (Part 2)

    A couple of screens from my next weekly limit removing plutonia map. Those are looking great! You've done an excellent job transferring that world to 3D.
  11. Thanks, glad to hear you're still playing and have enjoyed the new maps! I'm definitely trying to beat my own drum here with my own sense of architecture and design while keeping it familiar. I also want to both give a sense of progression through the maps in both world design and difficulty, one common criticism of mapsets (including megawads) designed by one person (or committee) is the feeling of deja vu. I'm trying to make each area a distinctive landmark and bounce around with the themes while retaining a sense of progression. We'll see how that goes and I'll stop ranting and get back to working on the next map. :) This is basically my job at the moment, but not in a bad way at all!
  12. Awesome! That was a great read while I was stuck at my parents yesterday, so cheers for that. Glad you had a good time! Thanks! The maps are definitely getting more open and difficult, glad this one suited you more. :) Screen for next weeks map (mostly done, a bit more geometry with a good bit of work left on creating and balancing fights):
  13. Whoops, correct that the key is only on hard. That's what I get for rushing the release a bit, sorry for that. Here's v2 of the third map (all other links updated too)
  14. Ahh crap, thanks for clearing that up. Not sure how I got that so wrong!
  15. I'm probably going to be too busy to release Map03 tomorrow, so I'm bringing it out a day early. Find your way through the high pressure start to some weaponry and make it to the boat to continue your journey! Download Here. This map features Map09's music from the Plutonia midi pack, created by Bucket. Thanks for the feedback! Yes, I wanted players to feel nice and powerful with the plasma without worry but that is a bit much to exit with, so I reduced a couple of cells near the cyber. Fair enough! Thanks for playing, it's surprising a couple of midis intended for a relaxing economy building game can suit doom so well. Whoops, forgot to remove the revenant and the G1 line when adjusting things, thanks for that! Not quite sure what you mean with the SW1BRN1 texture but I hope you figured the map out with the settings you play with. Argh, sorry for repeatedly dashing your hopes at the end. ;) Thanks for spotting the brick texture. That's great to hear, thanks for that. :) Yes, a week schedule is a nice balance between taking time to build areas but being able to figure things out too without being overly obsessive. It was taking a week to build a room sometimes in my Strife project, needed a change in mentality. Good to see you around again, Phobus! Cheers for the demo! Yes, very similar to some parts of the Warlock's Hearth. I liked working on those caves in that map and wanted to expand on how I made them a little bit more. I do enjoy trying to make areas feel bigger and part of something grander than they really are, keeping that in check with the week limitation is part of the fun. ;)
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