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AMWAM

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About AMWAM

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  1. here are a few shots: they are still a little plain and poorly textured in places, but that will be fixed.
  2. Thanks everybody for your renewed encouragement and support. While I have not completed this small project as quickly as I had originally planned, rest assured that progress is being made. I obviously have other commitments in my life, but still plan on finishing three small levels in the next few months. Anyways, I might post some screenshots later, but don't want to spoil too much. Take it easy.
  3. A few new screenshots: maybe too much red- Take it easy.
  4. Yeah, I hear what you are saying Rone. I thought of using fewer health points for the Rage Imp but decided on 200 so that it would be a more challenging creature but still not too hard that I can throw in when I want to mix things up. To put things in perspective a Demon has 150 hitpoints and is still used fairly commonly. A well placed SSG blast can take care of the Rage Imp, so I dont think 200 is excessive, but point taken.
  5. AMWAM

    Playtest anyone?

    I played this level yesterday and have to say I am really impresed. I've played some of your levels before and this certainly lives up to the same level of quality if not surpassing it. The texturing and overall look of the level is wonderful. I especially like the sky texture, it gives a good outdoor feel. It really shows that youve spent some time tweaking gameplay, no complaints in that department. I just like this wad overall. Can't wait to play map02.
  6. Thanks everyone for you kind words. Your comments are honestly encouraging and inspiring. Makes me want to work that much harder. Yes OmegaJ4, the rage imp is harder to kill, it has 200 health if that means anything to you (same as the revnant I think). It is also much faster than the garden variety imp as well as more damaging. I replaced the scratching melee attack sound with the revenant punching sound as well. I spruced up the wall a little and I think it looks much better now. Anyways, back to work. Take it easy.
  7. Yeah, I know what you mean about the red wall being plain as well as clashing with the ground texture. This can be easily remedied with some additional detailing along the wall as well as the lip you mentioned. Thanks for the good comments ALeaver, Ellmo and Tango. I appreciate it. Take it easy.
  8. Thanks man. Forgot to mention, any comments, feed back or criticisms are appreciated and more than welcome.
  9. Hello everyone. I have lurked around in these froums for a while now but have not posted or contributed anything to the community as of yet. I have played Doom pretty much since it was released as well as design a few levels for fun and I am now able to create wads of a quality I am comfortable with releasing. Anyways, enough with the introduction. The project I am working on is a zdoom wad with a hellish theme, titled "Hell's Half Acre" and will hopefully consist of at least three levels. A handful of new textures and skies are going to be integrated in this wad as well as a new monster called a "Rage Imp". The Rage Imp is a custom DECORATE monster I created with only the help of Dooms original sprites. This imp is a red version that has green eyes and blood, and shoots green fireballs. The Rage Imp's attack consist of shooting two fireball in quick succession as well as the standard melee attack. I realize a red imp has been done before but this is my own take on it. Here are a few screens to give you a taste: The teleport area- The start of the action- and a few shots of the Rage Imp- Hopfully posting these will inspire me to get me at least a level or two finished in the next couple of weeks. Take it easy.
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