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Shanoa

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Everything posted by Shanoa

  1. Finished this too, MAP05 was definitely the most challenging if only due to the risk of being shot from across the universe by enemies but overall it was a very fun mini-episode. Also for a specific area of MAP05...you can't shoo me away, it's MY health bonus now! (: MAP06 was super interesting for reasons already mentionned, the first warp had me go "wait isn't this MAP01...?". Good stuff! Looking forward to the teased followup. ;) Thank you for the maps!
  2. LZDoom, could be an issue specific to this port. Not sure, not too knowledgeable with port stuff. EDIT: Yeah, checked with Prboom+ and the issue is not present, @myolden.
  3. Finished the mapset, definitely cacoward material. Great from start to finish, the hell maps can get tricky real fast but there's tons of fantastic encounters too. MAP16 is probably my favorite visually, it,s also filled with doom cute (like that tool shed). The crypt part was also a lot of fun to explore and battle through. I know it's on idgames now but in that map I saw some texture bleed in the area with all the former humans and archvile. Figured i'd report on it. I'll need to play more of your maps, thanks again for this megawad.
  4. As it's been stated multiple times there's no "right way to play DOOM". I've been playing continuous for the past 25 years only in recent time did I try pistol-start but thats because a recent released project forces pistol start on you and it was kinda fun! Perhaps I'll try it again with other mapsets, there's always many ways you can challenge yourself. That said there is one, crucial, rule you must follow else you're in for a spanking: Just play DOOM!
  5. Excuse my lack of skills to take endearing screenshot, also still tweaking with the light level/room. Pondering which texture/colour to use to break up the usage of the blue texture but i'll see as I design each room, already textured some support ahead of time for the staircase. Ceiling texture also subject to change and whatnot.
  6. Oh sweet! Nothing beats enjoying the episode of a mapset just for the 2nd episode to come out so shortly after your playthrough. Will download ASAP.
  7. Shanoa

    Hell Cartel 2 [Community Project!]

    For now I'd say finish the remaining maps and see after. 10 maps is fine especially if they're all fun to play.
  8. TechBase 127 >127TECH.WAD< v1.1 by Martin Metzler, made in 1996. Played with LZDoom on Ultra-Violence. This is a Doom 2 replacement for MAP07. Status: Completed New thread, sweet! Time for more potentially horrible RNG. Unfortunately, this map is one of said horrible RNG. For a map called techbase there is very little techbase but plenty of mountain-area-with-some-hell in it. Right as the map load there's immediatly something wrong as you're greeted with this sight: Your first opponent is a Baron of Hell, thankfully an actually acquirable SSG is provided with enough ammos to dispatch it. The next area has 2 imps and one pinky but i'd recommend using the pistol to kill them because up ahead in a room is an arch-vile so you'll want some shells to quickly kill it, not that it pose a threat. Second problem with the map is these doors-not-doors that are so prevalent in earlier wads. Or maybe there was no door, maybe doomguy was powerful enough to lift part of the mountain to enter inside. Kill the arch-vile and you'll soon come to a dead end with nowhere to go. How do you progress you might ask? By shooting a wall of course! Teleporting lead to a small room with 2 imps and a blue keycard, the blue door is right beside the room with the arch-vile in it, it's similarly textured with a not-a-door texture. You then enter a long corridor with crap lighting in it, only to be occasionally stopped by a spectre, a pinky or an imp. Once you're through there's another mountain themed area, wasn't this a TECHBASE? Very little opposition and a random SS so now you need the yellow keycard. Once you get said keycard and enter -gasp- it's a techbase! Okay maybe like 2 or 3 rooms but it's there...I guess. You'll see two identical room but one of them is a death trap and the last thing you want is having to restart this level. The map drop the techbase completely before long and you end up in an area more suited for late episodes of Doom II with the hell textures, blood and what not. The final room has you fight 2 or 3 arachnotrons and 2 mancubus in a pitch black room with the occasional flickering light. Just fall into some hole and be freed from this map. Now, obviously, I didn't enjoy the map, it's ugly, has the typical textures misusage and cryptic progression most of the time. There's about 50 monsters but they're all so dispersed none of them will ever provide a challenge. Avoid this level. Bonus picture!
  9. It's fine! There's so many playstyle, in my case I'm a bit frugal with ammo. I had spares but in some cases all this ammo will beneficiate other players thats why it's difficult to talk balance, IMO.
  10. Shanoa

    What are you playing now?

    Going through more of @myolden's fantastic Nostalgia megawad and a bit of BTSX Episode 1 too. All this dooming lately really make me feel like my gameplay improved, which i'm super happy about.
  11. Continued some more, just reached MAP12 when I realized there was a new version of the megawad and considering how MAP11 end it's timely! By the way, and it's just a small note, the intermission text after MAP11 got a typo in it, it says "Contratulations" but that's like...not even an issue, just worth pointing out. But I gotta say, I love how you hide your secrets, they're not always obvious but that's the thing you have to pay reaaaaally close attention to the environment beyond just odd texturing. Like with MAP11 or MAP10 with the single blue torch. That first BFG secret made me go "duhh how did I not notice". Again, need to reiterate but your levels are amazingly fun to explore and 100%, encounters are starting to become dangerous little by little. Now if you'll excuse me I got MAP12 to go see.
  12. Rest In Pieces part III made by Jeremy Drye & Nick Tucker. Uploaded to the archives in 2011 but it was made in 1994. Played on LZDoom, on Ultra Violence. This is a DOOM replacement for E1M2. Status: Cannot be finished Now i'm sure just reading the status can tell you everything you need to know about the WAD. Plus with it being from 1994 you can only go "what a surprise!", sarcastically. But what if...what if this was a mammoth of a map, a map so impressively made for the year it release that it required the effort of 2 people to pull off? Perhaps the excitement of releasing a map made them forget to tag a proper exit and they just never fixed it. ...Yeah I wish I could say that but no the map is terrible. It's the worst one I've played since I began partaking in these random idgames adventures. But hey, don't take my words for it, I'll let the pictures speak for themselves. Now in case you tell me "but Shanoa, that's just the same room from different angles!" i'm afraid it's not the case my friend. These 3 images represent the entirety of the level. It's 3 rooms textured in SILVER with random pickups on each pillars. That's it. What about the monsters though? Yeah, what about them? They don't exist, there's no monsters. I had to double check the archive page in case it's a deathmatch map but nope, it isn't. Here's the file description "How good are you at staying on ledges? Test your skill of such in this PWAD." If you ever wanted to test your staying-on-ledges skill that's the map for you. If you fall off, oops better restart or just use IDCLIP. I mean i'm sure one of these fine pillars is in fact an elevator but have fun spamming "Use" on each ones. Seeing "Part III" in the name made me curious so I searched and there's other maps in this serie. RIP1 seem to be a single player map, RIP2 is a DM map and there's "Rest in Pieces III-VIII deathmatch serie" so Rest in Pieces part III IS a deathmatch map, it's just in the wrong section, at least I think it's the case but I didn't download the III-VIII serie to find out. The wad file is called "rip3.wad" more like rip3minutes of my life. Ok, ok that was terrible. Maybe it isn't the "worst map" like I said previously but even by DM standard it look lackluster at best, you be the judge.
  13. First off, welcome back to mapping! Secondly, I've played MAP01 and MAP02 so far and a bit of MAP03 but had to stop. Gotta love the constant teleport in, keeps me on my toes at all time. There's been a recent thread on here about mixing techbase + hell, seems like you did just that based on the first two maps. So far though, frantic combat and interesting visuals, I'll be completing the remaining maps very soon. Good work and thank you for the maps! I get thrown off sometimes because from a level to another you can see area you've been in in a previous map so i'm like "why does this not work" >.> Just a dum-dum moment from me.
  14. Just got done playing it, it was fun and I enjoyed my time with it! No glaring bugs or issues that I've noticed, also the map is chock full of doomcute, that's always fun to see. Combat felt a little on the easier side, starts slow where the biggest threat at one point is a Revenant. Things do pick up some steam upon getting the first keycard but seem to calm down once you reach the other side of the city. Regarding the Arch-viles, I think they were a non-threat throughout the entire level. When you encounter one they're usually perched on some vantage point alone so they drastically lose their efficiency and they just become easy targets. There's maybe 2 of them that are able to roam around but when you find them they're still on their lonesome and there's very little chance they'll get to resuscitate anything. A good place where one could've been a threat is after getting the megasphere, the area still offer some cover but you could tweak that ambush a little bit or perhaps add a few more monsters before acquiring the sphere and then have the AV spawn shortly before getting the powerups, this way there's a chance it could bring back to life some enemies, by then players should have a good amount of rockets, enough that you don't feel punished for finding the megasphere but it's better than two cacodemons, in my opinion. Ammo wise it's harder for me to speak on that, although I feel there's more than enough to finish UV-Max 100% while still being almost maxed out in every type of ammos, backpack expansion included. You get a copious amount of rockets and cells so I'd probably reduce the amount of rockets throughout the map. Although I feel ammo discussion is better done with more opinions. Thank you for the map, it was very fun to explore and fight in and I look forward to what you'll do next.
  15. ...At least it's fittingly found within the "terrywads" section of the archive. A cursed section to end on.
  16. Those extra imps are just friends of that one Imp who has an adventure of his own. He's aware about what most of us probably did during the ending, that's his revenge.
  17. I see you folks and your beautiful WIP! Fear the simplicity of my basic starting room. Ok, silliness aside I finally decided to sit down and stop worrying about stuff regarding mapping. I only made 2 maps, the last one being yeaaaars ago but as they say, to improve and find your style you need to map, map and map again. The important thing to me is at least providing something fun to kill a couple minutes while also not making you wanna gouge your eyes out like it's a WAD from 1994, seeing the feedbacks and hopefully using them to improve whatever comes next. So I decided to start working on an Heretic map, of all things, using the medieval ressources pack, as it's mostly recolours of Heretic textures with some original work the author included. I really dig that blue wall so i'll probably design the level around that theme. That's my only screenshot because it's the only room currently but that's the starting room. While I normally enjoy looking at what UDMF mapping offer I went with "Heretic in Doom format" for this and also cause I'd like to maybe make it playable on stuff like PrBoom+ and/or DSDA for convenience sake and also to see what I can do with the mapping format itself. Will see where it goes. Maybe I should've some dang faith in myself too.
  18. BRAVE.WAD made by an unknown person. Uploaded to the archive in 2007 but upon looking at the text file it was made in 1994. Played with LZDoom on UV. This is a Doom replacement for E1M4. Status: Completed I was pleasantly surprised with this map! For one, it didn't assault my eyes with a weird assortment of bad and misaligned texturing, it had some simple and fun encounters and the progression wasn't a headache to figure out! Truly a rarity amongst 1994 maps. You begin in a GRAY4 room with a CEMENT3 door in front of you. Not...my first idea for a door but hey at least it wasn't a GRAY4 door like the rest of the starting area. Anyway, you see a blue keycard in the next room, although you cannot get it. Once you dispatch some hell denizens you flip a switch in someplace, return to the main room and grab the key. From here it seem the author took inspiration from the elevator secret with the chaingun from E1M9 because that's how you find the blue and red door. The blue door lead you outside where you'll battle a couple shotgunners and grab the red key. The yellow door is here too so you'll be revisiting that area before long. Back to the main room but now down the elevator to get to the red door you come into a room mostly textured with WOOD and a few enemies to battle. Some MARBFACE and a hanging corpse but you can grab the yellow key and return to the red keycard area. In the final room there's about 20 shotgunners and 3 Barons but the author kindly provided a BFG. I shot the floor cause i'm pro at DOOM but most of the shotgunners fought amongst themselves anyway, clearly that was my plan. (no i'm just bad) I dispatched both Barons and...wait "both barons?" wasn't there three? Oh..it sunk into the floor huh, well fair enough I'll just leave it there. I press the switch and the map ended. Overall I think it was a really fun map, it's not long at all and it's one of those 94's map that stand out above the seas of...well awful maps from that same year. With a nice count of 74 monsters and very simple encounters you're looking at a couple of minutes of fun at most, give it a shot! I'll say though the text file include a review that goes as following: "A nice short level, to prove, that you're brave." hmm...how peculiar, I know for sure i'm still deathly scared of spiders so that bravery is nowhere to be found or perhaps...perhaps this level will help me feel braver when faced with a 1994 map in the future, to approach them with positivity and that they might be fun like BRAVE.WAD was, instead of "oh god it's gonna be bad isn't it?". Damn, i've got some pondering to do now.
  19. Played this now, was a really fun E1 replacement although I plan to revisit once E2 is out as I did not get the secret exit. I did love how each maps had these areas that made me go "ah-ha, that's this version of that area in E1Mx" and so on, spotting the similarity made for fun exploration. I do not play pistol start between each maps but continuous I had more than enough to get by without finding the majority of secrets so, we good on that! Outside of some sudden texture changes where a SUPPORT texture could go the whole episode was a blast to play through. Looking forward to E2 where I'll also replay E1 more in-depth. Stuff I noticed: (I apologize if you're already aware) In E1M2: Once you get the red keycard and the ambush start it seem only a single zombieman remain unalerted, although if you sneak behind him he immediatly sees you so i'm guessing he's flagged as "Ambush" whether or not it's intentional I do not know but it's worth mentionning. If it IS intended I suggest changing it to a more threatening monster cause poor thing tries to ambush you but he's the ambushed one. ;) E1M3: The toxic pools on both sides of the starting area are non-damaging sectors so you can just stand in them with no issues. The other damaging sectors throughout the WAD all seem okay though, save for those two. Thank you for the maps, I never tire of good ol' shotgun rampaging through techbases.
  20. Shanoa

    Are you an active DoomWorld Playtester?

    Hey there, I'd like to put my name down as a possible playtester. Active/Partial Playtester:Active Preferred difficulty: Any Number of maps in a set (Max/Min): Any Genres don't like:Honestly i'm ok with almost anything although I am fairly inexperienced with slaughtermaps. No jokewads though. Preferred source ports:DSDA Doom, Prboom+, LZDoom Usable sourceports: See above Refused source ports: I'd rather not have to test GZDoom intensive stuff. Demos or written comments: I prefer written comments with screenshots included if/where needed. Although if you want a demo I can try too. Contact (Personal forum thread/ Private message): Send me a PM on Doomworld. Notes: Should you choose me, map secrecy is assured. Do not be shy to let me know if my feedbacks aren't detailed enough.
  21. Ooooh I feel bad for having missed this thread. I'm always down for some good ol' Ultimate Doom and the description is appealing. Downloaded, I'll be playing it in the very close future. Thank you for the maps, i'm sure it'll be very entertaining.
  22. Hitler's Bunker by Bowen and released in 2006. Played on LZDoom, on UV. This a Doom II replacement for MAP01. Status: Completed Ah yes, a Wolfenstein map for Doom. Before downloading I figured the author would simply use what little is offered in Doom II with textures and the single nazi enemy but they went above and beyond to import the Guard, the Officer, a SS with a black outfit (replacing stock SS guy) a couple of bosses and a woman nazi (with a male voice). There's also a bunch of wolfenstein textures/decorations as well as a custom shotgun and the flamethrower so there's definitely been some effort! The map requires jumping if only for the very last encounter but also because a lot of healing/armor bonus are on tables that require jumping to hop on. The map itself is...well the author tried to stay true to what a wolfenstein map would be, with the fixed floor/ceiling height. Although there's 3 or 4 occasions where there was a variety in height as well as some staircases. Gameplay wise you'll go through rooms and rooms of nazis and with a monsters count of about 260 there'll be a lot of mowing down on your way to victory. You'll meet a couple bosses on the way such as Trans Grosse, a red armored Hans Grosse, a beige armored Gretel Grosse and some grey armored boss that you've probably seen in wolfenstein mods. Trans and grey grosse replace mancubus so its kinda funny to hear the mancubus pain sound when you shoot them. For Gretel her footsteps/projectile replace arachnotron. Hitler makes an appearance too, twice. Progression wise you'll need to find keycards, although once you beat Hitler a portrait in his room should open leading to the final encounter. Which is in a massive room with non-stop strobe effect, save for the platform where the final battle take place. (epilepsy warning) You'll be fighting against armored hitler surrounded by 4 grey grosse so just dispatch them, jump to get the red keycard and finish the level. The map was...ok. Not bad, not great but effort were put into it. If you fancy some quick nazi killing give it a shot and also change the music if you do, the "Flight of Valkyries" MIDI got old fast. Bonus photos! Also it's the only WAD i've seen whose text file gives some of its additional credits to Hitler because without him we wouldn't have Wolfenstein, or so it says. Yeah...I think i'll end that review on this.
  23. Shanoa

    Hell Cartel 2 [Community Project!]

    Ha, this photo and your previous one are definitely ones for the Doomcute thread. I mean that in a good way too.
  24. Damn I almost feel bad for having shot him at the end...but then again with how it end when you do. I had it coming.
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