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Austinado

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

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Finished another map for my WAD and would like to run past you. This is MAP03: Checkpoint Charon. This one finally showcases overall theme of the WAD I am going for, after 2 pure techbase levels. After entering scary demon cube in the Crate Expectations you have been transported to an outpost the UAC built in Hell.

 

It is still MAP01 in file I uploaded, for convenience.

checkpoint_charon_dw.rar

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OVERBUFFD 

(incomplete)

BY @Mr. LBN

 

Post Thread

 

I had already seen this thread a while ago, tested on my own and i remember that this was quite "Hard/Challenging/Frustrating" like the mapper wrote in his post thread, still i got a shot a it, since a request is a request. 

I got the mapper in the stream (wich i always apreciate) and from there i could reach map03 (out of 7 maps) and yes, quite of things (in my opinion) should be changed here. Mainly the balance of damage that the monsters inflicts...the speed as well. I think the mapper got the perfect knowledge that things were quite unbalanced, not only from my opinion, but from other viewers as well that were present in the stream. I wish best of luck for his project and i hope that i helped somehow with this recording.

Thank you very much for the request!

 

(STARTS AT  12:50

 

 

 

 

= You can follow me on TWITCH ( https://www.twitch.tv/austinado_) =

 

 

=====//=====

 

 

 

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THE GREAT EXPENDABLE

 

BY @MundaneBoss

 

Post Thread

 

So we have a mapset of 4 maps, take has taken alot of work (about 8 months mapping and making soundtracks/fx) and visually we have simple and nice basic details (lights/transitions of textures, textures themselves). Mostly i enjoyed the design of the maps (small and effecient)Map04 being exception)) with lower and up sectors.

We see a great difference of challenge for the first 3 maps and the 4th. I understand that challenge must be upgraded as long it goes with the maps, but maybe the monster placement should be done better in the first 3 maps (more monsters, the same rate of monsters still). The 4th map is entirely diferent thing...more platforming and my since of progression was a little obscure at the end, had a little difficulty to find the way to go (even one viewer of the stream question if there was really an end) but i finally got it. That probably should be reviewd. For me the balance of ammo and health his done correctly and map04 surelly can give a little medium light challenge. Overall, congratulations for the project and all the work that has been done until now. Hope to see more and thank you very much for the request!

 

 

(STARTS AT 56:01)

 

 

 

= You can follow me on TWITCH ( https://www.twitch.tv/austinado_) =

 

 

=====//=====

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CHECKPOINT CHARON

 

BY @ViolentBeetle

 

Download Here

 

This is map03 from his project, and what to say? I really do like it!

Everything combines in great motion, all the balance (for me) is done correctly and the only thing i disliked was the texture for the pain sector. Still, we can see a great improvement from this mapper, and for me this is the right direction to follow and other recent mappers to follow as well. Nice job and i hope to see more!

Thanks for the request!

 

(STARTS AT 2:05:25)

 

 

 

= You can follow me on TWITCH ( https://www.twitch.tv/austinado_) =

 

=====//=====

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1 hour ago, Austinado said:

THE GREAT EXPENDABLE

 

BY @MundaneBoss

 

Post Thread

 

So we have a mapset of 4 maps, take has taken alot of work (about 8 months mapping and making soundtracks/fx) and visually we have simple and nice basic details (lights/transitions of textures, textures themselves). Mostly i enjoyed the design of the maps (small and effecient)Map04 being exception)) with lower and up sectors.

We see a great difference of challenge for the first 3 maps and the 4th. I understand that challenge must be upgraded as long it goes with the maps, but maybe the monster placement should be done better in the first 3 maps (more monsters, the same rate of monsters still). The 4th map is entirely diferent thing...more platforming and my since of progression was a little obscure at the end, had a little difficulty to find the way to go (even one viewer of the stream question if there was really an end) but i finally got it. That probably should be reviewd. For me the balance of ammo and health his done correctly and map04 surelly can give a little medium light challenge. Overall, congratulations for the project and all the work that has been done until now. Hope to see more and thank you very much for the request!

 

 

= You can follow me on TWITCH ( https://www.twitch.tv/austinado_) =

 

 

=====//=====

 

 

Thank You for your support. It was fun watching the play! I have already made fixes on map04, so it's easier to see the "exitswitch" and perhaps to find the chainsaw ;)

Sorry for the frustration. Not intended!

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MY OWN PROJECT...PLAYTESTERS...PLEASE.

 

BY @Austinado

 

Hello guys, since im spending more time at home, i worked a little bit more in my project. Have done until map08 for now (thinking in doing about 12 maps in total).

Because i have worked in this to be continuous, i asking please if you could playtest my maps from the beggining (Map01 to Map08). If you "idclev" the maps, you will not get some weapons that was supposed to get in previous maps. I did some changes in the maps according to some playtesting already done. There are still some vanilla textures that im going to change when the time for polish comes.

 

With the precious help of @Tango, there has been some changes:

 

 

- Hardware Renderer ON

- Continuous playing;

- Overlook/ Free Look YES;

- NO jumping NO crouching;

- There is shootable Switches!

- Using Tango´s MOD SUPERCHARGE there is weapons than needs manually reload...take attention to that and customize it in controls;

- Rocket Launcher Rockets (bigger when leaving the RL) and reduced a little their speed;

- There will be no assault riffle, again with the help of Tango, now instead of assault riffle we will use the chaingun, the purpose is, to feel more "Doom" and for me the assaultriffle was little too off Doom style for me;

 

So, after you == DOWNLOAD = = the winrar file, ill ask you to put the files in this exact order  (video below) because this is a beta and i have not merged to the final pk3.

 

 

I would appreciate any feedback from you guys, with video recording would be awsome. I invoke some of the playtesters that i know that are more or less regular : @HAK3180 , @Suitepee, @Horus, @RonnieJamesDiner, @Clippy, @nervewar, @00_Zombie_00, @Magicana, @eye.lid and who ever would like to video record it or give a feedback. Everybody is welcome. All the help from you guys are precious! Thanks in advance!

 

Ill leave here some screenshots for those who did not see it yet.

 

qoCTfnM.jpg

 

TuBXDnC.jpg

 

H9lzyVn.jpg

 

9UCAugZ.jpg

 

GuGTM2B.jpg

 

d8t90mQ.jpg

 

BQAZcfT.jpg

 

gOSQW9V.jpg

 

okcslCh.jpg

 

iRBbJSp.jpg

 

XkqWU6J.jpg

 

pb0GoFj.jpg

 

5hqt2Ry.jpg

 

onWa9cx.jpg

 

 

Hope some feed back, good or less good, always welcome! Trying to improve here!

 

=====//=====

Edited by Austinado

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3 hours ago, Austinado said:

MY OWN PROJECT...PLAYTESTERS...PLEASE.

 

BY @Austinado

 

Hello guys, since im spending more time at home, i worked a little bit more in my project. Have done until map08 for now (thinking in doing about 12 maps in total).

Because i have worked in this to be continuous, i asking please if you could playtest my maps from the beggining (Map01 to Map08). If you "idclev" the maps, you will not get some weapons that was supposed to get in previous maps. I did some changes in the maps according to some playtesting already done. There are still some vanilla textures that im going to change when the time for polish comes.

 

With the precious help of @Tango, there has been some changes:

 

 

- Hardware Renderer ON

- Continuous playing;

- Overlook/ Free Look YES;

- NO jumping NO crouching;

- There is shootable Switches!

- Using Tango´s MOD SUPERCHARGE there is weapons than needs manually reload...take attention to that and customize it in controls;

- Rocket Launcher Rockets (bigger when leaving the RL) and reduced a little their speed;

- There will be no assault riffle, again with the help of Tango, now instead of assault riffle we will use the chaingun, the purpose is, to feel more "Doom" and for me the assaultriffle was little too off Doom style for me;

 

So, after you == DOWNLOAD = = the winrar file, ill ask you to put the files in this exact order  (video below) because this is a beta and i have not merged to the final pk3.

 

 

I would appreciate any feedback from you guys, with video recording would be awsome. I invoke some of the playtesters that i know that are more or less regular : @HAK3180 , @Suitepee, @Horus, @RonnieJamesDiner, @Clippy, @nervewar, @00_Zombie_00, @Magicana, @eye.lid and who ever would like to video record it or give a feedback. Everybody is welcome. All the help from you guys are precious! Thanks in advance!

 

Ill leave here some screenshots for those who did not see it yet.

 

qoCTfnM.jpg

 

TuBXDnC.jpg

 

H9lzyVn.jpg

 

9UCAugZ.jpg

 

GuGTM2B.jpg

 

d8t90mQ.jpg

 

BQAZcfT.jpg

 

gOSQW9V.jpg

 

okcslCh.jpg

 

iRBbJSp.jpg

 

XkqWU6J.jpg

 

pb0GoFj.jpg

 

5hqt2Ry.jpg

 

onWa9cx.jpg

 

 

Hope some feed back, good or less good, always welcome! Trying to improve here!

 

=====//=====


You will have a video from me of a continuous run from map 01 - 08 within the next 24 hours.

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2 minutes ago, eye.lid said:


You will have a video from me of a continuous run from map 01 - 08 within the next 24 hours.

 

Thanks alot!

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Hey friend - wish I could pay ya back for playing my levels that time

 

But I only dabble in vanilla style maps. That's all I make and play.

 

Not into new-fangled maps with different monsters, etc

 

Not to mention my PC is crap and can only run Zdoom. This looks like it requires fancy GZdoom which simply will not run on my computer

 

Sorry friend hope you find your testers :)

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OVER EASY 

 

BY @Egg Boy

 

Post Thread

 

This feels very nice. Maps are not very wide in size or monsters, but i say they do feel very confortable to play and solid. I think all types of balance are done correctly. I died alot mostly because of my "noobness" but the feeling i had at the end was...i want more.

Thanks for the request!

 

 

 

 

= You can follow me on TWITCH ( https://www.twitch.tv/austinado_) =

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@Austinado I will play through your maps for sure. Btw you can force no jump no crouch via use of MAPINFO if you didn't know already

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7 minutes ago, Austinado said:

@Horus i will have to explore that. Thanks

 

All you need to do is add these lines to your MAPINFO lump in SLADE

 

    nojump
    nocrouch

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Hey @Austinado! Just a few things i wanted to say.

 

  1. Make sure you don't waste ammo, or atleast as little as possible. I've seen you several times collecting boxes of arrows (20 ammo) when you just had like 10 arrows or less to have full ammo. With this simple fix i think you should had enough ammo for facing the enemies.
  2. I tried to download your proyect but it says file is corrupted and i can't download it :(
  3. About the WADS from other authors i asked you to play here are my selection. These maps are gold.

- Metamorphism https://www.doomworld.com/idgames/levels/doom2/m-o/meta

 

Everything on this level is near perfection. One thing that stand out from this level to any other doom level i ever played is the ambience. Its gloomy and dark and not any other map before has capted this essence so good. Its pure atmosphere and sometimes it has kind of ''suspense'' sensation i had when playing this. Also this level gave me a big like for gothic/decaying type of ambience. Hell, this map had such a big impact on me that i built metastasis for a kind of tribute. I hope you see some references and semblances here and there.

 

Crossfire - https://www.doomworld.com/idgames/levels/doom2/Ports/j-l/kaiser_22

 

This map is from Samuel Kaiser Villareal. Don't worry is not super hard, but its a magnificient example of professional layout and map structure. I think its more than evident his maps are such a big influence to me hehe. 

 

I would like to thank you for playing my wads and hope you like this maps from other authors that i think are so beneficial for anybody into mapping.

 

Have a good day sir!

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METAMORPHISM

BY BRAD SPENCER AND KARTHIK ABHIRAM requested(exception) by @19Wraith

Download Here

CROSS FIRE

BY SAMUEL KISERVILLAREAL requested(exception) by @19Wraith

Download Here

 

Two maps requested because they were references for the style of the mapper @19Wraith. Wide maps, puzzle maps and fun! Did much enjoyed to play these and of course that i recommend anyone who wants to try it.

Thanks for the request!

 

METAMORPHISM (STARTS AT 8:08)

CROSS FIRE (STARTS AT 1:12:58) 

 

 

 

 

= You can follow me on TWITCH ( https://www.twitch.tv/austinado_) =

 

=====//=====

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29 minutes ago, Austinado said:

@Casketkrusher i have played this on 24 July2019.

 

Is there any changes? More maps? 

Forgot to mention this! Yes it's one new map. I have more but will compile them into one wad when everything is completed, been working and fixing on this thing since July last year, around 15 maps. But wanted to know what your impressions are on this map. Map is called Survival takes up MAP01. Tested with GZDoom uses 3d floors, and standard rules no jump or crouch. Free look is recommended and so is dynamic light support.

 

Cheers.

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CANDLEMASS

 

BY @Obsidian

 

Post Forum

 

dojOWTR.jpg

 

This surely have the great "stick" of my aproval. I was not expecting this kind of visuals, so simple and yet such nice visuals. Only two colors, black and white, challenging gameplay, and a twilightzone kind of good feeling here (the portal on the sides by the Cyberdemon...awsome). The final sector of the mirrors are absolutely gorgeous. The only "complaint" if i can call it that way..is the lacking health. I saw myself playing with 4% and making tatics to survive.

A really nice job...and should be more recognized. 

Thank you very much for the request!

 

(STARTS AT 2:27:37)

 

 

 

 

= You can follow me on TWITCH ( https://www.twitch.tv/austinado_) =

 

=====//=====

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@TheStupidestBeing sure thing, but just to remind you that im not your servent, so...say "Hello, or "if you could play or record this ". Being a little polite is still free in times of quarantine.

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On 4/14/2020 at 2:42 PM, Austinado said:

OVERBUFFD 

(incomplete)

BY @Mr. LBN

 

Post Thread

 

I had already seen this thread a while ago, tested on my own and i remember that this was quite "Hard/Challenging/Frustrating" like the mapper wrote in his post thread, still i got a shot a it, since a request is a request. 

I got the mapper in the stream (wich i always apreciate) and from there i could reach map03 (out of 7 maps) and yes, quite of things (in my opinion) should be changed here. Mainly the balance of damage that the monsters inflicts...the speed as well. I think the mapper got the perfect knowledge that things were quite unbalanced, not only from my opinion, but from other viewers as well that were present in the stream. I wish best of luck for his project and i hope that i helped somehow with this recording.

Thank you very much for the request!

I have taken into consideration the advice I got during the stream from you and the viewers and have dehackED some of the enemies to be more balanced.  Ammunition should be less of an issue now as well, but I did also design these maps where you have to knife the zombies at least to conserve ammo since they're they only enemies you can properly knife without outright killing you although from what I've seen they still could easily kill you. I've also buffed the shotgun and supershotgun (but you obviously didn't find it during playtesting).  If you'd like to re-stream/test the maps/gameplay again, please let me know and I'll send you the link.

 

I also really appreciate you doing a live stream as I would've never figured out what to do without proper feedback.

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