Jump to content
Search In
  • More options...
Find results that contain...
Find results in...


  • Content count

  • Joined

  • Last visited

About Creaphis

  • Rank
    Forum Legend

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. I just wandered back to take a look at the 2020 Cacowards and I played this first. Awesome work Antares! I played on UV and really enjoyed the fight choreography and gorgeous abstract visuals. The weapon and enemy changes are satisfying. The "Do you like revenants?" meta moments made me laugh and the bonus ending map is incredible. I did have to give up on MAP31 when my poor laptop slowed to 1 FPS (and I don't think I would have been able to hack it anyway). My only critique of that map is I would have liked it if the restocking points for the final fight were easier to navigate to. The central pillars in the middle of each group of four lowering platforms with megaspheres and cell packs could be more visually distinct somehow, so the player can still home in on them when they're blinded by the horde of enemies in their face. Usually my spatial awareness is pretty good in this game but that fight totally overwhelmed me - though I guess that's kinda the point.
  2. Creaphis

    [FINAL RELEASE] Eviternity

    This is the first megawad I've actually played all the way through in years and years. Thank you all for your amazing work! Xaser's MAP26 is an astonishing piece of visual art that I want to show my friends whether they're gamers or not.
  3. Yup, I also found out about this thanks to the Cacowards, and this is the first set I downloaded to play. Good stuff! I really enjoy learning to use new weapons and strategize against new monsters, and yet I never download weapon mods because I always feel like I should play levels in the way the creator intended. It's nice to have a level set that's actually built around a gameplay modification from the ground up. Also, I was really impressed by your arena design - I think that the way you use damaging floors is inspired. It's interesting to have "maneuvering space" as a limited resource during combat - you can dash into the nukage to maneuver around enemies or dodge projectiles, but only for a limited time before you melt. Does MAP06 imply that your next project is going to be built around slidey ice physics?
  4. Damn, what happened to blogs?

    I was going to write some heartfelt screed about where I've gone in life since I posted here last but this really doesn't feel like the place

    1. Show previous comments  11 more
    2. Catpho


      I vaguely remember that being someone's custom title. Was it Creaphis's :o

    3. BigDickBzzrak


      Wtf, it's not his title anymore?????????????? 

    4. Creaphis


      Yeah, I was surprised to see I've been stripped of my title. I definitely still deserve it.

  5. Creaphis

    Share a random fact about yourself

    I lost my virginity in a threesome.
  6. Creaphis

    Jupiter Hell Kickstarter (AKA "DoomRL 2")

    Sigh. If fan sites are allowed to be a thing, why can't you have free "fan games?"
  7. Creaphis

    Jupiter Hell Kickstarter (AKA "DoomRL 2")

    Yeah, it does add a lot to a roguelike's atmosphere when room shapes are more organic and variable. The best dungeon generation I've seen is in Brogue, which might be worth drawing inspiration from if Jupiter Hell is going to feature any cave/hell areas. DoomRL's procedurally generated levels are pretty clunky and rectangular but the game is fun enough that I was always willing to forgive it.
  8. Creaphis

    Jupiter Hell Kickstarter (AKA "DoomRL 2")

    The gameplay will be tile-based so I guess it's unavoidable that the visuals will be too. It's easier to forgive repetitive grids in an ASCII roguelike, though - with more detailed props it'll be more obvious when you're seeing the same ones over and over. With enough development time you could get clever. Throw in lots of decorative height changes, alternate decor schemes, and maybe different ways of bounding playable areas to create unique atmospheres. Rooms could be outlined by deep chasms, windows to vacuum, industrial magma, etc.
  9. This is only tangentially Doom-related, but DoomRL is the game that showed me roguelikes could be addictive and accessible instead of obscure, idiosyncratic grind-fests. So, I figure I might as well give the spiritual sequel a holler. Besides, Jupiter Hell is, for all intents and purposes, Doom. They haven't tried very hard to hide their influences. The Kickstarter is a few days old and it's doing pretty well, assuming they didn't just convince all their friends and family to buy into the higher reward tiers. Wrack 2 didn't pan out but I'm giving the dice another roll. https://www.kickstarter.com/projects/2020043306/jupiter-hell-a-modern-turn-based-sci-fi-roguelike
  10. Creaphis

    Name one thing Doom 16 is missing

    Proper sound design.
  11. Creaphis

    Summer Games Done Quick 2016

    I think those are both new to the lineup. Also, our very own Dime is running Plutonia the same night. I'm not sure I'll be able to donate this year (I went back to school and I'm hemorrhaging cash) so I'm going to contribute to the cause in my own way. In all the archived GDQ Doom runs, the runners and their couch groupies just can't seem to explain a trick in less than thirty seconds of stumbling verbiage. Here's a handy list of quick, naturalistic explanations that any speedrun fan can understand. Dime, pin this to the back of your chair. Wallrunning: "Doomguy moves so fast that the engine has to check for collisions twice every frame or else he'd run right through walls. But, when you're running against some walls, there's a glitch in the extra collision check that basically gives you two frames' worth of movement in a single frame." Glides: "The gap is the same width as the Doomguy, so you'd think it'd be easy to get through. The reason it's hard is that the Doom engine tracks Doomguy's exact position to about seven decimal places, and you can't squeeze through until the decimals are exactly zero." Death slide: "Doomguy loses most of his height when he dies so his corpse just slides underneath the bars. Corpses still activate all movement triggers, including exit triggers." I might review past runs to see if there are other sticking points in the commentary. Any requests?
  12. Creaphis

    Wrack: Starfall

    As of today, the project failed to be funded. I publicly offer my condolences.
  13. Creaphis

    Procedurely-Generated Games

    If you like FTL, try "Convoy." It's not quite as refined as FTL, mechanically and graphically, but it has an interesting combat system and the writing is great. It's set in a sci-fi Mad Max-esque wasteland.
  14. Creaphis

    Development hell

    Half Life 3 will be Valve's answer to Hearthstone.