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Everything posted by Memfis
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Nuclear Chunks; A 6 map LR Plutonia WAD (RC1)
Memfis replied to Khorus's topic in WAD Releases & Development
Well, actually A LOT of Plutonia exists on the 32 grid (much more than one would probably think). I don't expect it to cause any issues. Btw sector 456 could use a different floor flat too. And thing 277 is annoyingly placed imo (hard to avoid when you don't want it). -
What is cool about dbx? Haven't had the chance to experiment with it yet.
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does the super shotgun break the weapon balance?
Memfis replied to playboi carti's topic in Doom General
I think if it wasn't for SSG, a lot of us wouldn't be here today. It makes the balance. -
Nuclear Chunks; A 6 map LR Plutonia WAD (RC1)
Memfis replied to Khorus's topic in WAD Releases & Development
Map01 FDA A bit weak gameplay for Plutonia. You got that large area but there is not a single hitscanner, so it's very safe to run around and there is not much incentive to fight anything (especially since there is no SSG... in a Plutonia map!). And in the yellow key room triggering a massive infighting is so trivial and then nothing interesting happens. The red key cave is also rather uneventful: just take care of 2 chaingunners and that's it. And that area feels tacked on, like it has nothing to do with the rest of the map. Overall the map feels more like a series of separate small fights rather than one continuous fight (as in the best PL levels). Random things I would change: - move player 1 here. The starting view should be memorable! - fix missing textures in the cave. - change the brown flat to gray here. - add SSG, more chaingunners, and health. Anyway, that's just how I would do it. Hoping to see some interconnected dynamic Plutonia goodness in the following levels. -
Tangerine Nightmare [idgames link]
Memfis replied to franckFRAG's topic in WAD Releases & Development
Great job, the new palette is definitely better! The lava still has black dots that probably shouldn't be there, e.g.: https://i.imgur.com/Z18nww0.png -
Doom 64 for Doom II - v1.4 released, /idgames link is up
Memfis replied to Mechadon's topic in WAD Releases & Development
This might be old news, but Map14 has an easy and a very big skip (also a way to get stuck if you move too fast or something). D64D2_build_v7b_14skip.zip -
Cool, ENDOOM screens are sort of a lost art. What did you use to make it?
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I think I would prefer a different name. Mega and Omega are rather similar, I can easily see this causing confusion or even making people think that you're trying to overshadow the original project (I know you're not).
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No, I mean this.
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Magikus, a chex TC designed by children
Memfis replied to GeekZolda's topic in WAD Releases & Development
Entertaining but also very sad how people bullied a good artist to the point of quitting. Let's hope we're better than that now. -
Awesome.
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ESP31.bex предназначен только для 31 карты, в которой задумано, что патроны бесконечные. В других его не надо использовать. Точно также ESP29.bex нужен тольно для запуска 29. Если не слишком сложно, то правильнее играть с пистол старта. Именно так уровни тестились.
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Searching for "wad" gives 14656 results, but of course there are some false positives.
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I use XWE because it's much faster and less cluttered than other WAD management tools. It has really nice useability with all important functions being instantly accessible and requiring a minimal number of steps.
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His Paul Corfiatis Community Project contribution was a definite highlight. Very expansive and exploratory, with great music by Paul.
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I think I've seen this before. I guess the ceiling is F_SKY1 and you're using the lower unpegged flag? And also maybe there is a change in the ceiling height at that spot?
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http://prboom-plus.sourceforge.net/history.html 2.5.1.4 kept updating without changing the number for like 4 years, you might have a very old one.
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Have you tried updating to the latest version?
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What are your thoughts on Doom wads being stuck in various beta forms for months or even years? Personally, I definitely dislike the trend. You can just see the atmosphere of apathy and disinterest growing stronger in these project threads. It's like by the end nobody really cares anymore, and almost everyone already played the wad anyway and won't even see the final version, so what's the point? Also it's a big issue for speedrunners since you're never sure when it's OK to finally record demos. Usually you're the most excited to record right after the wad comes out, except nowadays you can't really do that and instead have to wait a long long time for the definitive release to finally appear, by which time you already have other things on your mind. I think people should realize that making new mistakes is more fun and important than correcting the old ones.
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P4M6 in 62:49 - Ultimate Doom done Pacifist!
Memfis replied to ZeroMaster010's topic in Speed Demo Submissions
I thought the cyberdemon trapping technique is like black magic that nobody understands. Or maybe I'm just out of the loop. -
Doomworld Mega Project 2017 (Final)
Memfis replied to StormCatcher.77's topic in WAD Releases & Development
Map06: in Chocolate Doom keens somehow get crushed even though there is no trigger??? There are only triggers for crushing barrels (which don't do enough damage to kill the keens), but somehow they die before the explosions even occur? I have no idea what sorcery is that, but it doesn't work in Boom or ZDaemon. -
Which new mapper is going to rock our world soon? Who are you secretly cheering for? Let's make all these cool people feel awkward! Personally, I'm really excited about A2Rob's progress as a level designer. He appeared here less than 2 years ago, but already proved to be a reliable source of fun dynamic maps with high quality detailing. I feel like his texture combinations are still a little rough sometimes and he needs to establish a more unique style without such obvious references to popular authors like skillsaw, but overall he shows a lot of promise and I can totally see him making something like Scythe 3 one day.
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P4M6 in 62:49 - Ultimate Doom done Pacifist!
Memfis replied to ZeroMaster010's topic in Speed Demo Submissions
I recently played a map where I was noticed and attacked by an arch-vile through a wall. I wonder if something similar is possible in Plutonia Map07. Then you could escape the starting area with 2 jumps. There is even a megasphere on the way. -
Noob Detected wasn't used in FDC. The other three were, but it's not like Eternal made them specifically for the contest. He just offered them when we didn't have anything else to play. I think his latest published level is Map03 from Russian Speedmapping Contest 17.