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Phobus

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Everything posted by Phobus

  1. Apparently I’m up to 184 released, having put out another 58 since participating in this thread, which is a lot more productive than I was expecting! I have another six maps tied up in two barely-started megaWAD projects, one of which is so vanilla you’ll be very hyped for it, whenever I get round to a release.
  2. Call me "Slim Shady", because I'm Back. We'll ignore White Light (either edition) and Justice: Infernal Mechanics (or indeed the compiled version of all of them!) as they're very ZDoom-y and use custom weapons and/or enemies to achieve the experience. I will say that the juxtaposition between the DMC/Zen Dynamics-style Sword/Scythe weapon and the Rocket Launcher definitely makes Infernal Mechanics an interesting idea, although my inexperience may have played against me a bit there with the actual level design. Likewise, I'll skip out on the more "MAP01"-style maps that only give a shotgun, chaingun, chainsaw and/or berserk and don't do anything more interesting with the idea than not be too hard, and any tyson maps I've made over the years... Scars of the Wounded Prey (latest version is in Persephone [/idgames link to vol. 2]) is a ZDoom map which uses the Chaingun and Rocket Launcher as primary weapons, deliberately omitting the shotguns to keep the player juggling between the two weapons to keep on top of the situations they're thrown into. The secret Plasma Rifle can be used to defuse one or two of the hairier situations, if you find it, but is certainly not necessary thanks to an abundance of rockets and bullets. Two difficulties are implemented in this version, as opposed to the original (with just one), giving either a mid-2000s slaughter flavour or something a bit easier. Escalation I: The Breach (/idgames link) is a plasma rifle map after a high-pressure pistol start. Working within the constraints of 50 monsters, it gives you a couple of combat scenarios, including a pretty heavy arena battle. Blood Red (/idgames link) is a Chaingun map that has a berserk pack as a backup weapon, although ammo is plentiful enough that you should be fine. It uses one "combat area" to house a few waves of varied battles and a couple of objectives to keep you moving. There's plenty of cover in the lower area, which you'll appreciate later! MAP22: Power Trip (from Doom II: 25 Years on Earth [/idgames link]) gives you a plasma rifle, a ton of ammo and encourages you to blast your way through massed hordes of fodder. There are chaingunners and shotgun guys, and you can pick up their weapons, but this is so heavily intended as a plasma rifle map that I'd almost say you're doing it wrong if you use anything else! For multiplayer versions of this idea, MAP25: Rooneytech of 32in24-11: Occupy Doomworld is a Rocket Launcher Deathmatch map, and MAP16: Summoning Temple from Ten Community Project is a ZDoom WAD that deliberately splits up the players, giving half of the an elevated view and the chaingun, whilst the other half are down in the trenches with a shotgun. One of the Persephone volumes has a fully-realised single-player version of this map that takes that choice away, but isn't relevant here. I often experiment with restricted weapons, particularly when there's a pistol start or multiple map progression, but those are the examples that most stand out in my memory.
  3. Phobus

    The worst movie you seen

    Either Bear, which is Birdemic levels of bad, without the charm, or the Mike Myers Cat in the Hat film, which was abject shite with high production values.
  4. As is often the way, I’ve done a fair bit of this in the past, so I might be back with some links in the “here’s something I prepared earlier” vein, if that’s alright!
  5. I can draw from three different eras quite happily here: Yakworld E1M1, by Spackle Limited, from YAKWORLD.WAD (1994) A classic example of how the little things can make all the difference, even back in the first wave of over-enthusiastic, under-experienced Doom mapping. From the start, where you're confronted with a horde of Demons in a wide open space featuring the eponymous sign, to the Barons reimagined as gruff Sergeants to the demonic foot soldiers (and just with a replacement to their "see" sound file!) and most definitely the Cyberdemon "see" sound replacement being an announcer excitedly setting up the showdown between "Goat Man" and "Mister Green" for an audience of impaled spectators, the barrel of ideas of runneth over. The high octane classic Doom game play and wide exploration of the map won't be to everybody's taste, but to somebody who sees nostalgia in stuff that they played pretty near it's original release date and has a lot of fun with it, I've come back to this a lot of times over the years. Of course, the explosion sound is a minor fly in the ointment, leaving all of the barrels and rockets chattering away at you after they've blown up, but not all good ideas work in practice! ZDoom Community Map Project Take #1, by ZDoom forums members circa 2004 (zdcmp1.pk3, these days, although it used to be .wad) This will be driven for nostalgia for that period where I rediscovered Doom via ZDoom, but I strongly maintain (and continually bring up) that this is one of my favourite WADs of all time. An hour run-time through a wide variety of locales, mapping styles and game play scenarios, all brought together by some classic T667 polish, great music (particularly the first, main track) and the monster resource pack of enemies. Part of the joy of this is the sheer excitement of the mappers, which spills through in all sorts of ways, such as the various comments on the automap, the scripted messages and just the sheer scope of the map. It's like playing a whole episode in one map, with a wealth of variety and yet an overarching sense of consistency and interconnectedness that makes it a joy to play. I'll miss the "nucking futs" megasphere that went a bit wild on the original slope physics, but the continued development of (G)ZDoom is always welcome progress. The fact that it ends on a scripted cutscene fly-through of the map is particularly fun, with all of the credits, comments and editor choices (the last bit was very helpful for me, back in 2004). Such a great adventure... I'm looking forward to going back and giving it another play, now that I've finished writing about it! MAP03: Virgin Alarm, by vertigo, from DBP24: Spaceballs: The Sequel: The Search for More DBP Maps (2020) Honestly, picking a single map from the "Tomatoman" era of DBPs is extremely difficult. Big Ol' Billy, glenzinho, supercupcaketactics, Scrangus McBrickdad, vertigo, gaspe and the others were on fire for a good year or more, making increasingly creative and wacky projects, pushing limit-removing maps further and further and fairly consistently dropping gold on a monthly basis. I made some of my best maps ever in this period too, which meant resisting the urge to pimp one of my own wares. However, what it came down to in the end was a relatively simple choice: which project was the most fun, and then which map most embodied that fun? Spaceballs is the project, and MAP03 does it very well indeed. We've got plenty of frantic blasting action against the lower tier enemies, fun features such as the utterly pointless teleport from one side of a door to another (as inspired by the movie, naturally), secrets that are fun to find and a good escalation through the range of enemies, culminating in some Arch-Viles being unleashed on some conspicuously dead Barons. I could just as easily have picked glen's map or Billy's here, but this one is just a little easier than glen's and a fair bit shorter and easier to navigate than Billy's, pitching closer to the apex of frictionless action fun. That last one was a difficult choice, and I was actually halfway through writing up a different map from a different DBP before I reconsidered the choice between "fun" and "memorable", and how being fun to play and conceptually fun are slightly different. It was pretty tough ignoring how much of a fun of my own work I am, too :P
  6. Phobus

    Mapsets where you revisit "maps"

    It also has an "interlude" MAP07 before the Warrens reinterpretation where you revisit the very start of MAP01 from a different angle, giving you story context for why you'd go through the same area a second time. The final version of the WAD beefs up the enemy count and composition even before the "Warrens" reveal, because they know that you're coming this time. I'll chuck in some examples from my own work briefly, as I'm something of an expert in those map sets: Tiny Pack 1 features the arena exterior from TINY0 in the skybox backdrop to TINY3, and also has said arena and the tower that TINY3 takes place in as parts of the backdrop for TINY4 Coils of the Twisted Tale (ph_quik2.zip/Quicky2.wad) ends in a hell tower piercing heaven, and out of the windows of this tower are various views with flesh pillars in them, including a room from Entryway (Doom II), a part of Warpzone and parts from MAP13 and MAP20 from Scourge, although you'd probably need to be me to recognise those latter references MAP03 (Urban Renewal) of 25 Years on Earth takes place entirely in the backdrop of the exterior section of my birthday map for wildweasal (Urban Escape) E2M1 of ZPack is MAP03, MAP02 and MAP01 of Scourge remade in high detail (for 2007-2008 standards) with extra features, progressed through backwards (regressed through?) and sort-of taking place after the events of the original maps, so this is probably more partial credit, but an Easter Egg and the ending of the map hint that the protagonist of Scourge wasn't entirely blameless in his fate Along a similar line, E1M2 from ZPack is partially built from various memorable (as in, my vague memories) locations from the failed attempt at ZDCMP2, which was ultimately unrelated from the one we did get to see in public - this was more to just to preserve some of it in some way. My little-known failed (or stalled? I suppose, like with Virus, I can always go back to it in theory) ZDoom Episode "Phobus Doom Episode 1: Base Invaders", which is in my pre-2013 compilation made very strong use of continuity across three of the four maps (MAP02 is sort of the odd one out there), where you can see part of MAP03 from MAP04, and you revisit a section of MAP04 in MAP01 as well, but from the other side of a nukage pit Various maps of mine have been recycled or remade for other projects, too, but I won't list those as they don't have the story continuity of the ZPack example
  7. /idgames archive link to Irkalla Created by Stormwalker (of Flashback to Hell fame!), with maps by @SuperCupcakeTactics, @Peerdolius and myself, this 11-map set is a pseudo-reimagining of Doom I Episode 3: Inferno, except in Doom II and using Boom features and expanded limits. It should work in anything that can handle the equivalent of complevel-9. Expectations may be subverted, and there should be some surprises along the way! Here's a map list... Map 01: Dark Fortress - Stormwalker Map 02: Valley of Sorrow - Stormwalker Map 03: Chaos - Phobus Map 04: Den of Suffering - SuperCupcakeTactics Map 05: Temple of Blasphemies - peerdolius Map 06: Tartarian Depths - Stormwalker Map 07: Ascension From Acheron - Stormwalker Map 08: Hypogean Enigma - Stormwalker Map 09: Fields of Asphodel - peerdolius Map 10: Agony's Embrace - Stormwalker Map 11: Sheol - Stormwalker ... and some screenshots! Enjoy!
  8. Final bump from me now: it’s landed in the archive! Here’s the link for posterity: https://www.doomworld.com/idgames/levels/doom2/Ports/g-i/irkalla
  9. Bumping this to let you know that RC1 has been released. This addresses a bug that snuck into beta 2 with MAP06, and has a range of other fixes, gameplay tweaks and visual polish applications! If you've not already checked it out, this is definitely a good time to. If you have already, the changes may be substantial enough to warrant another go. Either way, here's the latest download link. I imagine an /idgames upload won't be too far off now, unless any bugs are found that need a fix.
  10. Thanks for the great response and feedback so far! A lot of it has been taken on board and some early changes have been made for a quick update. There’s probably still more to do, but I’m sure there’s more feedback due yet! Here’s the link: Download Irkalla (Beta 2)
  11. I've played the original version of this through in Crispy Doom and just wanted to let you know that I had a blast! Probably your best megaWAD to date and potentially your best work full stop. The majority of the maps are enjoyable for my preferences and I experienced no bugs or anything. MAP33 is very disposable, and I can see why you moved that to an "extra" slot. If I had to mention some drawbacks (which I don't!), MAP29 felt ball-bustingly difficult compared to the set overall, MAP30 is an IoS (not a bad one, mind, but still an IoS) and there's multiple traps where you're effectively surrounded by Demons or Spectres in immediate damage range with no manoeuvring room... Which is a bit of a bugger if you don't have the plasma rifle or BFG to hand. Saying that, I did tend to survive those traps first time on UV, so they're probably more fair than they look, but they certainly nudged my "bullshit-ometer". Thanks for sharing this megaWAD! It's good to have something nice to play every now and then :)
  12. Can’t say I blame you! If you like maps that take over an hour long to beat and combine HR-style slogs with HeXen-style progression and early-ZDoom excesses like platforming, then I’m sure you’d love it. That’s quite the niche combo, however. I consider it an ambitious failure. More of a detailing experiment than a playable level, in hindsight.
  13. Phobus

    A Greatest Hits-style mapset?

    I’ve made one in three instalments, although it’s a bit out of date and doesn’t cover anything from the DBP-era and beyond. Here’s the thread for volume 3, which also has a link to the compiled three-pack that is probably still valid:
  14. I think the phrasing is probably throwing people there, as you had to shoot the previous switch, and then you press the one in question rather than shooting it. I don’t think there’s any way to break that and I’m not sure why people think you can get locked out of the secret exit. It never came up in testing!
  15. I was anxiously awaiting E3M6 getting it’s day in the sun, and I’d like to thank everybody for their reviews! I quite like the Dean of Doom style grading that a few of you are employing. Definitely some mixed feedback, although trending towards positive, which feels about par for the course for me! I’ve seen Pandemonium mentioned a few times, which is probably my favourite map for the original game, so does play quite an inspiration when I’m aiming for an old-school vibe. As has been noted, the map was built with E2 and E3 in mind, as maps with secret exits were in short supply and I liked my odds of getting in if it could fill a slot in either episode. That’ll do for developer notes for now, I think! Thanks again, everybody, and anybody who is yet to comment as well. I feel like “James "Phobus" Creswell hasn't made a crappy map in years…” should go on my CV or something! Thanks @LadyMistDragon
  16. Phobus

    Member Appreciation Thread

    A green sphere of envious solidarity for you, Roofi! I'd like to shout-out all of the people that have contributed to me still being here. I think I'll avoid tagging everybody, though, as most of them will have been hammered here already. Randi Heit, for making the port that gave me something to discover way back in 2003 and get back into a game that I'd slowly fallen out of love with a year or two earlier Graf Zahl (and co.) for carrying on that mantel and giving me the one port for my playing needs Tormentor667, Enjay and Xaser (plus so many others) for being the cornerstones of the ZDoom Forums when I joined in 2005, and providing so much awesome stuff to play before and after. Particularly T667, who got me into community projects and often reached out when there was something big in the works that I could get in on. Awesome stuff CodeImp, for getting the Doom Builder journey that most of us have been on underway in such a fantastic initial release, and everybody who's since worked on later versions Slayer, for finally making a resource management tool for Doom that isn't shit (and is actually very good) The DW admins for keeping this place up and running - hard to have a community when there's nowhere to gather! Community Project leads, including The Green Herring, TMD, Obsidian, Jimmy, T667 (again), esselfortium, 40oz, Eris Falling, Jaws in Space and so many others who have accepted and encouraged my contributions Big Ol' Billy, glenzinho, Scrangus McBrickdad, supercupcaketactics, vertigo and the rest of the DBK - we had a hell of a run on those DBPs, and the new generation stuff you guys have been putting out is incredible Bloodshedder for editing The /newstuff Chronicles for all of that time dobu gabu maru for running the DWMC kmxexii for the thousands of reviews - I'm always keeping an eye out for the next one! Endless for the massive community enthusiasm and constant striving to get more people playing and commenting MtPain27 for the incredible reviewing YouTube series, Dean of Doom. I don't comment on much YouTube, but you've received a fair percentage of the ones I have made! Biodegradeable for being a cool dude Roofi for taking random /idgames adventures to heart and giving me a lot of vicarious insight into stuff I'd probably never look at (and the rest of the crew for taking part/hosting) Doomkid (cool dude), Khorus, Wim Vanrie and Jimmy for making a lot of the stuff I aspire to emulate in the modern day and age Bridgeburner56 for hosting the Discord and being a cool dude All of the people who have made resources I've used for any of my crap Anybody who has have played my crap, whether I know about it or not! That's probably still light on people I should be thanking, but I can't actually spend my whole life writing this out.
  17. I've finished making my first map of the year! Might actually have started it in 2020, now that I think about it, but it's done. Hopefully the project it was for will come out this year (particularly now that I'm not holding it up...)

  18. Phobus

    Talk about some custom monsters you like 

    Super late to this (I really don't log in that often any more), but the WAD and monster in question are still in here: https://www.doomworld.com/idgames/levels/doom2/Ports/p-r/ph_quik3
  19. Phobus

    UDB, why no UDMF for Doom 1?

    I have custom configs for this sort of thing, but every time I've asked about submitting it to the Doom Builder of the day, I'm told it'd be unnecessary clutter. Saying that, here's a handy zip attached for everybody interested... Ultimate GZDoom DB configs.zip
  20. Phobus

    Doom Maps That Take the Form of an Epic Journey

    From my own mapping history: Coils of the Twisted Tale is very much a whole adventure in one map. Should keep you busy for most of an hour on UV. You could argue both Scourge and 25yoe are also adventures, but the former is crap and both are made up primarily of little maps, so the feel is only there over an extended play.
  21. Phobus

    Mappers, what was your biggest project?

    25 Years on Earth (One Year Late Edition) is probably the most cumulative work on any one project, being a full megaWAD and all, but Warpzone, Virus (the shareware Episode 1 and the monster pack for ZDoom Wars) and “Coils of the Twisted Tale” (Quicky 2, laughably) felt like bigger projects. Particularly Virus, with all of the crappy pixel art. Turns out smaller, bite-sized maps don’t just feel easier and quicker to play through, even in bulk.
  22. I’d jump in bed with @Doomkid, @Big Ol Billy and @glenzinho for a dead fancy limit-removing WAD with built-in DeHackEd. We could all manage 8 decent maps in a year, we’ve all got a bit of DeHackEd and artistic power behind us and the track record is strong. If it was GZDoom, I think the mid-2000s dream of Xaser, Tormentor667 and Enjay would do me, although I’d be comfortably the weakest member of that team. Of course, I’m hopeless for sticking to commitments now, as there’s too much RL between me and mapping. With that in mind, don’t collab with me!
  23. Phobus

    First Doom map VS Now

    I read the title as “The first screenshot you took versus the last one you took of your maps” and did a bit of Googling. Turns out, back in 2005, my first publicly posted screenshot was a map editor shot of Warpzone, posted on the ZDoom forums. Way more impressive than the 6-10 hour maps I’m churning out for NaNoWADMo… So I’d actually look like I’ve gone backwards! Comparing a view of my earliest available map to one of the aforementioned NaNoWADMo efforts would be a lot more flattering, but far from impressive compared to what people are posting here.
  24. As a mapper, I'm thinking Boom hits the sweet spot. Specifically something like prboom+ default compatibility with the UMAPINFO and extended DeHackEd options. Vanilla and complevel 2 limit-removing both have the issue of being finnicky and restrictive, both in terms of line actions and engine behaviour (seriously, some of the bugs I got making 25yoe, or that the Big Ol' Billy-led DBPs were confronted with are just baffling if you don't have intimate knowledge of why Vanilla is so shit). At the other extreme, GZDoom with UDMF has sooooo many features that, unless you're already very experienced and can therefore focus on what you actually want to do, rather than get excited with experimentation, you'll just get bogged down. Meanwhile, Boom (and probably MBF, and to an extent ZDoom's "Doom format") give you a lot of freedom as a mapper (particularly with generic line types and voodoo doll scripting), but aren't far removed from the simplicity of the vanilla format (there's not tons of extra tabs in the editor, for example). So if you actually want to finish making a megaWAD for people to play, the "easiest" way to do it (even though it's still a mammoth undertaking) is going to be something like Boom, MBF or even using complevel 9 in prboom+ as your limit-removing target level. This way you benefit from raised limits, freedom to make more complex geometry, less bugs, more forgiving engine behaviour (whole blockmap sections won't stop moving because an enemy is stuck, for example) and enough features that you can get creative and go beyond what the base game offers comfortably. You'll spend less time fighting bugs and compatibility testing and also less time looking up how features work and fiddling with all of the millions of options. Chuck in UMAPINFO in some versions of prboom+ (and other ports) and you aren't restricted to the traditional 30+2 map progression, and have total control over things like skies, when text screens come up and more. As a player, I don't really mind. They're all good if the mapper knows what they're doing and is making stuff I like to play!
  25. It's often said that everybody comes back to Doom... It seems that get proved steadily more true with time! What a way to return, too!
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