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bioshockfan90

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About bioshockfan90

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  1. Does it use galvanized square steel beams and involve borrowing screws from your aunt though? Looks like fun, just from the screenshot it looks Doomcute. Thx for the laugh.
  2. bioshockfan90

    B L E A K [MBF21, 3+1 Maps]

    Sorry for necro but this was fantastic. I never really coined myself much of a slaughterwad player, but after having been gradually ramping it up this, on HMP, was actually pretty reasonable and oh wow super beautiful especially in MAP03. I love the final fight of map03 with the absolute storm of projectiles and a caco cloud looming over it all. Just commenting to give my kudos and I definitely wanna check out some of your other projects sometime. As the OP states, atmosphere really was the name of the game and the muted palette really gives it an eerie vibe so that when you see any semblance of a bright color you know it's going to get crazy. Wish I could've played this before Halloween, it would've been a great match. Regardless, fantastic mini set that I think anyone that knows their way around basic Doom combat can beat on HMP.
  3. bioshockfan90

    Necromantic Thirst (RC1)

    This is witnessing history. I was not aware of this WAD or its development but I can tell the hard work has paid off. Just beat MAP10 this morning, I've been recording videos of my gameplay that I will release on YouTube once I either hit a block or beat the WAD. HNTR balancing is good, I did miss a cue for a shoot switch on MAP09 but other than that no bugs and even then that wasn't a bug, that was just me being silly. Incredibly detailed maps, actual amazing MIDIs, fantastic non-linear gameplay - what else can I say? This is like playing BTSX E1 for the first time over again, and I have not had that feeling with a WAD in a long long time. Will go down in the books as top 5 megawads of the decade, hands down. Excited to share footage once it is time - until then, take care and I will report any softlocks if I run into them. French Community, rock on!!! :)
  4. Alright, I spent the past 4-ish days playing this on HNTR pistol starts given the sequel's release. I was very impressed by how well this held up, even if some tweaks were made! I really have no complaints as this is a '96 WAD, it exceeds expectations for the era, I guess my only gripe are the blue sprites for ammo which can lead to some miscues from my brain having been trained to recognize a Cyberdemon rocket as red, which led to some deaths. On HNTR, pretty well-balanced, for a majority of the set I didn't have to rewind scum for the most part and it wasn't until the last 3rd of the wad (in particular map21, damn that one has a rough start) that things ramped up. As someone who's never played the original, this was incredible to play and I love how it embraces a psuedo-slaughter mindset on at least half the maps, but even then at what point do you stop saying slaughter and start saying "hordes of enemies to wipe out with X weapon?" MIDIs were great, as I have goldfish memory I can't really tell which maps were my favorite, Above And Below was probably my least favorite though just because it was somewhat one-dimensional but a lot of these maps, especially the Steve D maps, are super ahead of their time and ON A MAC? Thanks to the mappers involved, props to the sequel getting finished, thank you to Cammy for restoring this and touching it up a bit, I really enjoyed my time with this. One key bug: on MAP10 IIRC the red key is missing on HNTR. This was the only softlock I encountered outside of standard tomfoolery so I really can't complain. Off to play RoC2!
  5. https://www.twitch.tv/videos/2280838871 9-15 (incl. secret exit which i will leave as a surprise as to if i found that out legit or not) Rivi's map was super chill! good plerbin'
  6. 1-8, HNTR blind pistol start VOD https://www.twitch.tv/videos/2279267827 i don't usually record but i figured what the hey! you might find some things of interest here. will probably stream some more on Sunday or something. good stuff so far!
  7. After decades of different approaches to designing Classic Doom levels, the current continuum of WADs released is that of a diverse and localized nature. Plutonia 2 created the rise of the 'new-school' design, an emphasis on using easy-to-map-for formats with clean layouts and encounters. On the same plane, slaughtermaps have grown in popularity. Gone are the days of the classic megaWAD... or are they? Something I've noticed in the past few years with Doom WAD design is that, despite trends in the late 2010s seeming to shift towards an emphasis on the usual string of events and subcommunities producing annual works or things to be anticipated, new faces have risen and many different small communities have created their own styles, which in of themselves incorporate any group member's individual approach to mapping. @DavidN's RAMP series has taken what was only a moderate success with projects such as DUMP (where I myself first mapped) and turned it into a hip, collaborative effort where full creativity is encouraged. On top of this, mainstream Classic Doom appeal is at another apex in what can only be considered a string of incredibly good luck, as the odd MyHouse.wad or Ancient Aliens shows up on pop culture news outlets to get people into the hobby, those people being directed to a whole new plethora of Discord servers, forums, and other related communities to engage them in what is emerging as a 'cool' hobby again. You know it's something when I can interface with people in my real life, outside of the Doom bubble, meet someone and that someone's roommate or partner makes Doom maps. The walls have been torn down, people. And with it, a new era. @Not Jabba's Roots is a must-read of course, for how we got here; and I'm only scratching the surface - there are many ways to go about this and I post this encouraging discussion. But take for instance the Squonker Team, PUSS's many collectives and small groups releasing projects (of notable mention recently being @myolden and their many projects this year), all representing an unique, non-conforming vision of a Doom map. UDMF usage is no longer frowned upon, and new mappers post their first maps and instead of being met with jeers, they are given genuine feedback. Many forum regulars playtest and record videos of new releases daily, and it's rare if a new release doesn't get much attention. The Classic Doom community has never been more welcoming - and in the wake of a post-pandemic surge in popularity combined with Doom Eternal's success (with another mainline Doom on the way), Doom mapping will only continue - to my framework - to splinter off into yet more individualistic works and truly creative efforts the likes of which used to be uncommon at best in prior years. Think about it - each year, the Cacowards expands their number of recipients. New innovations in mapping standards come regularly, new source ports arrive from hobbyists, MIDI composition is gaining more traction than ever - and in mapping, it is of my experience that at least once a week on Doomworld, a true-blue quality WAD finds its way on the forums. Sometimes these WADs will be from collectives; others, new members who have been working in secret for a while on a passion project. The yolk has cracked, and Doom is running full steam ahead. And with Doom II's 30th in December with another Romero tribute wad on the way, along with yet-anticipated releases such as BTSX E3 and Plutonia 3 - just to name two - there seems to only be an indication of enhanced mapping activity and interest, both from those that create and those that play. I could go on - the recent Community Projects subforum is active with many projects in development currently, the trend of palette shifts, et cetera... There *are* trends here, but in the grand scheme of things everything is unfurling to reveal what I can only describe as Peak Doom:tm:. Thoughts? This is my first effort of anything like this - I have an analysis of NDCP2 in the works but other works have grabbed my attention, pulling me away from that. This is just something I've noted. I fully encourage discussion in this thread. What are your thoughts on this "Doom Anthropocene"? If you're a member of any of these collectives, what drives you creatively? Only by socializing in a community can we better scribe its history. I love you all. 31 years strong soon.
  8. In my defense, I usually do play on DSDA-Doom so I take complevels for granted and GZDoom AFAIK is kinda janky with anything that isn't their baked-in default. Thanks for the tip!
  9. Scattered Thoughts on Scattered Thoughts: -Everything up to M08 and also M11 is accessible enough for the average Joe, at least on HNTR for me anyway. Overall, feels a lot like a polished ASS session with nu-age technology in this weird era of Doom mapping we're in that feels highly individualized due to all the outcroppings of various mapping teams such as this one popping up and existing in a post-Synthesis era. I played on CheesyDoom and nothing seemed out of order (except for one thing which I'll get to). My favorite maps were probably 02, 04, 05, and 08 (sorry Yumheart, it's a pretty damn good map (but I see what you did there)) and everything else pre-09 is really good IMO. 10 is really goddamn extreme, and I love it conceptually and the inner mapper in me loves that it exists but as an average-at-best Doom Player, I had to cheat. No shame though! I can only respect the concept all that much more. 09 was really hard and omg the monster count was so high - wait the midtex grates at the beginning you can just.... walk through and sneak your way around the rev-pits to exit in 12 seconds? YOU CAN'T SAY I WAS CHEATING! :p So yeah, probably fix that. Also make sure there's actually a RL in 11, I probably just missed it but can't hurt to check. Good fun for a day.
  10. On M06. No bugs to report so far, good to hear NaZa still makes maps, they were of inspiration back when the Pigeon Sessions were a thing (lol), enjoying the variety but I can tell these are speedmaps (with the exception of 05, that really demonstrates how working under pressure can lead to some interesting combat). I'll post more refined thoughts on the set as a whole but I figured I'd comment now because this is certainly pretty cool. Good job ppls!
  11. goddamn, i'm stuck here playing NDCP2 for "journalism" and myolden drops their 47th megawad of the year Seriously, you've accumulated a WAD discography within the past 2 years that is rock-solid. Will definitely get around to this when I get the time, which could be highly variable but seeing as I beat N1 and N2 this will probably come soon enough. If nothing else, just putting my thanks here as you have become one of my favorite creators in recent years and your glowup has been insane.
  12. bioshockfan90

    Haunted House - Single DOOM II Map

    100K, 90I, 0S around 4 minutes HNTR GZDoom My favorite section was the outdoors part, I feel like that was the most fully realized section. Very linear, very touch-and-go but as far as a 2nd map goes, I can't complain. Maybe make the exit teleport look a little more like an exit? Also, the shells at the start clip into the sector, so maybe make the steps wider to account for that. The secret bloodfalls room by the start is made glaringly obvious by the arachno waking up, and some of the pinkies (I forget where) don't wake up and just stand still (at least in GZ). Pretty basic but I like playing any kind of Doom map for the most part so it was a fun time-killer and wasn't too bad. Good job on finishing a map, that doesn't always happen with me and I've been at it for quite a while!
  13. bioshockfan90

    (Doom 2) Haunted Starbase - Now on idgames!

    99K 86I 75S 24:52 HNTR GZDoom Really fun map that compresses space and time with its excellent newschool layout and fun encounters. There is a perfect mix of setpieces and incidental combat, the secrets were easy enough but still gave you valuable resources, and the handful of "big" battles that are there are tastefully done and not amped to 11. They're still pretty fun though. Lots of ways to go through, various nooks and crannies - 2024 seems to be the year of the single map release and this is just another in a series of excellent one-offs I've played. Thanks for the killing of time (and demons), thanks for sharing! Great map. :)
  14. bioshockfan90

    [MBF21] Yttrium - classic single map

    100K, 60I, 0S (unfortunately) on HNTR, DSDA-doom, 18:34 time. Yeah, good map, you don't need me to tell you that. I particularly liked the amount of bright colors, I feel like that's something often lost in a lot of D2 wads (either that or mappers shift the palette) so this was a nice treat in the visuals department. Lots of moving parts, as Maribo said the recovery lifts were nice, I did get a little lost towards the very end but it ended up being fine, it was just the passage leading to the exit room that got me. I don't really understand where nonlinearity comes from unless you mean getting the weapons in various orders/the first 2 mandatory keys. I felt it pretty on-rails but I guess that's because I've been playing some real fucky levels lately. Thanks for sharing! :)
  15. Beat this in (mostly) 1 day on HNTR. I wasn't really taking any notes for maps, but I have stats and time that I'll spoiler at the end of this post. God, where do I start? I'm no IWAD historian, I always thought the Petersen maps were overhated, especially E3M7: Limbo. So, as others have said, a Doom 1 take on this would be cool. This WAD is probably the most accessible for newcomers in 2024. Even more so than the actual 'TWID' wads. Everything is signposted to you, it's got fun concepts, you get the epic funny popular doom house in a map, and so much more. Difficulty balancing is great, I didn't even have to hit the rewind macro once on DSDA-doom on HNTR, and it's got a lot going for it in terms of different concepts while still maintaining and IWAD feel. The most memorable maps to me were in the 3rd episode, such as "Below Zero" and "The Great Pyramids" and "Endless Library". It's interesting to wonder if Petersen wanted a less Hellish direction for the final act of D2, maybe you can prove or disprove this, OP. M28 was less cryptic than I was expecting, but then again I had been secret-hunting the entire wad. I did not max the entire thing in terms of secrets, but AFAIK I got 100% kills on every map on HNTR. It's all so wonderfully designed and classic-feeling, I can't help but think a lot of love was put into this and this was through-and-through one of the most chilled-out Doom experiences available to play right now. Doom on muscle relaxers, everybody. You can beat it in like 2 days, maybe a week if you have other shit going on. Do not skip. TOTALS AND TIMES:
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