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Austinado

(***Currently not available*** ) Give me your WADs - I WILL PLAY AND RECORD THEM.

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1 hour ago, Austinado said:

MASS EXTINCTION - MAP23/24/25

 

BY @nicolas monti

 

The project of this mapper keeps on going, and higher the steps on this MegaWAD, higher the dificulty.

Sometimes its not the amount of monsters you have in a map, but the monster placement and the tactics that you will have to discover the overpass them. And nicolas monti is doing this in a smart way and in my opinion, the good way. 

Map24 and map25 are maps a little bit "crispy" but you can do it...but undestand that you will die...a few times. Map23 is interesting the starts a little bit smooth...but more in forward it gets the "crispyness" that is hidden.

 

Final Remarks:

 

- This will maybe sound like a joke...but...i missed the "Lara Croft" platforms...

- Nice maps, you have to have patience, never stop...never give up.

- Ill be waiting for the upcoming!

- More comments in the videos.

- Thanks for the request.

 

-----//-----

Great man! I suppose you felt the maps being harder because this time you played them on UV, there is a megasphere before the yellow key fight on HMP, I'll see if I add maybe more cells in that area but one thing is sure, I'll make that fight completely unavoidable tweaking a couple of sectors a little bit.

Map24 is the single shotgun map, non deaf monsters roaming all over the place so you have to be on your toes all the time.

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@Austinado Holy shit, you did all of it! I've only watched the first six maps so far, but it looks like you're broadly getting on alright with it. Thanks for the effort! I'll be sure to continue watching when I next get the chance. The experimental MAP04 is probably the biggest early speed bump, but you got through there ok, so I'm assuming it's largely plain sailing until you get to the biggst maps, which I had Doom Builder for, rather than DEU. Looks like you missed out on the secret, rather ZDoom-y level with the custom enemy, but that's alright.

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23 hours ago, AlanjWeh89 said:

Jazz Jackrabbit Doom TC - v2.1

 

Download Link:

http://www.mediafire.com/file/8y6b9gc6q1aiczy/JJDoom_-_v2.1.wad/file

 

Source Port: GzDoom Only

IWAD: Doom 2

Levels: 20 (1-21), Level 21 (TBA)

Crouch, Jump, Freelook is recommended

 

Here is the latest version I have for everyone to download. I am currently doing more updates, which won't be on this version. A new version will be announced once I'm completed with everything. Thank you.

 

If you see any bugs or errors in this version, let me know. I may have fixed them during my current status of my this mod but it's best to be safe than sorry. Thank you all again for the support and help!

 

68323037_2796651693696094_6212449037207994368_n.jpg

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67438795_2796651427029454_3137852292699521024_n.jpg

@Austinado I forgot to include, this is my first mod I ever designed. I had no knowledge of modding or level designing before I worked on this project.

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I've finally finished my journey through your Scourge experience! Thanks for playing, I'm glad you were kind with it ;)

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Thanks for your video! I'm really happy you enjoyed the map!

 

Wrt light change - this was just for the trap (you run through a corridor, light switches off and imps start shooting at you). I added a trigger to switch light back to normal when you exit the corridor as I didn't want to leave the area permanently dark. But I can see it's confusing, it's also invalidating the trap as you can just backpedal to turn the light back on so I think I will remove it.

 

Wrt plasma gun - Wow! - you managed to beat the map on UV without it! :D
It wasn't supposed to be hidden. When you found the radiation suit I thought you will grab it and go explore the nukage - if you go forward where the cacodemon came from (27:07 in the video) the tunnel turns left and it leads you to an area with plasma gun. I'm just looking at the frame in your video and maybe it's not clear that there is something in there, there's also a barrel which obstructs the view partially. But you can also see the plasma gun in the window (a few times starting from 28:27 in the video). You probably didn't notice though as you were busy fighting monsters :) I think I will make this window bigger, perhaps without bars obstructing the view - that should make the player aware where the plasma is and prompt him to look for a way to get there.

 

 

Thanks again for playtesting, I will use your feedback to improve the map!

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MASS EXTINCTION - MAP26 ANISIAN

 

BY @nicolas monti

 

Download Here

 

Another map by nicolas monti and his project. A fine map indeed with some platforming and a pain in the ass ending after you pick up the yellow keycard. I dont complaint, but the textures arethe only thing that could go better. A continous nice job from this mapper. Thanks for the request.

 

 

 

 

-----//-----

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IN THE DOG HOUSE - MAP03

 

BY @Arbys550
 

 

Download Here

 

 

So i got this request, and this is by far the best map of this WAD. The monster placement and fights with monsters are joyfull, good ammo/health balance and it is a joy to explore the little the map can provide...almost makes you doubt that this is the same mapper that have done the other maps of this WAD.

 

Final remarks:

 

- It looks like a diferent map from the others maps of this WAD.

- You can see the mapper took his time...studied the map, all the details prevails in comparision to other maps.

- Now you got trouble mister...because the WAD is not balanced with this map.

- What to do? Pick up the other maps you already have and spend the same time you spent with map03...and improve them.

- Could not find the path to yellow skull key...but i have finished the map. Some might agree, some might not...but i personally think it would be better to be mandatory to get the yellow skull key. Keys are important...and not being mandatory to progress the map might make the mapper a slacker and think "Oh so i can end this faster...its gonna be easy to finish the next maps (per example), but yes, i believe that i would get the BFG if i had found the Yellow Skull Key.

- Thans for the request! More comments in the video.

 

 

-----//-----

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On 9/3/2019 at 5:19 PM, Austinado said:

MASS EXTINCTION - MAP26 ANISIAN

 

BY @nicolas monti

 

Download Here

 

Another map by nicolas monti and his project. A fine map indeed with some platforming and a pain in the ass ending after you pick up the yellow keycard. I dont complaint, but the textures arethe only thing that could go better. A continous nice job from this mapper. Thanks for the request.

 

-----//-----

Thanks for playing it! I'll tone down that YK trap a bit so the player has more chances, also some other minor improvements, I hope to have two more maps ready for this weekend.

Edited by nicolas monti

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1 hour ago, Austinado said:

- It looks like a diferent map from the others maps of this WAD.

- You can see the mapper took his time...studied the map, all the details prevails in comparision to other maps.

- Now you got trouble mister...because the WAD is not balanced with this map.

- What to do? Pick up the other maps you already have and spend the same time you spent with map03...and improve them.

- Could not find the path to yellow skull key...but i have finished the map. Some might agree, some might not...but i personally think it would be better to be mandatory to get the yellow skull key. Keys are important...and not being mandatory to progress the map might make the mapper a slacker and think "Oh so i can end this faster...its gonna be easy to finish the next maps (per example), but yes, i believe that i would get the BFG if i had found the Yellow Skull Key.

- Thanks for the request! More comments in the video.

 

Thanks for the playthrough! Yeah I'm so sorry about the ammo situation I didn't know it was that tight. And for the dark area, I had no idea it would be that dark. It's not like that for me. Maybe it's the sourceport. And the reason this one may seem so much better is because this is actually the 21st map I made for this project.

I am in the process of converting the other 20 to boom format. I'm probably gonna move this one to slot 9 or 10 because of the difficulty as well.

 

Also the key is a secret. It leads to the secret bfg and a slaughter fight.

 

1 hour ago, Austinado said:

almost makes you doubt that this is the same mapper that have done the other maps of this WAD.

 

Yeah I knew this would happen. I might honestly release what I have now as a 20 map wad and get to work on a new wad that's way better, because a lot of the current maps are old and the layouts are poor, and they would be hard to revive like you suggested.

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JAZZ JACKRABBIT DOOM MEGAWAD

 

BY @AlanjWeh89

 

Download Here

 

 

This a mod, by this mapper and he said that he started this with no noledge of modding.

This is a great start must i say, with 21 levels, it is ambicious but there is some fixes that should be done....and i know the mapper is still updating this megawad.

 

Lets get to the remarks:

 

- The customized "monsters" should be better designed (the mapper obviously knows which ones im talking about) , because they look like they got out from ms-Paint. They are one of the most important part of the megawad, and regulate better their difficulty. For example the turtles (that look like pinkies, are rambling around without knowing what to do), the crows are no menace.... The monsters are easy to kill with excepcion of tanks, final boss, the alligator chaingunner and the flying croc. Must say the monkeys are pretty cool, blasting a bomb banana after they are dead.

 

- The weapons are too much powerfull. Yeah i loved the shotgun, but if i needed to use only the pistol to win the map, it would be the same. There is only two or three maps that the heavy rapid guns make the diference...and giving unlimited ammo to the two kind of pistols that you have, is a no no...because you make the player  feel that he dont need to get more ammo. Still, pretty awsome weapons we have here. The Shotgun feels right...and mostly of them are pretty cool. But waaayyyy to powerfull...should regulate that.

 

- Ammo and Health...i was playing, and never had problems to find or get ammo/health. Thats a problem..you see, if you give everything, the player knows  its gonna be a play in the park. There must be balance. You give too much...the player gets too much...you feel you have everything given to you when playing....some restrictions should be done. Sometimes the player haves to starve from health and ammo...makes him more cautious about the gameplay.

 

- Maps can be small...but also big. There is some interesting and cool details in the maps in this megawad. Monster placement must be studied...because there is no fun wondering in a big wide map...and a few monster to blast with those powerfull weapons. Some maps are big...but too much emptyness. Is hard to good monster placement in large maps...but when its done right, it can be fun and challeging. We have nice ideas here, with platforming, bright textures, swimming under the water is wonderfull, and sound underwater is damn right on. From map 17 on i got some issues with texture sky....that must be fixed.

 

Final Remarks:

 

- Congratulations for this project. Its not an easy task...but if you put some more work in it...it will get out being a good mod.

- At first i was like..."meeehhh", but as long you keep going, you get interested for what its comming next.

- Im not very ok with some map endings...you can avoid fighting monsters if you touch the right spot to end the map.

- The final fight...you give so much ammo...so much powerups...that final boss should be helped by other monsters so the battle can be harder...stronger....

- More comments in the videos and thanks alot for the request.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

-----//-----

Edited by Austinado

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MYSTICAL CAVE

 

BY @MAN_WITH_GUN

 

Download Here

 

This map can bite your ass a little bit. I must confess i was not impressed with the number of monsters in this one, but if you are not carefull enough you will die and die.

Im guessing its suposed to be played in UV, and with enough awareness you can do it more smoothly than i did. The main point here, is for you to be carefull with your ammo and your health...if you dont, things might get a little bit hard. I enjoyed the map, its a simple map...its a cavern...and challeging enough.

I think i missed a plasma gun somewhere...and the final area is easy enough to end the map without killing all the monsters. The map it is not bad designed and the monster placement feels good.

I got a little bit curious if this mapper has done a WAD with more maps, in this style...

Thanks for the request!

 

 

-----//-----

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CHRONO-DISPLACEMENT LABS

 

BY @meapineapple

 

Download Here

 

So i got this request and God Damn this is good.

Sure i died alot, got overwhelmed by this mod, and so much fun it was. Does not feel weird the custom monsters from Doom2016. It feels solid, the dificulty might be a little up for powerfull monsters like the Sumoner, but...if it is well balanced, then great. When i was playing i felt butterflies in my stomach when atacked by the Hellknight, what a wonderfull feeling...

Thank you very much for the request...

 

Final Remarks:

 

- Actually i have only one thing to say: I want more...

 

 

 

-----//-----

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11 hours ago, Austinado said:

JAZZ JACKRABBIT DOOM MEGAWAD

 

BY @AlanjWeh89

 

Download Here

 

 

This a mod, by this mapper and he said that he started this with no noledge of modding.

This is a great start must i say, with 21 levels, it is ambicious but there is some fixes that should be done....and i know the mapper is still updating this megawad.

 

Lets get to the remarks:

 

- The customized "monsters" should be better designed (the mapper obviously knows which ones im talking about) , because they look like they got out from ms-Paint. They are one of the most important part of the megawad, and regulate better their difficulty. For example the turtles (that look like pinkies, are rambling around without knowing what to do), the crows are no menace.... The monsters are easy to kill with excepcion of tanks, final boss, the alligator chaingunner and the flying croc. Must say the monkeys are pretty cool, blasting a bomb banana after they are dead.

 

- The weapons are too much powerfull. Yeah i loved the shotgun, but if i needed to use only the pistol to win the map, it would be the same. There is only two or three maps that the heavy rapid guns make the diference...and giving unlimited ammo to the two kind of pistols that you have, is a no no...because you make the player  feel that he dont need to get more ammo. Still, pretty awsome weapons we have here. The Shotgun feels right...and mostly of them are pretty cool. But waaayyyy to powerfull...should regulate that.

 

- Ammo and Health...i was playing, and never had problems to find or get ammo/health. Thats a problem..you see, if you give everything, the player knows  its gonna be a play in the park. There must be balance. You give too much...the player gets too much...you feel you have everything given to you when playing....some restrictions should be done. Sometimes the player haves to starve from health and ammo...makes him more cautious about the gameplay.

 

- Maps can be small...but also big. There is some interesting and cool details in the maps in this megawad. Monster placement must be studied...because there is no fun wondering in a big wide map...and a few monster to blast with those powerfull weapons. Some maps are big...but too much emptyness. Is hard to good monster placement in large maps...but when its done right, it can be fun and challeging. We have nice ideas here, with platforming, bright textures, swimming under the water is wonderfull, and sound underwater is damn right on. From map 17 on i got some issues with texture sky....that must be fixed.

 

Final Remarks:

 

- Congratulations for this project. Its not an easy task...but if you put some more work in it...it will get out being a good mod.

- At first i was like..."meeehhh", but as long you keep going, you get interested for what its comming next.

- Im not very ok with some map endings...you can avoid fighting monsters if you touch the right spot to end the map.

- The final fight...you give so much ammo...so much powerups...that final boss should be helped by other monsters so the battle can be harder...stronger....

- More comments in the videos and thanks alot for the request.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

-----//-----

Thank you for testing out my mod.

 

It's difficult to get word from everyone when I've shared it for others to test. I got feedback, but not how you shared your opinions. Thank you for your honesty.

 

Things to do:

  • I brought up the brightness on Map 09- Corridors of Fanolint and Map 14: Sleepless Night. Since you mentioned those maps were too dark.
  • I'm designing a new layout for Map 11: Crysilis Mines. At first I thought the design was cool, since it takes place where there's a mining area in the mountains. After watching the review, I did get carried away with the design. Gonna fix that.
  • Made the large arena smaller on Map 10: Tanks. Gonna redesign it some more, instead of being in a half-assed, large land.
  • I was told previously about the Turtles on their lack of detail. I was told to make them look like a cartoon since the original Jazz Jackrabbit game looks like a cartoon. I will get that done eventually.
  • Map 03: Diamondus Again? is gonna be redesigned as well. That was designed around the time I started mapping (last year), so I never had a chance to change much over time. I'll give it a new look.
  • I'll be honest, I'm not good at all with the ammo and health placements. Still learning as I go. I'll narrow down the amount placed through out the maps. that way it'll be more of a challenge.
  • Map 17: Sky City, I'll check out the sky for the textures. Simple Fix.

Not a lot of things to fix, which isn't bad. Since I've gotten better at map designing, I'll take advantage of it. As I mentioned, I'll keep everyone updated. Thank you again.

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Thank you very much for playing @Austinado and I'm glad you enjoyed the map so much! If you dig my mapping style, you might check out some of my other projects. I think that you might like Wyrmwood in particular.

 

And by the way, for any maps of mine that are Boom format (i.e. almost all of them) I recommend playing with complevel 9. I noticed a couple of odd door behaviors in this video that I think must have been something to do with your port and compatibility settings, though I've never seen these particular odd behaviors before. (For example, that red door to the boss room is supposed to close as soon as you enter the arena, not wait for you to come back to it.)

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MASS EXTINCTION - MAP 27 AND MAP 28

 

BY @nicolas monti

 

 

Download Here

 

 

So i got these two maps from nicolas monti, what an great project he is building here...its getting harder in here, but it feels right. Thanks for the request!

 

About Map27

 

- I did not finished it. Probably you can do it, but i got alot of struggle with ammo. The thing here, i think its about the arch-villes. Because they can ressurect monsters, i found myself spending alot of ammo, when i got to the part of 4 or 5 Barons in the tight room to get the switch...i did not had enough ammo to continue.

 

- The stairs in the area before this room i talked about in the topic above, in my opinion, should be more highlighted. After that beautifull fight with the Cýberdemons, you have the blue key...right...but after that, i got a little bit lost without knowing where to go..had to take great look to the automap to know where to go...

 

- I think its well designed and longrage monsters placement are well used.

 

- must warn that part2 video its me trying to find the next step over and over. This map is pretty challeging and i did like it alot! Just got that issue with the ammo...

 

 

 

-----//-----

 

About Map28

 

- Loved it...

- Its one the best one i have played from this mapper.

- The fights are interesting in a "nicolas monti" kind of style, not so much of platforming, but alot of monsters to deal with ( those two fucking SMM in that well area).

- Ammo and Health are balanced right.

- Personally i would not make changes in this map...neither put something in...neither take something out. For me 100% right and solid!

- Challenge...challenge everywhere.

- Congrats for the megawad till now!

- And once again, thanks for the request.

 

 

 

 

-----//-----

 

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DEPTHTEMP (incomplete)  and FUNGO (incomplete)

 

BY @xdarkmasterx

 

Download Here

 

Yeah, we have good material here, but unfortunately its too much for me.

 

And too much is the word i use often in the two videos, too much monsters, too much action, to much violence, to much fast track.

Well dont get me wrong, though i did not completed none of the two maps, they are the great example of kind of WAD for hardcore DOOM players, wich im not.

I can see by the design that this mapper is no amateur, and like the maps with extra hardcore challenge. These are not slaughter maps, but sure will make you think about them.

I would like to invite anyone who likes this kind of maps, to play it, it will sure give you a hard time.

I am sorry i did not finished either of them, and thank you for the request.

 

 

 

 

-----//-----

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20 minutes ago, Austinado said:

[xdarkmasterx maps]

 

Ah, you've experienced the joy of xdarkmasterx. As a rule, I play his maps on Hey, Not Too Rough. Unfortunately, he sometimes does not implement difficulty settings!

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Just now, HAK3180 said:

 

Ah, you've experienced the joy of xdarkmasterx. As a rule, I play his maps on Hey, Not Too Rough. Unfortunately, he sometimes does not implement difficulty settings!

 

I sure was not prepared...tried in UV and got my ass kicked...

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MY 5thWAD - SCOURGEV CATHARSIS (MAP1)

 

 

Hello guys, just to announce that from the day 12SEP19 until 28SEP19 less or so, i will be on vacations, so i will not be recording videos for you in that during time, but feel free to continue to make your requests in this topic forum and when i return ill pick it up to queue.

 

------//------

 

Ill leave here my first map from my current project, SCOURGEV-CATHARSIS (MAP1). Still dont know if im going to do a MegaWAD or five or six maps for this WAD...

Im using OTEX textures, but far from being a pro in that...

 

 - Its UDMF format, i tested and played it only in GZDOOM.

 - No Crouching / No Jumping / You can Overlook...i dont.

 - Uses DOOM2 IWAD

 - To play in Ultra Violence

 

To play this map you will need two files that are in ZIP. They are S5.WAD and OTEX.WAD

 

DOWNNLOAD HERE

 

You will have to use them at the same time playing in GZDOOM...

example below:

 

 

I hope you guys enjoy, and of course, i want to know all the critics and flaws you have to give. If you can playtest it and record it for me, it would be great.

 

 

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7.jpg

skull13.jpg

Edited by Austinado

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I would like to request you demo my recent work :)

 

I would like to see some fresh eyes on this:oops_15_sinthetic_icon.7z

 

 

From the OOPS!  ALL TECHBASE Megawad map 15.  You also need the texture pack.  Have Fun!

 

Please and Thank You!

Edited by Mk7_Centipede

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