Karthik

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About Karthik

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  1. I haven't been around here in a while, but felt I had to post this... This is very sad news. I did not know Espi personally but I knew that he was a respected and talented member of the Doom community. Back in 2001/2 I remember being inspired by his levels (not only in terms of design but texture & art). ruma, tolwatt are two of his levels I strongly remember for some reason, though his later maps were better known I guess. I didn't know about the troubles that he faced in the last years... felt really bad to read all the things that he had gone through. I can't even imagine the willpower it would have taken to remain positive like he did, inspite of everything that happened. My wishes to his family, friends & close ones to have the strength to bear this loss :(
  2. Thanks everyone! Glad you guys liked the map. Regarding the video, I did think of putting up a torrent of it (heh heh, a DVDRip!). Though, I think my upload speed (256 kbps) would be a limiting factor initially, until someone else starts seeding. As Boris pointed out, yes, there is obvious stuff pointed out in the video... Like, "Here's the exit", to which you might reply, "Oh, so that explains why there's a BRIGHT EXIT SIGN there!!". But it was either that, or have practically no talk throughout (and that would be better accomplished by recording a demo!). This is a map that didn't really require much commentary. Anyway I will try doing more of this video stuff in future. I'm sure I can come up with more interesting things to record and talk about.
  3. Ismaele has updated The Outpost of Doom II with a review of "Cheogsh" by Shadowman. He also writes about the Italian DooM - Episode 2: The Singularity project, and states that the project is abandoned for now — but there is a possibility of the levels being released in some other form later in the year.
  4. Ismaele has updated The Outpost of Doom II with a review of "Cheogsh" by Shadowman. He also writes about the Italian DooM - Episode 2: The Singularity project, and states that the project is abandoned for now — but there is a possibility of the levels being released in some other form later in the year.
  5. Afterglow's blog post -> Score: 5, Insightful :) An EXTREMELY well written and rich article... as he said at the beginning, it's very wordy, but the amount of information he presented is staggering - so much detail on the levels, the engine, the tricks used, the authors... Very, very insightful stuff. Depth-first traversal of a Doom map? Man, I never thought of it that way... This one definitely goes in my "Saved Pages" folder...
  6. Might be off-topic, but thanks deathz0r for reviewing mine & Varun's maps! I had the chance to check out only a few of the levels in this /newstuff edition so far. The 1024 levels were good, epic and edenloss did well at creating an experience different from the standard Doom stuff. Going to play Paul's Another Bloody Chapter and Techbase now, and probably will have a look at Wonderful Doom over the weekend :)
  7. Two more maps that didn't make it into this /newstuff edition -- my brother's "The Outer Darkness" and my "The Hazard Variation" (these were uploaded in August, and I guess they were too late for the last /newstuff and too early for this one!) The Outer Darkness - The Hazard Variation It'd be nice to know the official /newstuff word on these levels :)
  8. Pablo Dictter and Tobias Münch have released a project called Hatomo Battles The Yomi Demons, which is an episode of ten singleplayer maps for ZDoom, done in Doom II-style. The levels were created from late 2004-present, and the episode's soundtrack is composed by Damian Lee. The episode is exclusively available for download at the mappers' websites — big empty space (Pablo) and kotogoto (Tobias). While downloading the episode, you can have a look at some screenshots courtesy Pablo, and peek at Tobias' project page for some interesting trivia.
  9. Pablo Dictter and Tobias Münch have released a project called Hatomo Battles The Yomi Demons, which is an episode of ten singleplayer maps for ZDoom, done in Doom II-style. The levels were created from late 2004-present, and the episode's soundtrack is composed by Damian Lee. The episode is exclusively available for download at the mappers' websites — big empty space (Pablo) and kotogoto (Tobias). While downloading the episode, you can have a look at some screenshots courtesy Pablo, and peek at Tobias' project page for some interesting trivia.
  10. Argh, don't know why the download link doesn't work for everyone (is it something to do with ISP/country?)... Anyway, this has been uploaded to the /idgames archives, but it is still in /incoming now. As soon as it goes to a permanent location, no one should have problems getting it. For now, I uploaded it to FileFront, here's the link: http://files.filefront.com//;8295275;;/
  11. Whoa, hey, thanks Chris for this post! Thanks Glassyman & CodeImp (DB rules)! I'm not trying to make anything extraordinary, just an oldschool fun level (hence, the cliches)... I hope it'll meet expectations though. Now, if only I'd get some more time off from work... :(
  12. That's a half-hour past midnight for me, but I will try to be there.
  13. High/Low 2 was awesome! I loved Chris' interpretation of E2... I hope he does make "High/Low 3" in E3 style.
  14. Heh, we couldn't have called it Reanimated without the Linkin Park music. We expected that some people would like the music and some would not, so it's not really a problem (we ourselves know many people who don't like Linkin Park). Maybe next time we'll stick to game music... ragnew - Hey, does this mean you are recording a demo?! :) The plasma gun door is opened by a switch in the outdoor area. After you put on the switch that lowers the two doors on either side of it, step out and you'll see two SATYR faces suspended by some beams. One of the SATYR faces is glowing (the one on the right side after you enter the area), and it's also the SW2SATYR texture as compared to the other one. Press it to open the plasma gun door. The novelty here is that the switch is not at ground level :)
  15. It seems from the comments on this thread, the /newstuff thread and some comments we received through email, that the music is pretty badly messed up on some people's computers. The MIDIs sound quite good on our computer though :)