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bioshockfan90

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Everything posted by bioshockfan90

  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:
  16. bioshockfan90

    DBP67: Marble Hill

    Just got done playing this. GENERAL NOTES: -A lot of maps use a "Wormhole" gimmick, okay well maybe not a lot but it's interesting seeing how the mappers interpreted the theme and it's a really vibrantly-colored wad. You'll see lava caverns, purple-and-tan palaces, forests, grey stone fortresses and all sorts of things mixing. Maybe it's because the purples in the palette remind me of Ancient Aliens, but there almost is a Scythe 2 temple episode/Ancient Aliens aesthetic from some of these maps. I like how there's breather maps with a low monstercount every once in a while, generally speaking placement is well-done, and it's a breath of fresh air to have an array of different mapping styles, influences, and difficulties represented across the set. You'll see newschool hornet's nests, HR-styled classic slaughter, regular slaughterlite, small combat puzzles, run-n-guns, and everything else I haven't mentioned. Most maps are at least fun to play, there were a few maps that either weren't for me or I felt were a bit unpolished such as M02, M06, and M18, but all of these had their own merits. On top of this, it's limit-removing and I saw a lot of clever tricks even if it's stuff most mappers know about, I was constantly thinking "gee, I wonder how long this teleport ambush took to set up" or some of the mechanisms for instance in MAP12's gauntlet layout and the repeated waves and expansion of space. There's not that many boss monsters but I played on HNTR. I don't know if DBPs tend to have difficulty balancing, I would say it's a pretty linear curve but some maps are pretty damn hard, especially the last 2 maps. 18's gripe for me was that the downtime was too much of a slog and there's maybe 1 good arena to wander around. Onto the good, there were a couple small maps that I really liked such as M01's "sailing" mechanic, MAP04's atmospheric vibe, and MAP08's compactness. My favorite maps were in the 2nd half of the set, but shoutouts to MAP03, MAP07, and MAP09. My absolute favorite was MAP11: Calamity Crawl. It was huge in scope, this massive dungeon crawl, and it was really really fun. MAP12 was good, MAP14 was a chill newschool experience (albeit a bit easy for the 2nd half of the set), 16 was good junky slaughter fun, and 17 was great too. Also, how could I talk about this without talking about the new assets? I don't know what runic arcane magic has to do with Marble Hill Zone, but it was a neat addition. Gotta love those ring pickup noises too. Thanks to all mappers and testers! Solid stuff across the board from the DB team!
  17. I would recommend adding "deathmatch map" or "DM map" in the title. I expected this to be a singleplayer affair. Sorry, I don't play DM so I can't give proper feedback. I glanced around in DSDA-doom and it looked fine, I just don't play DM often so probably wait for people that do to give you feedback and then probably upload it to the Bethesda.net mod archive so you can get people playing it. Tip for aligning: For linedefs that have alcoves in them (things like windows, detailing in walls, floor underhangs) set the linedef to both Lower AND Upper unpegged, sometimes you'll have to do 1 or the other based on what direction the misaligned texture is in, and that makes it automatically align to regular linedefs that are just walls.
  18. Okay, I'm not well-versed enough in Boom tricks to understand how it works, nor did I figure it even after IDDTing and checking some things I thought I had checked. On its own, taken at face value without the warden kill, it's... fine. I like the gimmick at the beginning, it's actually a really creative use of some of those textures, and it's a Tyson-fest. On HNTR, I could go with maybe 1 or 2 more healing items just in the cells because if you take too long to find the chaingun you'll get mowed down pretty quick, death by hitscan. So, I get the shoot switch thing, I don't know what it DID and to even get back to that area I had to cheat, in the area with the SSG I saw a crevice that probably held the answer but I just couldn't figure that out either. I don't know, pretty zany, the real attraction here is more of the novelty kind. Take for instance Eternal Doom - it can get pretty BS with its puzzles, but never to where you're sitting there with your thumb up your ass having tried every conceivable thing. Then again, I never got that far in Eternal Doom. So yeah, on its own, as a standalone proof of concept I think it's neat, I like the story (having been in one of those looney bins although maybe not quite as violent of an experience) but it's pretty barebones and I think if I knew it in the context of the full WAD I might be open to it more. Just a cool exhibition of Boomtricks and a puzzling max that probably took a lot of effort to implement but as far as my experience went, I just took the easy way out and cheated. Thanks for sharing! :)
  19. bioshockfan90

    [Single Map for Doom 1] Reception

    Pretty fun, although compared to a lot of sets I've played in my Doom lifetime this was really easy on HNTR, maybe a little too easy. Layout is good though, has that IWAD charm and the secrets are satisfying to grab. I like how a lot of the map is optional and it's a rush to see how fast you can get the secrets. I do wish the lighting was a bit more varied, but texturing is nice, it looks pretty on the automap and it flows pretty smoothly, the secret route is streamlined, et cetera... Yeah, I could never really map in UDMF so all the props to you for sticking to your guns. If you end up working on it more and turning it into an E1 replacement, I'm just saying this would be a great start. Thanks for sharing your work!
  20. bioshockfan90

    Hydroshock [/idgames]

    35 minutes and change. Missed 10 kills and 3 secrets. I've always wanted FDTWID, and I do hope it's still secretly in development. This is fantastic, has that old-school feeling of getting lost and old-school toughness that forces you to really buckle down and use your full arsenal. The little surplus rooms and tiny details were great. Hardest part of the map for me was going in the first hydrochamber with all the Viles. Not really any option except to run like hell there. It's got a lot of enemy sameness, and I do question some things like HKs being stowed up in high windows where you can easily forget about them, but it all plays into the vibe. The layout is incredible, I like the 90s-isms it uses while still keeping a pseudo-newschool charm, compounded by the fact that it's all limit-removing. Some of the tricks caught me off-guard there. But yeah, just absolutely incredible. Question - was the slot what it would've been in FDTWID when it was in conception, or is it just there for the MIDI's sake? EDIT: I didn't get lost, BTW. ICYWC
  21. bioshockfan90

    [UDMF] "Rea's Lab"

    Very cool, this is trippy in a fantastic way and as others have said monster placement is... well, it is what it is, I'm never gonna turn down an easy map but I would gather the primary purpose of making this and all the elaborate sector and lighting work was to create the experience that NinthBurn described as a surreal experience, which I would agree with. The lookout with all the pillars in a blood lake was my favorite shot. It's got a lot going for it in the visual department, and I think off looks alone this is one of the coolest takes on a techbase I've seen in my years of being here. One minor quibble though - the music doesn't loop properly, which detracted me from the immersion a tad, so maybe find a way to more cohesively loop it? Fun stuff.
  22. bioshockfan90

    SMOG CITY - DOOM II - Now on idgames

    Fun stuff, you have a great grasp on how to make a good layout with simple texturing and detailing, but as others have pointed out there is definitely a lot of ammo shortage which I'm aware is intentional and for the most part I was fine with it but 05 is such a high difficulty map compared to the rest of the set. I like how the layouts encourage scrambling around for weapons and letting infighting happen, that's kinda how I play a lot of newschool style maps so I'm used to it and after the hell that was 05 I learned my lesson and started conserving ammo a lot more. My favorite was 09, least favorite probably the finale just because the hellknight spam wasn't doing it for me. Then again, I played on HNTR, so... YMMV. Keep at it! This is definitely a really interesting and well-made WAD and not often do I see the challenge coming out of survival rather than combat so, good job.
  23. bioshockfan90

    Gravitron (Boom compatable + UMAPINFO)

    Cool map, didn't find all the secrets but well-balanced on HNTR. Impeccable detailing and architecture and a fun twist on the Wormhole mechanic. This needs more attention on it, please play it. STATS FOR DSDA-DOOM HNTR PISTOL START: 86K, 47I, 28S 11:28.31
  24. bioshockfan90

    [DOOM II] Keys To Stop Evil

    Played this shortly after I woke up. Considering your join date, I assume you're new and this is one of your first forays into mapping. I like the aesthetic and there's something charming about a constrained layout, it almost feels like a 1024x1024 restriction map in terms of how compressed it can get at times, but there are some issues. I couldn't find anything game-breaking, I wasn't exactly stress testing the map but on HNTR in the build of GZDoom that I have it played without technical error (HOMs and such). There were probably some misaligned textures but that's not a big issue for me, if there was it wasn't prominent enough for me to notice. I notice that at the start, the monsters in the first room immediately wake up, and you're kinda stuck in a shooting gallery to clear out what you can and IMO that's kinda boring, make it so there's an incentive to get out there and create what I call a 'rock-and-hard-place' situation where the player has to fight for their loadout. Arguably that's what you did, but I'd call the combat in this map more run-n-gun or traditional classic Doom. I don't know, I played on HNTR and I didn't find it too hard. That being said, I don't know if it's on purpose or not but there is a bad ammo shortage problem towards the end of this map. When I was going to the final lift to enter the teleporter area, I only had 1 rocket and I kept seeing plasma ammo so I assume there's a plasma gun secret so maybe if I had that it would be fine, but there shouldn't need to be a discovery of secrets in order to kill all the monsters reasonably. I ended up with only 96% kills as a result as I had to miss a monster or two. Qualms about ammo balancing aside, I would also suggest using less variance in textures. I know it sounds crazy, but this map is kinda sensory overload with everything. You've done better than some efforts I've seen by (mostly) keeping it to a techbase setting, but there's just too much variance for it to leave an impression on me. If anything, the 2 things that stuck with me the most were the uniquely texture-coded key doors and the geometry of the layout. I think it's a cool map, it's short and sweet and not too hard and my favorite part was the part in the last attached screenshot of the post. It's a caliber above everything else in the level with its 'room taking shape' gradual encounters. So yeah, maybe just a few more shells in the later part of the map. Sorry I can't give you any feedback about secrets, I don't typically hunt for those unless I know there's a secret map. I don't want you to keep revising the map just because I personally don't think it's perfect - as a fellow creative, it's important to get your work done - get feedback, and then work on the next project. In short, I like the cramped layout and hyperactive detailing, the combat is serviceable and light enough to be enjoyable, but it could be improved on. I'll just tell you what I would tell anyone else: go and play some Cacoward winners. You'll see a lot of how wad authors create interesting fights and layouts. But never be afraid to embrace your own style. Sorry for rambling so much, I just woke up and I'm hopped up off caffeine but it's an interesting map and if anyone's on the fence about this, play it for yourself, my attempt only took me 7 minutes and change so you can play this on your lunch break or whatever. Thanks for sharing your map! :)
  25. bioshockfan90

    Infestation, aka baby's first WAD

    GAME-BREAKING BUG: blue skull key is not placed on HNTR/ITYTD, causing a late-map softlock. :( I liked the maps though! I've been very busy with school to post on here but this was nice for GZDoom.
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