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About Mizuki_Jun10
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Mizuki
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After a while, I end up liking all the games I've called overrated more than ever. I thought so with Quake, DOOM and now Dusk. Dusk's proposal is basically to bring back what we already know and keep relevant what DOOM, Quake, Blood, and Duke did that we love. Dusk's weapons are fast like Quake's and satisfying like DOOM's. The story seems to be told in a simple and atmospheric way, as we've seen in some of the Build Engine games, such as the classic Blood. I love Dusk, it seems to be very fluid, and it seems to bring together what I love about the games we love here.
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DOOM: Awesome, Episode 1. For me, it was worth playing this episode because I particularly like Episode Replacements! Just now getting to know Giest118 thanks to this level design work, I realized that he is very talented in organizing symmetrical layouts in a consistent way, like well-placed and built rooms, which really makes you recognize good architectural work on the maps, and in my gameplay, that was what I noticed the most potential in overall. However, this episode lacks a lot of elements in general, and they are quite specific, since this episode is not bad, but I would enjoy it more if it executed those specific elements better, such as: enemy positioning, texturing, charisma, etc. The enemy positioning really isn't that pleasant, with them being placed repeatedly, thus making the combat monotonous and extremely predictable many times. And although the texturing is far from being considered bad, it rarely reveals details and a very high quality positioning, we rarely have misaligned textures, but overall, we don't have something high level, however, being realistic, many of the details in the maps do justice to the quality, but not enough. We had very good moments here and there most of the time, nothing incredible, the level that caught my attention the most was E1M6, this level is a classic! And it made me love the episode as a whole, however, it doesn't hold up to the quality of the entire episode alone. The final battle was quite monotonous due to the layout, and too many heavy enemies without the player having better resources, and I dare say that it was quite disappointing to have a final fight like that, I wish it were better. To recap more directly, the maps are good, but they are not that memorable, with many of them holding unimpressive moments, with E1M4 being a good example since it was the level that best describes what I said earlier. The enemy positioning could be better, the architecture is very good, the details are good, at times it is lacking, and it lacks more of the positive aspects that E1M6 has for example. I can say that DOOM: Awesome, Episode 1, is an average episode, unfortunately.
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Extremely cute.
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I really dream of creating my first game, and I'd like it to be a turn-based RPG with action mode, for those who don't like turn-based systems either... I like cute games with action or turn-based strategy, it'll be like Final Fantasy with Dragon Quest :-D I'm making the protagonist!
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When I started to consider it a lifestyle... I'd answer the same way if you asked me why I'm goth. It's not because I learnt to be that way that I came to that conclusion. It's because I take it for granted. But I have to take into account that numbers are important to me, when you produce a certain amount of content, that's enough to call it something... When I managed to complete 9 maps for DOOM, 15 maps for Wolf3d and 1 map for Quake, I could no longer consider myself just a fan, but a mapper. Edit: Of course, the question is about "Peak". Something I would interpret as " Pinnacle" perhaps? But I think that if we're going to talk about "Peak", I don't think I feel like that yet because I haven't released something that people react to as "Wow, what a wonderful job, what textures and level design by the millions!!!".
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I didn't know this band, I love Visual Kei too, it sounds really good...
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Prince Mizuki here... Do you know of any Quake texture packs for DOOM 2? And yes, I thought about using Wad from Dimension of the Boomed but... Is there an official pack for that? And if you know of a Quake 2 texture pack, I'd like to know about it too, EVEN though I'm really interested in textures from the original Quake...
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It turned out to be a surprise for me because I didn't expect it to be such a fun level, when he said he wanted a lot of monsters in his level I didn't imagine that amount of monsters, but it was definitely fun. I consider it a very good map, for its time, for a first map made by him, for a very humble map. But overall I don't consider it a great or extraordinary experience, I don't see myself revisiting Crusher, but I can't call it Average because what he did is super interesting. And it's a long level, which I also didn't expect, but to be more precise, the exploration is interesting, the layout was a little diverse, and the action on the map kept me focused and entertained, some rooms had poorly aligned textures and didn't seem to have been looked at at the last minute, which is a bit strange because he said he spent a lot of time developing the map, but I imagine why since at that time there wasn't an "Ultimate DOOM Builder" with automatic texture alignment, or maybe there was one automatic alignment? And the maze everyone mentioned was annoying, yes I admit it lasted a lot longer than it should have, and I feel like it could have been shortened in Wad's release, it made the level feel longer than it is too, but I don't feel so much that the level it got worse because of it. The positioning of enemies isn't that great, but they make you take cautious measures at times, but at times I was like... "It could be better..." But that's it, it's a good level, it hasn't aged well, it could be better, but I feel like it would be unfair to call this level average, it's a level that I enjoyed, did things that weren't that common at the time, and seemed to use of resources that at the time many used wrongly, I don't feel like I wasted my time. I deserve to see more from the mapper.... (If he released something after that of course...)
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Surprising even, one of the newest community maps out there, 1994, wow, but it's still a bad map, the encounters are interesting, the layout is the most superior aspect here, but it still doesn't support the technical errors that even for 1994 were already guaranteed by the original DOOM maps. Weird textures, lack of variety, lack of a more interesting design than platforms going down or going up in the dark, some moments were really fun like the dark cave itself, but the fun lasts very little, with spaces that are too tight, and a shallow exploration.
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I love Quake, it's my favorite Shooter, and I totally forgive the lack of detail and technical refinement that Mapper concluded here, but I have to say that even though the map is still recognizable compared to the classic E1M1 from Quake... The map just doesn't have such a refined texturing, a good light variation, and many of the areas don't even carry the classic Quake identity, as the best example: The part where we get the Nailgun, there aren't even monsters and an encounter with Zombiemans in that room , there is very little positive to consider here unfortunately, but it was a bit fun in some parts. Either way, there are a lot of negative things that make it impossible to ignore while playing the level, a horrible map, how sad.
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CHICKEN RACE! (CHICKEN.WAD) and GOTCHA YOU LITTLE FUCKER! -BOOM!- (GANGSTAR.WAD)
Mizuki_Jun10 reviewed a file in g-i
Normally I would define these two maps as maps with interesting premises whose execution does not positively complement the result, Chicken.wad has such a simple layout that it is disappointing at first sight, which keeps you at a higher height than Cyberdemons that you They wait in sectors that flash between dark and very light, I can only be direct in saying that although the battle between the Cyberdemons is fun, the map doesn't present you with anything other than that, and it is even impossible to cross the other side of the bridge endless to eliminate the rest of Cyberdemons. Completing Chicken (Even though Chicken doesn't have an exit on his map.). Let's go to Gangstar.wad, you can see a somewhat open space, different from the previous experience, but with the classic theme of a UAC warehouse style E2M2 from DOOM, but the boxes here are a little distorted? (Perhaps spacetime begged the mappers not to finish the maps so it distorted the map space causing this visual curse.) As much as the open spaces of the map are fun to navigate, the fun is short-lived with several of the structures being distorted. carrying with them ill-adjusted texturing. Clearly a superior map to the previous one, but unfortunately still poor, the repetitiveness of the texturing, plus a bland design and several other missing details, make this map yet another disappointment unfortunately. The verdict is that both maps are completely disposable, I would love for the mappers to continue with their work after such complicated work, so they would at least be able to build more and improve the quality of their design work. -
I'm interested, I hope I don't forget it or leave it behind, please sign me up.
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I've played and continue to play on my cell phone when I'm not around the PC, but it's quite uncomfortable, and it's good to at least test the levels themselves too.
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Box of Chaos, a open-to-all Wolfenstein 3D community compo
Mizuki_Jun10 replied to Walter confetti's topic in Everything Else
I definitely agree, it's one of the most romantically simple yet, perfect for one of the first on set.