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About Chris Hansen
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Not the one who asks people to have a seat over there
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The Doom Midi Repository - Please join and share your music!
Chris Hansen replied to Chris Hansen's topic in Doom General
I had to shut it down. It’s been handed over to someone else who can hopefully take better care of it. -
You didn't. You found a Richard Wilies map. The man is a legend! :)
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Thank you for those links! Not too long ago I actually uploaded parts of my old website to my "new" one and I had problems locating some of the old files, so I had a lot of dead links. Looks like you helped me alleviate that problem quite a bit! Thank you and also to @Wadmodder Shalton for the interest.
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Thank you for letting us know. You must be devastated! My heartfelt condolences on your loss. Rest in peace, Megalyth 😔
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Knee Deep Again - Episode 1 reimagined [WIP]
Chris Hansen replied to Sectorslayer's topic in WADs & Mods
Feel free to send me your files and I’ll have a look. It should be possible to copy it so we can save you some trouble of having to do stuff all over again. -
[complevel-9/Boom] Irkalla - An 11-map WAD for Doom II (/idgames link active!)
Chris Hansen replied to Phobus's topic in WADs & Mods
I tested some of these levels some time ago and they are indeed epic! The screenshots don't do it justice. Congrats on the beta release! -
Great video, @sandwedge! I like your commentary, very entertaining and fun. The Imp getting blown through the window and the Revenant blowing a Sarge to pieces was awesome! I'm glad you had fun playing these levels! And I don't mind all the Chris Hansen jokes. I've been on DW for a long time and I used to have another username. I had it renamed to Chris Hansen and it was only much later when one of the mods gave me the "not the one who..." title that I found out about that reporter dude. I'm not American so I had no idea. But hey, I get why people find it a bit funny, no problem :)
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Thanks for the video play through, @Pistoolkip! The reason I keep armour a bit tight is because I want the lower tier enemies to pose a bigger threat. I can go on and on for pages on my design philosophy, but that'd just derail the thread. These 6 levels, "The Mean Green" 1 and 2 and "Bond of Hatred" represent this philosophy very well and it's got something to do with what @NightFright and @Graf Zahl are talking about: Namely the unloading of tons of ammo into lower tier enemies without bigger weapons while taking place in a small, cramped setting where you never quite know which wall or door will open. That was really the core of The Mean Green's gameplay. Sadly, it's not a megawad, but only 3 levels. The Mean Green 2 introduces bigger enemies and bigger guns in a more traditional Doom 2 way in terms of gameplay. Thanks for commenting and playing the levels! It's nice to see that you enjoy them.
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Thank you for playging and for taking the time to upload those videos, @ryiron! It's good to hear that you enjoyed playing the maps. I'll take a look at that softlock issue in map05 before I upload the maps to /idgames.
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Thank you @galileo31dos01! I'll check out the demos later.
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Nothing fancy or particular ambitious. See my answer to @Clippy and @Biodegradable's video a while back.
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Chris Hansen changed their profile photo
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Thank you @Dusty_Rhodes and @PasokonDeacon! Glad you liked it. And yes, I have a fondness for Ult. Doom style gameplay where you get to mow down 100s of monsters in tight spaces in seconds!
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Great video, @Clippy! It was a real pleasure listening to you and your guest have a good time with my levels. You gave me a few giggles and made a shitty day better. So thanks for that! To answer one of your questions from the video: Shortly after having completed The Mean Green, I started making a sequel. I started to struggle with it and wanted to try a small speedmapping exercise instead. I was only allowed to spend 1½-2 hours building a map and then another hour to finetune it. BLDFLOW is a product of this. But as with The Mean Green 2, I ran cold and had to stop. So I had two incomplete projects and I thought "Why not merge them?" Which was a bad idea because they were very unlike each other. But I did it anyway and sent it to some playtesters - among others @Biodegradable. They all said the same thing: They liked the individual parts, not the sum. So I took out the last 3 levels and redesigned them yet again and released them as they were originally intended: As The Mean Green 2! :) And here we are, much later with the first 6 levels. Untouched since they were first playtested and released as is. And yes, I have grown softer with age. I might still spring a trap or two in a level, but I never aim at killing the player. I want to hurt him, but not kill him. That was whole different matter 20 years ago! I would do anything to kill the player which meant setting up bullshit combat scenarios like planting a Baron and a ton of Demons right smack in the player's face while he was armed with only a pistol and a shotgun, no armor and in the middle of either a small ledge, narrow hallway or on some lava. I'm happy to say that I'm not like that anymore. @Kor's post above says it well: "Thank you for making a level set that's beatable".
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Thank you for playing and providing me with some feedback @TheCyberDruid, @Lerxst_In_Wonderland and @Kor. I’ll take a look at that crate and fix it.
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Thanks @Biodegradable for playtesting and showing your support here! Much appreciated! Thanks. I'm often confused over those complevels. I never seem to get it right. I vaguely remember someone once telling me that MBF is -cl11 and that sky transfers are a MBF feature. But nevermind. Thanks for clearing it up.