The /newstuff Chronicles #105

If I use nothing but Lost Souls, maybe I could fit several thousand enemies in the level!! ^_^

Share this post


Link to post
Nanami said:

If I use nothing but Lost Souls, maybe I could fit several thousand enemies in the level!! ^_^

Except they don't figure in the monster count.

Share this post


Link to post

That doesn't matter, so long as I can fit an amazing number of enemies in the level.

Maybe I can use DeHacked to make Cyberdemons 1 unit wide.

Share this post


Link to post

Just be very sensible and put enough tough monsters in the right places (of which there are many).

Share this post


Link to post
Nanami said:

Maybe I'll make a Grind2 revisited, with more monsters to destroy. I wonder how many monsters I could pack into this thing? =) Let's see if I can break the monsters per square foot record!


Hmm...you'll have a tough job beating Io Anomaly and the Blind Alley maps....

Share this post


Link to post
Nanami said:

If I use nothing but Lost Souls, maybe I could fit several thousand enemies in the level!! ^_^

Sounds a bit Nuts to me.;)

Share this post


Link to post
Ultimate DooMer said:

Hmm...you'll have a tough job beating Io Anomaly and the Blind Alley maps....


UD there are a lot of monsters in the Blind Alley maps but they are not hard on UV for an experienced player, and that is who they were made for. I'm glad you remember them. There are skill levels for that reason.

There is some nice real estate in the current map.

I know a couple of grand dads who can easily do the maps. The LMPs that are enclosed with the maps show how easy they really are. Many of the monsters are lesser types not the big boys.

In fact, the Blind Alley maps can be played conservatively and beaten by the average player too, even on UV. There are a lot of places to hide and snipe the monsters.

Rich Sham just posted an incredible legacy lmp of the current map, and all the others, at the speed demo archives. Very worth while!!

BTW the next installment of the series is almost ready. ;)

Share this post


Link to post
magikal said:

Sounds a bit Nuts to me.;)


I agree:
Since lost souls don't add to the body count all you would have to do is make it to the exit.

Magikal, perhaps you should see if Nanami wants to try the 600+ monsters in Cata.wad, or industrial.wad before building one with thousands of monsters.

Share this post


Link to post

As usual, Gothic Dreams was actually relesed months ago.(I LOVE GRAMMAR!)

Share this post


Link to post
Epyo said:

As usual, Gothic Dreams was actually relesed months ago.(I LOVE GRAMMAR!)



Yeah...But looks damn good just as it was months ago

Share this post


Link to post

WTF?! I thought I did a good job on my map07, and it gets a completely shit review?! WTF?

Share this post


Link to post
DooMBoy said:

WTF?! I thought I did a good job on my map07, and it gets a completely shit review?! WTF?

You made the mistake of releasing it in a week when Hyena reviewed it. A true n00b error. Better luck next time. ;)

Of course, if he had wanted to give more reasoned criticism, he could have mentioned the fact that it is possible to exit the map without killing anything (I've just done it in 6 seconds).

Share this post


Link to post

Bah, I'm not a big fan of this reviewer at all... I'll remember to send my levels to the Ultimate Doomer.

Share this post


Link to post
Archvile46 said:

Ralphis did the chiptunes a while ago for use in an ultra top secret UD project. Not to say Bloodshedder's a ripoff or anything, since he probably didn't know anything about it, but it's weird.

I was aware of this project (things get around IRC pretty quickly, but I heard Ralphis himself speak of it) and I didn't know if it would have new music or not. Wasn't trying to steal anybody's idea, and I wouldn't really mind if he released it with redone music in the same style as mine.

Share this post


Link to post
Grazza said:

You made the mistake of releasing it in a week when Hyena reviewed it. A true n00b error. Better luck next time. ;)


Hmm, maybe I should have delayed the update of my megawad by a week so he wouldn't have got the chance to rip it apart. (but then again I wasn't expecting a review of it 'cos it was an update)

Oh well, I won't make that mistake with my current wad....

Share this post


Link to post

UAC3.wad had exactly 875 monsters for multiplayer UV mode. =P 500 for non-multiplayer.

I'm not going to really go for any records with the new Grind2 with more monsters. I'm going to add a couple little things to it, but mostly I'll just add a whole bunch of badguys. Won't be a hundred Cyberdemons or anything, it'll just be a whole bunch of baddies...

I probably won't upload it to /newstuff, I'll just post a thread in the Mods and Wads section or somethin'. =)

Share this post


Link to post

Okay, I added a bunch of monsters to Grind2 (Wads and Mods section).

I'm getting close to being done with Dream.wad so if anyone out there wants to test it for me, feel free to e-mail me. =)

Share this post


Link to post
Grazza said:

You made the mistake of releasing it in a week when Hyena reviewed it.

he was lucky i didn't get to review it. he wanted me to check out his E1M7 and E1M8 levels, so i downloaded them, and 15 minutes later, he was complaining about how i said that e1m7 was too claustrophobic.

Share this post


Link to post
Nanami said:

I probably won't upload it to /newstuff, I'll just post a thread in the Mods and Wads section or somethin'. =)


Why not? The point is that it goes to the idgames Archive and stays there for anyone to play it anytime.

Share this post


Link to post

Well, for now it's in test mode, so I certainly can't upload it yet.

I may upload it later when it's done...

/me works on spreading out the health.

Share this post


Link to post

fragport: a VERY old wad, I remember I've played some of it before... I think grind2's health balance is ok. There weren't any situations where I'd have a high chance of taking any damage so those 2 stimpacks were just enough to get by. I'd have to say I don't see grind2 having any major problems. Maybe some misplaced etxtures/lighting, but I like the gameplay just because it's unique and still very playable. Wads shying away from lots of monsters and items are rare nowadays.. I remember Malcolm Sailor's wads...

Share this post


Link to post
Ultimate DooMer said:

(but then again I wasn't expecting a review of it 'cos it was an update)

BTW, what has changed in this update of Fragport? Your text file says "I've fixed a couple of bugs in response to feedback, tweaked one or two other things, and updated the game text setup". It sounds like it's all fairly minor, and not a reason in itself to replay the wad. Does it include things like removing the possible need for an AV-jump in map07?

Share this post


Link to post
Virgil said:

I think grind2's health balance is ok. There weren't any situations where I'd have a high chance of taking any damage so those 2 stimpacks were just enough to get by. I'd have to say I don't see grind2 having any major problems. Maybe some misplaced etxtures/lighting, but I like the gameplay just because it's unique and still very playable. Wads shying away from lots of monsters and items are rare nowadays.. I remember Malcolm Sailor's wads...


I liked the idea of having few monsters, but several people that played it seemed to think it needed more baddies (Hence the Grind2X). The next level, Dream.wad, will have more badguys. Not hundreds or anything, but a good number more. I'm going to test it when I get home and then start a thread to find beta testers like I did for Grind2.wad earlier. Right now I think the item/monster placement is good, especially for a follow-up to Grind2. There's a little extra ammo, but I think for anyone playing it the first time, it'll be nice to have some extra ammo...

Share this post


Link to post
Grazza said:

BTW, what has changed in this update of Fragport? Your text file says "I've fixed a couple of bugs in response to feedback, tweaked one or two other things, and updated the game text setup". It sounds like it's all fairly minor, and not a reason in itself to replay the wad. Does it include things like removing the possible need for an AV-jump in map07?


Yes, I did fix that. (and the map 17 bug as well)

I didn't really ask for a review, but Hyena believes that all updates should be reviewed as well as the other wads that pass through newstuff.

Cool avatar, btw.

Virgil: It's not that old (compared to megawads like MM, HR, AV etc.), as it's a couple of weeks short of being a year old.

Share this post


Link to post

Aaah, the classic. A reviewer don't like your wads and he is "the bad man" for it. Ohwell.

Share this post


Link to post
Ultimate DooMer said:

Virgil: It's not that old (compared to megawads like MM, HR, AV etc.), as it's a couple of weeks short of being a year old.


Heh...? AV is a year old too.

Share this post


Link to post

The link for Blind Alley Q is incorrect...it's linked to Blind Alley P.

Share this post


Link to post

P, Q, What's the difference?
One hell of a lot in my mind. Blind Alley Q is a fair bit nicer map than BAP. And BAQ is more fun. I sure hope someone fixes that link.

Share this post


Link to post

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!


Register a new account

Sign in

Already have an account? Sign in here.


Sign In Now