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Austinado

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

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Okay I have finished watching all of the videos. Thank you so much for the playthrough! As for the progression issues, this is why testers exist. Hopefully everything will be fixed soon.

 

As for the huge archvile swarm, I'm going to have to fix that. The idea was that the player would not realistically be able to kill all of them and would be pushed into the final room, where the archviles would become turreted on the ledge. The teleporter you found was for coop purposes, and you missed a megasphere because of it, but oh well. I'll add a lock-in to prevent you from running back up the hallway.

 

And yeah, about the final room. It was a lot harder than the other fights and I knew it. Believe it or not, it used to be even harder but I nerfed it. UV used to have 200 revenants and 6 cyberdemons. I think I may have to nerf it again. I'll decide after watching HAK's playthrough. I kind of hope he played it on UV so I can see what that difficulty is like.  I actually nerfed a lot of fights in this map, mostly the PG fight and the archvile + spectre circle.

 

As for the BFG usage, yeah it wasn't the best. After you shoot the ball, you have to stay facing the direction it shoots out until the ball hits a wall. That way all the damage tracers are unleashed. Also you can hold down the fire button with the BFG. A lot of the times you weren't shooting it as fast as you could have.

 

And one more thing, I want to apologize for the difficulty. When you make a map, it's hard to judge how hard it is because you know how to deal with the fights before hand. I knew it was harder than map08 but I didn't know it was THAT much harder. Now I'm thinking I might move it to the map15 slot and slap a secret exit in.

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@Arbys550, I did play on Ultra-Violence. I was going to drop down after your warning but then I checked the other videos and I had been on Top Dog, so I went with that. And that's all I'll say for now. We're at 15% uploaded!

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12 minutes ago, HAK3180 said:

@Arbys550, I did play on Ultra-Violence. I was going to drop down after your warning but then I checked the other videos and I had been on Top Dog, so I went with that. And that's all I'll say for now. We're at 15% uploaded!

 

Joy oh Joy!

 

:D

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On 1/16/2020 at 11:17 AM, Austinado said:

@Horus no need to apologize, it was my pleasure. Glad you have started mapping...i expect more in the future ;)


Finally watched the vid now, was a blast to watch, and thanks for recording and your commentary! :D

 

It was amusing seeing those Mancubi sink into the abyss...that’s the good thing about having multiple playtesters as I think you were the only one to try to skip them!

 

Also it was interesting watching you execute that strategy of luring the cyberdemon to the YK area at the start...you’re right that’s not a strategy I had considered, but the same time, I don’t think it’s one that needs fixing either...it didn’t seem the quickest and easiest to execute, but since you managed it, you got the reward of a cyber-free finish!

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I would greatly appreciate you taking a look at this current one map wad.

 

 

I would say that it shouldn't take more than 15 minutes to finish the map, an experienced play though only takes 4 to 6 minutes to finish it. Looking forward to seeing playthrough of the updated map.

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THE SPIDERS ARMY

 

BY @MasterExploder666
 

Download Here

 

We have a first release here (congratulations for that) and like the name says...we fight an army of a Spider Mastermind.

Its a start, and we can see that there is not much more than an experience here.

Its a start, but much work has to be done for future releases like careness about textures, monster placement, gameplay...well everything. Tutorials are everywhere.

Thanks for the request and keep up working.

 

 

 

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FORTRESS OF DECEPTION

 

BY @mewbusi

 

Download Here

 

We have a start of something and something good is started here.

I believe this is a first map out of three, and this might be a first release, but in terms of visuals i think the mapper is more than the right path. Being jumping one of the allowances, is one obstacle free when you have to get away from monsters. The progression feels alright and we have a custom weapon (chaingun) that feels right as well. I assume that this must be continous since i have not found any rocket launcher but indeed some rockets.

I liked it, and the "turning up" the lights thing is a nice touch. There is nothing left to do than wait for the release of the other two maps. Excited.

Keep up the nice job, and thanks for the request!

 

 

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THE MODEST MAPPING CHALLENGE - EPISODE 01 CAVERNS

 

BY @Jark (MAP01) / @Zillah (MAP02&MAP03) / @ShadesMaster  (MAP04) / @Solmyr (MAP05) and @JustCallMeKaito(MAP06)

 

Download Here

(Textures d1gfxd2.WAD is necessary as well to play this WAD)

 

Post Forum Project Here

 

 

This is the first episode out of four, and we have a nice project here that envolves alot of mappers. Overall it starts smooth and we can see an increasing line of challenge in forward maps. I think the theme is well achieved but i was not expecting the last map of this episode be slaughter, still,  is managable since the mapper gives all that is necessary to the player go on until the end.

Did much enjoyed to play this episode and looking forward to play the upcoming next ones.

 

==

MAP01

It starts simple, small like it should be in a starting map project. I got a little bit confused about why we have pilars with red and blue skull, and there was no finding (keys or switches) to do about it.

 

 

 

==

MAP02

Visuals are cool and its a speedmap. Felt more like an hellish map than a cavern map. Like the map says, its a quickie..fun guaranteed for its speed.

 

 

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MAP03

Here we can feel the challenge increasing. There is nice touch with lights, but i dont know if its gonna be ok for the ones that suffers from epilepsy. Had fun and "puzzely" touch with commander keen is nice.

 

 

==

MAP04

I like the design of this map, close encounters and fun. Nice job.

 

 

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MAP05

This one is my favourite. The thing here is giving the googles or night vision to play. I hate dark areas, and for me it was breath of fresh air when i have found the item. Now the challenge is pretty much increased, mainly because of the dark areas. Did much enjoyed this map!

 

 

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MAP06

Well, slaughter map. If before we had no more than 80 monsters in a map, now we start with 800 and this is the time we use the phrase "WELL THAT ESCALETED QUICKLY!"

Im not of slaughter, but when we are in this a moments after starting, we can see that the mapper is fair the player. All items are there to overpast the waves and if you find secrets (i found one that probably saved me) it will be one step forward to finish the map. A nice slaughter map in my opinion.

 

 

 

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@Austinado Cheers! 

Map01:

 

The Pillar's textures will be changed to something which is less confusing such as perhaps metal bars to not make the player think there are keys.

 

Map02:

 

Textures could be changed (checking with mapper if it is alright)

 

Map03: 

 

Epilepsy Warnings can be included in the .zip when we compile everything 

 

Map04:

 

N/A

 

Map05:

 

N/A

 

Map06:

 

This is probably the most controversial map in the megawad for the difficulty spike. However after a few renovations it is much more possible to beat than before. The death exit, this is the same case for the next 2, is impossible to make happen instantaneously which leads to players respawning during it - the door might be changed to a button or something that the player will only press space for once.

 

I hope you are enjoying it so far and have fun with episode 2!  

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THE MODEST MAPPING CHALLENGE - EPISODE 02 RUINED TECH BASE

 

BY @Count651 (MAP07) / @Jark (MAP08) / @xxWeNxx (MAP09) / @fraggle (MAP10) and @Pegleg (map11)
 

Download Here

(Textures d1gfxd2.WAD is necessary as well to play this WAD)

 

Post Forum Here

 

If in the Episode01 the challenge is increased little by little (and that big "jump" of challenge in MAP06), in this episode we start with good challenge ahead and pretty linear. The player can forget about the "softness" about Episode01 in the time its finished.

We have good maps here to play and if there was an objective to the player have fun, well, in my opinion that was well achieved !  They are challenging maps, that makes me curious about Episode03: Hell!

 

==

MAP07

When we start this map, its nice to feel that kick in the stomach, waking up the player for what its coming up. We have good balance here in terms of ammo versus enemies and fun is guaranteed.

 

 

 

==

MAP08

In Episode01 we have two maps from this mapper, but here is a map that he trully shines. Taunting the player with the BFG is funny, like the map before, you have to get an eye in every tip of your hair, because the challenge is there and these guys are not playing around. Play DOOM...this is what this maps screams, and well done in my opinion. The lift to surface up is not very noticeable and might get the player a little bit confused. Maybe the only thing i would think to modify or add, would be a portal to bring you back (or another suit)  after you reach the secret at the end of the nukage "river". The thing here is that nukage damage of 10% when the suit is finished, if you are low on health, is pretty hard to return. At the the end of the map, there is a sector that is not textured, a minor flaw...and besides the things i said...its a yes sir map.

 

 

 

 

==

MAP09

XXWenXX is not here to play games or to be petty of you. If you want to play DOOM he delivers, and God Damn, he starts that right in the beggining of MAP09. There is not a big amount of monsters, but they will sure give you to do list right away. I got lucky escaping the room after the red key, the change of lights (turning the area to dark) is pretty cool. MAP09 is a good progression from the previous map.

 

 

 

 

 

==

MAP10

Probably the "weakest" map in terms of challenge. In comparison with the previous maps of this Episode, this one, the monster placement is more apart from the player, music is cool, visuals are cool (all the maps in this episode are), but there is a decrease in challenge. In my opinion, this map should be reviewed in terms of monster placement since there is alot of space that could be used. Well, this is only a matter of opinion.

 

 

 

 

==

MAP11

And here we go, we got challenge again, and praise the Lord because of that. A worthy final map from this episode with an inteligent use of Arch-Villes, and man, what a good pain in the ass they were!

In 30 minutes of video, i had reunite alot of patience to finish this map. It tooked me about 15 minutes to finish the final area. The mapper is smart, and before i reach the final area, i had to use my chainsaw to save amunition for the Arch-Villes. I must apologize for my noobness, i would ask just for little more of health more at the end, three or four stimpacks would be fine. A nice final map, nothing from 50 to 500 like episode01. In my opinion its done the way it has to be to finish an early Episode. Well done.

 

 

 

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@Austinado

 

Thanks for taking a look at the map! I'm happy it provided a fun time for you and am excited to hear you are looking for more in the same flavor. Since I have other things on my plate currently it might be a bit before map 2 and 3 appear but I'll make sure to finish the wad when I can. I might even throw in one more patch to it before that point but at best it will be nitpicky stuff when I do. 

 

Was a little sad you didn't notice the health in the trashcan by the pool table and also the ammo behind the boxes but happy to see the new elevator worked great. The next map should be a little more open and varied, I want to actually try some bizarre level geometry for the next level and some seepage of hell into the helicarrier that you are traversing through.

 

Thanks again for taking a look!

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THE MODEST MAPPING CHALLENGE - EPISODE 03 HELL

 

BY @Liberation (MAP12) / @Count651 (MAP13) / @LowGcifer (MAP14/MAP19/MAP20) / @joepallai (MAP15) / @Blue_Juice_ (MAP17) and @obake (MAP18)

 

Download Here

(Textures d1gfxd2.WAD is necessary as well to play this WAD)

 

Post Forum Here

 

 

Having fun with DOOM is the most pleasure we can get. I was expecting a good Episode here, since my favourite theme is Hell. Well, that was well achieved, i had alot of fun, the mappers did a good job and now, only one Episode to finish...Episode04 City.

 

==

MAP12

Nice visuals in this map, still the final area could have been more restrictive. We are presented with something like four Cyberdemons that we simply dont have to kill to finish the map. In my opinion, maybe it should be mandatory to kill at least two Cyberdemons to end the map or so. It feels just like a walk in the park where after the switches pressed on, we go away carrying with us that big amount of ammo.

 

 

 

 

==

MAP13

Nothing to say more than fun fun fun and nice visuals with this map. Well done.

 

 

==

MAP14

For me this is Hell. A good challenge map with cool music. I did much enjoyed this one, and nothing more is there to say.

 

 

 

==

MAP15

A lovely design here, and fun guaranteed. A good job and nothing more is here to say.

 

 

==

MAP16

This is a fine map, still, i dont agree much with the total dark area. For me is not too much fair to the player, though the monsters in that area are not very powerfull. I walked around a few times without knowing where to go or do, but its my fault. The final switch is there...and when with low health, we must a friendly secret to get a medkit. An interesting map...simple, small, but interesting.

 

 

==

MAP17

For me this is probably the GEM of this episode. A large map, that probably gave Blue_Juice_ alot of work. We have a little of everything, crushers, large engaging areas, diferent areas from the others...and is here that we meet our BFG. I got stuck inside a star, and had to use idclip do get out, its just a minor thing that can be fixed in a no time.

I did much enjoyed this map and for me could have been the last map from this episode.

 

 

 

==

MAP18

obake delivered what was asked i supose, a simple /small map to be in the Episode03. There is nothing wrong to be simple/small, the thing here is that we are almost at the end of the episode, and this map feels it should had been the first map of the Episode. That feeling got to me, after playing MAP17...that takes waayyy more time to finish.

 

 

 

 

==

MAP19

SIGIL (for me) was not a hard project to play, and this mapper did the same thing here with this "homage". Its hellish but simple...the Cyberdemon is not much of a threat..and the way we finish him...is cool. There is a feeling that could have been a little more of challenge here...just saying.

 

 

 

 

==

MAP20

We got to the final map of this Episode and its well done. Slaughter type, but fair to player. At the middle of playing the map, i thought that maybe there was too much ammo, but along we are going on in the map, we realize that yes, it was necessary. It was done like it should have been. A good final map, for a good theme.

 

 

 

 

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My First Presentable Wad - Returned.wad

 

 

 

Source Port: GZDoom only

Map Format: UDMF

IWAD: Doom2.wad

Gamemode: Singleplayer

Mapset: R01 ~ R07

Freelook is ok, No Jumping & Crouching

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Hello Doomers. Im not accepting anymore requests from now on. The remaining requests in this post forum until this post will be uploaded. Further information about this in the next few days. Thanks,

Austinado

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FEAR FACTOR (Incomplete)

 

By @MAN_WITH_GUN
 

dojOWTR.jpg

 

Download Here

 

Its incomplete because i think i did not managed well the usage of the suits, but dont get me wrong, this is a fine map with everything of fun included. I have nothing to say that in my opinion should be fixed...well, maybe an other way to reach that final area without pain sector. More coments in the video.

Thanks for the request and keep up the good work!

 

 

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1 minute ago, 19Wraith said:

Are you accepting more wads now to play?

 

Im sorry, but no. Im delivering the last ones requested.Sorry..i will explain in the next days.

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THE MODEST MAPPING CHALLENGE - EPISODE 04 CITY

 

BY @DukeOfDoom (MAP21) / @Walter confetti (MAP22) / @Jark (MAP23) / @Blue_Juice_ (MAP24) / @Super Mighty G (MAP26) / @Zillah (MAP27) / @LowGcifer (MAP29) and @JustCallMeKaito (map30)
 

Download Here
(Textures d1gfxd2.WAD is necessary as well to play this WAD)

 

Post Forum Project Here

 

So this is the final Episode, and boy, it was my favorite.

Usually i like Hellish maps the most, but this episode was something real good to play and did must enjoyed most of everything. Its amazing to see the diferent styles of each mappers, and final conclusion is that we surelly need more of this. Congratulations to all the mappers.

 

==

MAP21

A lovely beggining with some challenge with Arch-Villes. Visually is cool and everything is well balanced AMMO/HEALTH. The progression is lovely (here is that word again) and everything feels right.

 

 

 

==

MAP22

Shotgunners...dangerous zombies, but everything is correct in terms of challenge. I liked the diferent teleport towards the key. Actually is not diferent, but sometimes we always walk straight forward, not remembering that we can go back. Nice map.

 

 

 

 

==

MAP23

A few nice traps here, and good confined space to fight some Barons. Loved the torched teleports. I did much enjoy this work, and for me, one of his best maps.

 

 

 

==

MAP24

This mapper is interesting indeed. I have played one of his before and the style of large areas to the player explore is very interesting. We have beds, and the city have alot of monsters, good fighting areas and careness about details. Maybe a little too much of health and ammo. Still...a very nice map here.

 

 

 

 

==

MAP25

One of my favourite map in this episode. Its simple, the design is very cool and efective. Fun guaranteed.

 

 

 

==

MAP26

The design of this one is a clever design. Alot monsters  to kill, but enough area to walk around. Its a good challenge map, and everything feels right. I just thought it was akward some teleports..but maybe its the way the mapper thought about it should been done. Nice Map.

 

 

 

 

==

MAP27

A library that can be pretty ruff if we dont pay attention. The confined areas its proihibitive of using rockets, wich makes you play a little bit with careness. We have an area that is pretty challenging and is here that we meet our BFG. I liked it, and when the shelves lowes down, we have nice details with the lights. Another nice map.

 

 

 

==

MAP28

I Keep saying that i dont like slaughter maps, but litlle by little im embracing it. At first i thought..."naaa im not gonna do this!" but then, one more time, one more time...and then when you see yourself in the middle of it, having fun...you finally say "Hell yeah! Lets go!"

This could be the final map of this episode in my opinion. At the same time, the final map can be it as well.  A nice slaughter map, everything for me was well balanced...and imagine that...i had most fun...with a slaughter map! Nice Job!

 

 

==

MAP29

I tend to be honest here, i think this map, is the weakest on this episode. Not that its a bad map, but in almost the end of the episode, it feels dislocated. In my opinion, this could be the first map of the episode, since the challenge is low and the simplicity invites such an beggining kind of map.

 

 

 

 

==

MAP30 (Incomplete)

The last map of this episode and its incomplete by me. I understand that using the kind of final map of DOOM2 is a thing. The diference here is that we drain all the ammo we got from MAP28 before we get the final area, and its an "upgraded" DOOM2 last map.

Dont get me wrong, visually its a kind of SIGIL thing wich is nice, but i found myself in great difficulty on getting a single rocket "in the hole". If in the middle of the platform i would kill myseIf with rockets but i believe this was tested before and it can be done. I must confess i was little a little tired at end and it was not one of my best performances...so my noobness won over me. Im sorry about that.

I did not finish it...but yes, its worthy to be a final map of this megaWAD.

 

 

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1 hour ago, Austinado said:

==

MAP26

The design of this one is a clever design. Alot monsters  to kill, but enough area to walk around. Its a good challenge map, and everything feels right. I just thought it was akward some teleports..but maybe its the way the mapper thought about it should been done. Nice Map.

 

 

Thanks for playing. Upon watching your footage I think I should make it more obvious how to reach the Red Skullkey in the next RC. The fact that you got it by jumping the gap is impressive though. 

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RETURNED

 

BY @s10055072

 

Download Here

 

So we have a first release here, wich "presentable" is more the word than the rest. Nothing that can´t be fixed i think, but in my opinion, it should be fixed.

 

FINAL REMARKS:

 

- First of all, congratulations for your first release.

- Monster placement is not done correctly. Putting a bunch of monster in a room is just giving "pigs to slaughter". Each monster is characteristic, study them and study monster placement as well. We have large spaces without monsters, and when we have monsters they are not much of a menace.

- SECRETS, now this is a thing to be reviewed. Usually secrets are...in secret spots, hard to find. Dont use open areas (some of them in line of progression) and mark them as secrets...because its not a secret. This was found in all the maps!

- MAP05 ressembles too much of SIGIL. When mapping, we have to be carefull to not copy others work. Doom players and mappers dont find this ok at all...be original.

- AMMO and HEALTH balance is over the top. Too much of everything...and power ups? Jesus Christ...it feels like DoomGuy is in the supermarket and can take it all for free.

- Test your maps and give to others to test it. In the community we have alot of mappers and of course alot of players. You should ask to test your work. There is alot of experience around here to advise you about everything. Testing your maps is important.

- Watch tutorials~(Youtube)  and watch doom WADs gameplay from others, you can learn alot from them and realize how to fixe alot of mistakes (natural ones).

- Once again, congratulations for your release, and keep up the good work!

- Thanks for the request!

 

 

 

 

 

 

 

 

 

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** ANNOUNCEMENT **

 

Hello guys (and ladies), i have decided to take a break on recording videos.

The main reason here is because i want to work and finish my own project so i can release it this year.

 

Because i dont have much time to do both things at the same time, i will stop the recordings, but im am planning to return as soon i finish my project  FINAL SCOURGE.

I dont know how long will it be since im trying to do a megaWAD of something like 13 or 15 maps ( done barely 4 maps until now).

 

Still, i will direct you to some of the recorders (i think they wont mind) of this forum, that keep on doing a great job delivering videos of your WADs such as @HAK3180 , @Suitepee  and @OfficalGeeDee .

 

I will still be around here in the forum and once again, thanks for all the requests!

Austinado

 

QUEUE AND FINALIZED LIST UPDATED

(This website and content will always be available for the content)

 

mfu2BQz.jpg

 

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Totally understandable and the what you do is incredibly helpful, so enjoy the break and I look forward to Final Scourge Austinado! To return the favour perhaps I could review it once it is out :)

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Just now, Jark said:

Totally understandable and the what you do is incredibly helpful, so enjoy the break and I look forward to Final Scourge Austinado! To return the favour perhaps I could review it once it is out :)

 

At the time of playtesting i will need the help of everyone! :D

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It's kind of crazy to think how much mapping you could have done while you were doing videos, isn't it? However, I have to believe playing so many different maps in such different styles has helped me improve my own. In any case, it's a well-deserved break, and I'd be happy to give your wad a look at any stage of development. 

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8 minutes ago, HAK3180 said:

It's kind of crazy to think how much mapping you could have done while you were doing videos, isn't it? However, I have to believe playing so many different maps in such different styles has helped me improve my own. In any case, it's a well-deserved break, and I'd be happy to give your wad a look at any stage of development. 

 

Thank you my friend, you are right about that! I will surelly need you when the time comes for playtesting. Thank you.

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