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About skillsaw

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    a meme or something

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2499 profile views
  1. skillsaw

    Doom Year Resolutions 2018 vs. 2019

    I've only made four maps in 2018 (well, one was a collaboration, so 3.5 I guess). Really hoping to get serious again this year.
  2. skillsaw

    Cacowards 2018 - 25 Years of Doom

    Congrats all, and thanks to the committee for all of their hard work. The output of the community never stops amazing me.
  3. skillsaw

    The Top 100 Memorable Doom Maps of All Time

    It really is a testament to the community that there are so many maps that qualified, so many more runner-ups that justified debate among the committee, and so many more maps and projects being name dropped here. Doing this writeup was truly an unenviable task: much thanks to those that made it happen. This was a great read.
  4. skillsaw


    Yours truly... Though, to be clear, I joined well after TeamTNT's heyday and was never involved in any projects that made it very far, so my "membership" is an interesting trivia bit and nothing else, really.
  5. skillsaw

    Ancient Aliens Awesome

    Rock on
  6. Pirate Doom 2: Rated Arrrrrrr
  7. skillsaw

    Wads that feature time travel?

    I plan on exploring this more in an upcoming novella.
  8. skillsaw

    The Doom Confessional Booth

    I'm puzzled as to how I became so polarizing as to justify like 5 pages of arguing when I post here about once a month and have never forced anyone to do anything my way (or even encouraged, unless asked for guidance). BTW: the Cyberdemon is on the first map of Ancient Aliens to warn players, as explicitly as I possibly can without screaming neon text, whether or not AAliens is an experience they'll enjoy. You were supposed to close the game - it's meant for a different audience. That's fine. I was trying to not waste your time.
  9. skillsaw

    Need help solving a line def / curved line problem

    This is how I do it... Step 1. Have a curve. Step 2. Put some vertices down where the curve needs to be. Step 3. Move the vertices off to the side somewhere. Step 4. Connect them with a line. Step 5. Curve tool. Step 6. Place in the correct position. Then, you can draw the rest of the sector as desired, and use the make sector tool if necessary (if Doom Builder doesn't properly close the sector when you draw the remaining lines in).
  10. Can I like this more than once? Thanks to all the EE devs for their hard work.
  11. skillsaw

    [WIP] Elementalism - a 32-map megawad

    Hnnnngggg I love it! Outstanding work... I can't wait! I'm really excited to see more of what GZDoom can do in such talented hands.
  12. skillsaw

    Post Your Doom Picture (Part 2)

    Yeah, great artwork by Kurashiki. I was thrilled when I saw it. I actually have a framed print of it hanging on the wall.
  13. skillsaw

    Mothership - single level for Eternity

    I saw the wad and wanted to play it immediately... I'm very interested in Eternity mapping and the AA textures (obviously) appeal to me, so I couldn't resist. Especially when the screenshots are so appealing.
  14. skillsaw

    Mothership - single level for Eternity

    Very cool map. The start is decently rough and it gets rougher as you go on, so I'm glad I played on HMP (not sure if skill settings are implemented or not - but as is, it was fairly tough) Without spoiling anything, there were some instances where monsters were able to attack me or surprise from vectors that wouldn't be possible in a port without 3d features. Same with the way some rooms/progression develops. Good stuff. This is probably just me being a headcase but there are some visual issues with the textures (particularly anything neon styled... the lights, monster tubes, alien glyphs, etc) that look wrong to me when not close to fullbright... For me, it'd look better if those textures were lit at 224 or greater, or at least glowing to that level. Only other problem I had was I did spend a bit of time switch hunting - particularly when looking for the dark gray switches. Highlighting them a bit might help. Thanks for the map!
  15. I wouldn't expect newer players to fall into the trap that so many members of this forum do - that is, the idea that the only acceptable skill level to play is Ultra-Violence. Difficulty settings exist, and newer players should be expected to play on lower settings, so that modern maps can accommodate a broader range of players. Ancient Aliens is somewhat accessible on skill 1 or 2, as are many other difficult wads, such as Sunlust, Going Down, SD20x7, etc. That being said, for newcomers, I'd recommend a combination of things... I'd want potential mappers to see the broad range of things that are possible to do in modern source ports, so stuff like Vapordemo and ZDCMP 2 would be right at the top of the list, as well as things that really deliver on the promise of the base game's gameplay. I think Scythe X and UAC Ultra would be good, accessible examples of the latter.