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 on: 2020-11-15, 08:03 
Started by Phoenix - Last post by Phoenix
You'll be saying that a lot on this brand new map by Woodsman.  Dickmoves is a compilation of just that.  It's a stand-alone map for The Plutonia Experiement, meant to be completed on Ultra-Violence from a pistol start.  Here's a few preview pictures.  Download from This Repository if you dare!





 on: 2020-11-15, 06:14 
Started by Phoenix - Last post by Woodsman
If you find it too difficult, take yo mommas titty out yo mout

 on: 2020-11-15, 05:25 
Started by Phoenix - Last post by Phoenix
These are maps created by our very own Woodsman for GZdoom.  Please be sure you have the latest version.

Dickmoves (requires The Plutonia Experiment from Final Doom)

 on: 2020-11-11, 00:46 
Started by Phoenix - Last post by Phoenix
As long as it works in normal Q3A it should work in Generations. Doom - Thumbs Up!

 on: 2020-11-10, 15:14 
Started by Phoenix - Last post by Noddynod443
Hi, I was wondering, when the generations arena update is released will it be possible to use the threewave ctf mappack with generations area? It has some nice quake 2 style ctf maps.

 on: 2020-11-03, 03:45 
Started by Woodsman - Last post by Phoenix
Well at least you can finish something.  I think Doom Unleashed for Q2 is the only project I've ever finished and it wasn't even my assets.  Slipgate - Sad

 on: 2020-11-03, 03:26 
Started by Woodsman - Last post by Woodsman
To say its my second map would be an outrageous lie. I have been fooling around with doom builder for a good year now, and i had two fully completed maps and another nearly completed before i started Dickmoves. You played FraggBBQ which i have since revised and fine tuned, partly on your notes.Since that was my first map and i didn't want to leave it uncompleted, its now FraggBBQ low and slow. FraggBBQ and the other maps were fun, and i could have released them and i may in some form, god knows there are a million shitty wads on doom world and a few mediocre ones weren't going to kill anybody, but i wanted my first public showing to make some  kind of splash even if it was a small one. Putting my best foot forward, and i wanted to use the features of the modern ports like 3d floors and dynamic lighting, the other maps were old school doom. Plus my experience with mapping goes way, way back. I used to dick around with the build engine back in the day so the design aspects of  pre 3d shooters were well known to me, and i pissed away hundreds of hours on radiant. I just never finished anything before .

 on: 2020-11-03, 03:07 
Started by Woodsman - Last post by Phoenix
Well damn, Woods, this is only your SECOND map?  It already looks gorgeous!  Slipgate - WTF

 on: 2020-11-03, 02:53 
Started by Woodsman - Last post by Woodsman
As far as the ammo goes as a stand alone map I think its good the way it is, but as a part of an episode or megawad I'll make the adjustments as needed depending on where the map ends at. I'm already at work on another map, A Serious Sam style map with hordes of enemies in a giant graveyard. Feast your eyes on "rest in pieces"

 on: 2020-11-03, 02:01 
Started by Woodsman - Last post by Phoenix
I sent a PM with a few straggling bugs.

The revised level is darn near perfect.  Difficulty is challenging but not absurdly evil, I like the placement of the chaingun in the hallway as it felt a bit empty before, and usually handing someone a weapon is a sign that the next room will be trouble so that's nice foreboding.  The only thing I can think of that might add some more flavor would be to put a doomguy corpse in front of the door before you enter.  Changes to the cyber platform are great.  He's a threat now, but a manageable one if you keep moving.  If you wanted to make a real dickmove for that room you could keep the cyber in a teleport box outside the room that, when the player shoots, he wakes up and teleports in onto the platform.  You could use the Doom 1 teleport box trick for that (E1M9 with the pentagram - the little channel in the wall that links the room).  With the shotgunners placed the way they are the player would be a little ways in the room before attacking and the cyber roar combined with a teleport sound will give a nice startle and make the player either rush back to the door or else forward up the stairs or get blown up from indecision.  It would also keep the player from hanging back at the door since right now you see the cyber as soon as the door opens.  I have another idea for that room that I'll PM you.

I like the switch of the rocket launcher and the SSG in the red skull key spawn.

Regarding ammo management, it felt like there was the right amount of ammunition this time around.  I didn't feel excessively confident with how many shotgun shells I had at the beginning of the map, and it really gives an incentive to find that backpack secret.  If I was coming into the level fully loaded from another map I'd think it to be too much, but from a pistol start it feels very balanced.

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