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Kinetic

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About Kinetic

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    lost in the sauce

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  1. Kinetic

    Scythe demos [-complevel 2]

    Episode 3 Pacifist in 12:19 sce3p1219.zip
  2. Kinetic

    Cryogenics demos [-complevel 9]

    nice run, although your strategy for the viles in the final fight still seemed fairly yolo-ish :). Edit: For the record, nobody was saying this map was impossible, the final fight was just a bit too rng-heavy to make doing long attempts of the map worth it. I am glad that you did it though, now the table is full on an old wad deserving of one.
  3. i like really big rooms and views, it strikes the right chords in me when there is some space or thing in view that is so physically large that it either engulfs you and/or remains an omnipresent powerful presence in the background
  4. Kinetic

    Your favorite "crazy" wads?

    Tarachillax (haven't played)
  5. there's no point in keeping this a secret anymore really, but i am working on a scythe2 triple-table sweep. I had planned on doing this throughout this semester but after the first month of school it just got too busy and I have serious mapping obligations to fill atm. I plan to resume during the winter break, but here is where I am at currently:

     

    s2demos_WIP.zip

     

    Please don't beat any of these demos until after I post the full sweeps late this year/early next year (or if you do, hoard them and don't post until after I post my sweeps) Clueless

    1. El Juancho

      El Juancho

      GL with the rest of the runs 🤠

  6. A topic like this is difficult, because a lot of "mistakes" have actually been implemented intentionally for various reasons by more advanced mappers, and mistakes for one genre of map might not be mistakes in other genres, so it really depends on the type of map you're trying to make. [Edit] Also, a "mistake" like unpegged doortracks, is really so inconsequential to the enjoyment of a map imo, or some random odd texture misalignment, to me at least. So for beginner mappers that are running into issues with their first few maps not turning out the way they want, I would honestly just recommend getting in touch with others in the community, that can give you more tailored feedback based on your specific needs and wants. This can also be very helpful for running into more technical issues, such as "how do I tag 500 sectors with tags 1-500, without manually selecting each one by hand?" and "how do I make this teleport closet teleport enemies in faster?". The only advice I can give for beginners is that in the scenario where you really want to make maps inspired by other specific maps, or mappers, do not make bad sequels to them that copy certain setpieces but probably do them worse, or copy the same texture scheme, or take some map but make it 2x large and 2x as hard but 2x worse to play. I fell into this trap. Really study the things you like and try to spin something new out of them without overtly referencing the source material all the time, and focus on vibes and atmosphere and design goals of source material to make your new material. For instance, if you wanted to make a God Machine 2 of sorts, don't just use the same texturing scheme, yellow color, make a cathedral fight, have a climactic PE spam fight at the end, a gimmicky switch puzzle insta-death secret fight, and some moat fight with 200 barons and HKs...generalize the original to something like "huge imposing structure" "sense of finality" "brooding atmosphere" "getting lost in a structure" "grand sense of scale" "hard encounters/fights" yadda yadda yadda...I think you'll end up with something that is better and more creative than just copying specific elements in the original map.
  7. Kinetic

    [cl21] map b#sket

    Hello, I played this and really liked the maps: - Map01 was really solid - Map02 was definitely my favorite, it was deceptively difficult and the music track was really great. The way that there always seems to be monsters around you or closing in on you quickly is really cool, probably due to how open the area is and the many available sightlines, enemies don't really get caught on geometry trying to get you and there's no good bottlenecks. I liked how the revs dont come in until you shoot, and how the first switch for progression doesn't open unless you run past it. - Map03 was a nice concept, although I think it ended up being the least intuitively fun blind due to pausing and saving being out of the question for the proper map experience. Rezzing if you die is fine I guess, but at that point throwing yourself into the horde over and over seems to be given the greenlight. I wasn't able to UV-Max Map03 because it felt like the music was ending with random stragglers strewn throughout the map, or maybe I forgot a trigger or something. Overall, after playing your blue birthday map and these maps now, I've definitely been able to detect a distinct style from you and certain b#isms, like the text on the floor and the fraction switches. You seem to like these abstract open techbases, and in this set it seems you really focused on making the maps ultimately one larger room and forcing the player to scramble from waves of enemies. This was a nice 35 minute play.
  8. Kinetic

    [-cl2] Synami's Speedmaps 2

    i am playing through this now and will provide strict feedback and required fixes to this wad that will have to be made by tuesday: MAp01 - I like how cybers can fall off. map02 - i was playing in boom by default, you could go over 100 hp using medkits, but cant in cl2. This map called Base Y map03 - epic music. Fun bfg tightness map04 - cool. i like interpic and titlepic btw map05 - wow first big slaughter of the wad map06 - i liked how the map looped back in on itself. Nice concept of lowering ceiling to block escaping the moat. I think this map has some vocals as instrument, makes me more confident to release stuff with vocals as well. map07 - infinite bfg More mandatory feedback coming later
  9. Kinetic

    Scythe demos [-complevel 2]

    Map31 NoMo in 0:23.51 (edit: attachment addeD) sc31o2351.zip
  10. @SynamiStop following me I am the one who is following here

  11. Kinetic

    Junkfood 4 [MBF21, Slaughter]

    Great work on the trailer, and the cheat sheet is really adorable
  12. thanks akolai follow notification for reminding me to post mine i made earlier today
  13. Kinetic

    Formless Mother {MBF21} Idgames release

    damn, i wish I had beaten maribo to the casual-play review. This wad is definitely the favorite thing I've played this year. The aesthetics are an easy 10/10 for me, the texture choices and architecture are especially great, and the lighting is also great. The level of detailing hit my sweet spot very nicely, not too much but not too little. I realized recently that one of my favorite things about this game is just stretching views to enormous sizes, and you obviously play that card in spades here. The music really ties the aesthetics together, great music choices. This wad reminds me of 1x1 map32 in how you feel like you're in a fleshy organism. If there was any specific lore or subtext, it went over my head, but that's fine if there wasn't any, I really love vague environmental storytelling without an actual story. I loved the theme of being in some flesh womb thing, I haven't really seen this theme on a sunderian scale before. Speaking of sunder, you take a lot of cues from it, I would guess. Architecturally of course, but a lot of the fight setups remind me of how sunder presents its fights, together it sort of feels like newsunderDespair, but easier. The only real nitpick I have of the wad is that it does feel like there will be like 6 fights in a row where you enter a room and then stuff teleports in, I understand that that is the easiest and most viable way to start a lot of fights, especially when designing large arenas, but mixing in a bit more lowering wall encounters or really any other means you can think of to present monsters would've been cool. I'll be your defense attorney for the inevitable "too many floor-viles" critique that I'm sure you'll inevitably get if you haven't already, there's usually plenty of ammo and health to deal with them so skill-issue i guess for those who say it's rng. It is somewhat rng, but there's usually cover and health to recover from blasts. I was surprised at how many times they got mixed into teleporter closets with other hordes of enemies though. Here's some more notes I wrote in notepad while playing: A lot of the detailing was really unique and weaved flawlessly into the aesthetic, I really liked the one quake texture pillars being partly destroyed and seeing flesh inside them. A lot of the texture choices were pretty perfect and unexpectedly great, including the gray bookcase in m31, the yellow goth lights in m31, a lot of the alien/epic2 textures (recolored to red), it's a lot of seldomly used textures that carry the heavy load for texturing that are fantastic. The archway architecture was also super cool, I also have been getting into that in my mapping recently. The map02 church was beautiful, really loved that architecture. There were a few minor texture errors I found in small corners of maps, but I'm not going to tell you where they are because I actually having those in maps as hidden "imperfections" (they literally have zero effect on quality if they are hidden in corners and small and rare). Edit: I forgot to add, S-tier titlepic and the aracnorb was a nice add to the roster, aesthetically even more so than how they were utilized. The greens in the palette were super nice. Why did the 1k cyber have blue in its death and corpse frames? Overall fantastic wad, usually you might think maps with this theme and music would be for smaller more horror-focused mapsets, but to see it paired with slaughter is interesting. I usually don't like maps that are a series of arenas or fights for 20+ minutes, but this is one of the times where the atmosphere really washes away gameplay biases. This will either be one of the most influential slaughterwads, or one of the most underrated slaughterwads, really impressed with your work here.
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