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Post by gije on 2 hours ago
Yeah, I think I'll try out Utakata in particular at some point. Reminds me, I need to get back to that JPCP run I was doing.
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Post by joe-ilya on 3 hours ago
A couple of signs I made for Doom Universe Installment B. Can you guess what the theme will be?
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Post by api on 3 hours ago
Yeah, Utakata looks very interesting to play! Honestly, being everyone "cup of tea" is impossible, but this one may please lots of IWADs and late 90's, early 2000's enjoyers. Just started the Japan episode and it's quite something !
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Post by walterc on 4 hours ago
Yeah, Utakata looks very interesting to play!
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Post by joe-ilya on 6 hours ago
Dropped GRAVED, By MAP10 I was getting fatigued by the very samey SSG combat, but then the quality dips by a lot afterwards, I reached MAP29 only by virtue of most maps being pretty short and mindless. But MAP29 is just unbearably long and unfair that I stopped myself from completing it.
Completed Evil Beckons, a modest, and very fun episode. Love all the semi-realistic locations on display.
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Post by joe-ilya on 7 hours ago
Completed Plvtorivm, another enjoyable Plutonia tribute, even the slaughterfest maps were fun, felt very classic. Completed Tree3, the first map is really bad, but the other two were pretty decent 1994 maps. Completed Hypnagogia, they kind of beat me to the punch here with the lavender color, except here it is much darker. I enjoyed the challenge of the first five maps, but the sixth one has too many annoying elements, and was too long. Completed Odyssey, I decided to give it a shot, after hearing it was made by a level designer from Unreal. I didn't enjoy it much though, far too cramped and consisting of 64-unit wide mazes. But has cute locations occasionally. Completed The Quiet Pelagian, a nice exploration focused mapset, with classic style texturing, using BTSX textures to mix futuristic themes with medieval ones. Completed IvorySuperSoaker, a challenging combat focused mapset, themed around brown and blue textures. The combat is tough, yet fair, just the way I like it.
Currently playing through Morior Invictus, I gave it a try after hearing Shibainumaster complaining about it. But I am enjoying the roughness, and mixed bag quality of it, saying this as a Community Chest 1 and 2 enjoyer. I reached MAP21. I dropped a lot of wads by Synami, I was really hoping to see more stuff like Star Cycle, but everything after is just getting crazier and more post-ironic, to where it is pretty much unplayable. Even Star Cycle 2 feels like a massive middle finger, a complete departure from the classic theming of the first, to the trendy neon void theme. I am aslo bummed the pony mapsets are so inaccessible, it would have been nice to have one that more people can enjoy.
Looking to play EDNA, it is a 1995 mapset, with an aged up gray-haired Doomguy. Safe to say, I'm intrigued. Looking to play Utakata, it looks very classy and full of sovl.
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Post by joe-ilya on Jun 27, 2026 at 9:30am
Working just right!
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Post by stodgyayatollah on Jun 27, 2026 at 9:06am
Would it be possible to let OPs lock their own threads? Not nativity but there is a plugin for it. The option should be in the actions drop down of the thread now. As the admin I can't verify if it's working properly for users so let me know if it seems to be working as intended or is buggy/broken.
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Post by joe-ilya on Jun 27, 2026 at 8:19am
Would it be possible to let OPs lock their own threads?
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Post by joe-ilya on Jun 26, 2026 at 5:33am
A tiny set of 5 Boom format maps (-complevel 9). Lavender foliage floating on clouds, in the peach sky. Populated by medieval architecture, some of it corrupted by demons. MAP01: Guard Post - joe-ilya 2: Underside - kvsari 3: Aetherial Divinity - joe-ilya 4: Cirrus of the Damned - thehockster 5: Dislocated Corruption - joe-ilya There are new enemies, and a new weapon. Press F1 in the game for information about them. Other info such as music is in the text file. Playtesting phase ends on July 4th.
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Post by kvsari on Jun 23, 2026 at 12:00am
joe-ilya Thank you for the playthrough and your review. Please find attached v2 of underside; Underside v2Changelog - Made grates in red key area impassable. - Fixed softlock in last area where you could fall off the walkway exiting the cave on the right side. Made it impassable. - Removed grass on wooden pole in last area. - Added health bonuses in underside walkway to signal the turn to the inner island. - Added some minor details to starting house, bone crypt and two clouds in last area.
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Post by getphobo on Jun 22, 2026 at 3:37am
no health (kinda clashes with the 25 items requirement...) I would think by "items" he means only those that appear on the tally screen. Even if not, you could reduce the items to 25 armor boni, so there would be no clash.
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Post by gije on Jun 22, 2026 at 12:56am
The other options would be a "reality" mode map with no health (kinda clashes with the 25 items requirement...) or a platforming/tightrope map. Hm, mildly intriguing. Don't think I've played any healthless maps before. Think I'd rather play a pistol-start set of these than one with zero cover archvile hallway teleports and floordrop chaingunner nest gotchas (tolerated in part due to existence of health items.)
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Post by joe-ilya on Jun 22, 2026 at 12:06am
I don't think restrictions below the average IWAD map, are inherently bad. It can be fun to create something under a crazy limitation. A megawad of 25 monsters each, would play by pretty fast, not enough time for fatigue. Unless each map forces you to fist 25 cybers without berserk, with 25 health bonuses and a secret chainsaw lol. First half could be more of a walking simulator, with the hammer dropping midway for some challenge. There can be decent variety.
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Post by polytope on Jun 21, 2026 at 1:42pm
Not every mapper is going to join on day one, the deadline is decently tight for the project's goal. The only issue with the project are the completely random limitations. 25 monsters would be fine on its own, but the 25 items and 1 secret limitations add nothing of substance, it's just there to pretend to be interesting. I disagree, 25 monsters is an inherently bad limitation, it's less than in any level of original Doom II apart from Dead Simple and Icon of Sin (the former introducing two completely new types of monsters, the latter not really counting, for obvious reasons), it's also less than most maps in the 1st and 2nd episodes of Scythe.
To make a challenging map with so few enemies would generally involve it being just a single boss fight arena, or an Arch-vile maze, which is what I suspect most submissions will be, not that there's anything wrong with those, but 32 maps of that kind?
The other options would be a "reality" mode map with no health (kinda clashes with the 25 items requirement...) or a platforming/tightrope map.
If you don't like slaughter, a much better restriction would be monster count in the range of 25-250.
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Post by ironfly on Jun 21, 2026 at 3:51am
No problem, I gave up a week ago.
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Post by getphobo on Jun 21, 2026 at 2:53am
Ok, i get It. For me it's good as it is: easily understandable rules, a source wad with map examples and a deadline tight enough for the project to be complete The OP doesn't seem to understand his own rules, or he would've implemented different difficulties instead of just one. Where do i put 420 monsters huh I had three times that many on my keyboard. It's not that hard.
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Post by joe-ilya on Jun 21, 2026 at 12:46am
Where do i put 420 monsters huh Dummy teleporter sectors would be the easiest to set up.
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Post by magicmushroomman on Jun 20, 2026 at 9:23pm
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Post by spicyhotsauce on Jun 20, 2026 at 5:40pm
I swear these perpetually online whackjobs, liberals or otherwise, deserve to be locked in an asylum and remain in there for good.
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Post by SilverMiner on Jun 20, 2026 at 5:17pm
Where do i put 420 monsters huh
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Post by walterc on Jun 20, 2026 at 3:53pm
Three months for a 25-monster map? Unless you are aiming for some super-top-notch quality with the most advanced gimmicks ever seen, which is not the case here, this is way too long. One could easily forget about the project because of the long deadline. Also, the name doesn't fit the somewhat medieval themeing at all. If they used the CCP or Neon Overdrive assets instead, it would make more sense. Ok, i get It. For me it's good as it is: easily understandable rules, a source wad with map examples and a deadline tight enough for the project to be complete Anyway, there's also this project that in it's first draft looked like it was doomed to going nowhere, but now It looks It have something savable in It, despite still founding some issues in It like: - not having a map for the project BY the project leader (over having it's other works), - still not having a deadline
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Post by Gofreakingkuma on Jun 20, 2026 at 10:06am
At least the stupid deviants deserved to get sick.
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Post by Gofreakingkuma on Jun 20, 2026 at 10:01am
She just happens to be j**ish, like Kier Starmer the associate of Epstein who faciliated this diabolical shit. Sick talmuds. Aside from the hook nose, look how freaking low set and probably slanted back her ears are. Even if she gets a nose job, she can't change that.
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Post by joe-ilya on Jun 20, 2026 at 9:41am
Maybe next April 1st
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