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Everything posted by Solarn

  1. Well, there's a new Twitch channel I need to follow.
  2. Solarn

    Flotsam - 16 hard boom compatible maps

    I didn't know that, that explains so much and makes the platforming part so much easier, now that I know that I just need to skirt the edges of the platforms.
  3. Solarn

    Flotsam - 16 hard boom compatible maps

    I'm not actually sure it's possible for me to complete map01 on UV. It seems completely random how often the hurtfloor on the pillars at the start activates, sometimes I have time to get to the third platform and position myself before I start taking damage, but sometimes it's already damaged me twice when I get there.
  4. Solarn

    Time Parallax - The Burial Vault (Vinesauce DMC II)

    It looks like a Quake 3 map, which is an amazing feat for Doom, even GZDoom.
  5. Solarn

    The Top 100 Memorable Doom Maps of All Time

    I'm in a weird position here, because the maps I remember the most from Sunder are the ones everyone else forgets (The Dreaming Garden and The Grinder), but if we consider the things that inspired later slaughtermappers (the monumental architecture viewed from afar that resolves into a series of intricately-designed setpiece arenas when approached, the use of textures to suggest colour and material rather than detail, the ever-escalating scale of combat), then it has to be either Pale Monument or The Furnace. Personally, I'd actually have picked The Furnace simply because of how many outright imitators it has, to the point that almost every slaughter megawad has a map that's just "The Furnace done by a different mapper", but Pale Monument is more visually interesting.
  6. Solarn

    SIGIL - New Romero megawad for Feb 2019

    God, waiting for this is going to be torture. From the video, it seems that John has already fully assimilated modern mapping practices into his style, which wasn't the case in his E1M4 and E1M8 replacements, and it makes me want to play these maps so much.
  7. Solarn

    Cacowards 2018 - 25 Years of Doom

    Erik Alm definitely deserves that Espi Award. The only other mappers I can think of who even have a shot at claiming that much influence are pcorf and Tormentor667, and they're much more divisive in terms of how positive their influence actually was.
  8. This sounds like exactly the kind of thing to help me get back into mapping.
  9. Oh wow, I forgot that I made a map for this. I'll come up with a name for it, I just need to play it a few times to remind myself what it's like.
  10. Solarn

    Are the Catacomb games worth getting?

    I imagine it looked better when it was the best thing available. We tend to forget how "realistic" things like this can seem in a world that didn't have them before. Like, when I played the original Alone in the Dark back when it came out, I was blown away by how real everything felt. When I replayed it recently, I could barely identify what all the blobs of untextured low-res polygons were supposed to be.
  11. Solarn

    SlaughterMAX. RC2 available!

    Yeah, there's no one in control and most of the mappers have disappeared with bugs still left in their contributions. Unless someone wants to pull a Kyka and finish up those maps, there's not much anyone can do. I've been putting off uploading my map as a standalone in the hopes that someone would come back and do the necessary clean-up work to at least get the WAD out the door, with ten maps if need be, but even that doesn't seem like it will happen.
  12. I might join, depending on the themes. I don't really like the complicated setup of these things though. I miss the Doomworld Speedmapping Sessions, when it was just a weekend of speedmapping with the themes known beforehand, it was up to everyone's own discretion to complete their maps within the time limit and anyone could make as many maps as they wanted.
  13. I failed. My map is half completed after 2 hours of work, with basic layout, textures and switches all done, but I've yet to place things, align the textures and do a thousand small adjustments it probably needs, and I need to go to sleep right now. Oh well, that's what I get for trying to speedmap at night.
  14. I' ll try to do something for the second session. I need to get back in the speedmapping groove, I still like the maps I made for the Doomworld Speedmapping Sessions, I want to make maps like those again.
  15. I played through this in ZDoom on HMP, and I still feel like ammo balance is off. I tried to be really conservative with my ammo, but thanks to monsters refusing to infight except in the two big horde battles (the grimoire fight and the final setpiece) and shoggoths eating up a ton of bullets/shells, I ran out several times. Like, completely ran out of every ammo. The first was with the satyr/revenant/heresy lord fight before the yellow crystal and the second was with the two revs where the yellow skull used to be. As for the map itself, holy Christ this was amazing. At first I was just "Oh, well, a demonic library, this looks pretty cool, I love this aesthetic", and then there was a room with oozing flesh on the floor and I had to fight a shoggoth, and I was blown away. The atmosphere never stopped being properly oppressive, the areas were all gorgerously designed and the secrets were very clever. Even when pressing a switch or accessing a new area didn't immediately lead to goodies, there was always a sense that this is leading up to something. The three circular rooms with occult symbols on the floor were a good example. Even when I found the skull in the first one and pressed it to see nothing happen, I was convinced that this was a setup for something. When I found the second one, I suspected that there would be more. And when I found the third one, pressed the skull and a portal opened up, I felt a real sense of accomplishment. So yeah, good job on all this. I love it. Except for the ammo shortages, I don't love those.
  16. Solarn

    Harvest - on /idgames

    I've only played map 1 so far (PrBoom+ complevel 9, UV, a few saves after difficult battles), here are my thoughts on it: The ideas are solid throughout, but the execution is lacking in some places. The first area's layout is great and it forces the player to keep moving while fighting, as there aren't really any natural chokepoints or safe corners, but the progression in it after pressing the button is way too confusing. I'm still not sure if it's badly timed or if there are easily missable trigger lines, but my experience was: open up a set of monster closets, run around killing everything, wander for a minute or two in the empty room, get ambushed by enemies from newly opened closets I didn't even hear, repeat a few times, wander around for five minutes, then suddenly the megasphere secret opens up and when I clean it out, the way forward is open. The next room is the best in my opinion. I couldn't see any real flaws in it. The Cyberdemon is a real threat, with the uneven but generally open floor making it hard to kite him, and the gallery full of enemies forcing you to split your attention, making you vulnerable. Even when I decided to just rush into the orange corridor and let the herd thin itself out behind me, when I returned it was still a difficult room to clear. The corridor itself is kind of bland. The gimmick of teleporting the enemies as well as the player between its two halves doesn't quite work and makes the Pain Elementals that eventually show up much less of a threat than they could otherwise be. The yellow key room is the biggest letdown. There are a lot of small architectural details to get stuck on, but if you can avoid those, cleaning out the initial population of enemies is trivially easy. Pressing the switch to lower the YK does teleport in a much more threatening array of monsters, but if you're quick enough, you can run back and reach a cubbyhole in one of the walls before they all arrive, allowing you to alert them at your own leisure and plasma them to death in bite-sized pieces. In general, despite my complaints, I really enjoyed the map. I hope the rest are at least as good. One thing that didn't affect my enjoyment at all but might be considered a bit of a problem is that I saw a lot of small nodebuilder errors, like thin slimetrails or weird seams between linedefs that were only visible for a split second when I was walking in a certain direction.
  17. Solarn

    Post your Doom textures!

    The middle one is the Doomiest, the bottom one looks like it'd be more at home in Quake, where techbase textures have that kind of extreme rusty look to them, while the top one would fit well with Darkening or other "dark techbase" custom textures.
  18. The map names on the minimap are wrong now that they've been reordered.
  19. Not really. I'm not very good at names. How about "Spiked Punch"?
  20. Alright, here it is. https://www.mediafire.com/file/mx4kca62xlvx84p/speed.wad It should work now, if it still doesn't, then I screwed something up.
  21. I can upload a maxable version. It should be pretty easy, just fixing the teleporting monsters at the start.
  22. Oh my god. I can't believe I actually forgot to put an exit line there. Fixing it right now. Fixed it. The map now also has difficulties and custom music (a midi of I Am The Sword by Motorhead). https://www.mediafire.com/file/mx4kca62xlvx84p/speed.wad
  23. Wow, I really forgot how to speedmap. Well, here's my offering. https://www.mediafire.com/file/mx4kca62xlvx84p/speed.wad Time taken: 2 hours and something. I used the no armor and switch themes. I also wanted to have a boss at the end, but I'm kinda exhausted. Note: difficulties aren't implemented. That, along with custom music, will come tomorrow if that's allowed.
  24. Alright, I'm going to try again. Hopefully I won't get sidetracked this time.
  25. Well, I failed. I'll try again later.