@Killerratte Unfortunately, I don't have my computer right now (It's kinda broken) but fuckin hell this looks amazing. As soon as I fix my computer, I will download this game.
Baloney.wad is a single map with classic Doom gameplay. It requires a ZDoom-based port like Zandronum or GZDoom to run. All difficulty settings are included. Designed for no crouching and no jumping, Freelook not required. Cooperative play is possible, but not tested. Uses additional textures fro...
www.doomworld.com
Requires a Zdoom port like GZDoom / Zandronum. (like always, because I fucking hate mapping with texture limitations)
finally gave it a shot
the beginning in toughnut was eponymously tough, almost made me nut, it's a good wad
squashing the viles instead of shooting them is tougher
Baloney* was great and looked good, I notice you practice tight control of the ammunition supply, I prefer it when the floor is littered with ammo boxes
If you give the player too much ammo, the (average sized) map becomes too easy and monsters redundant. The worst thing any mapper can do is give the player a Super Shotgun right from the start. It's OP as fuck (damage of 2,5 full shotgun blasts, same as one rocket) and the only way to give the (modern) player a challenge at this point is to triple the amount of monsters you encounter or do really nasty traps.
The only place where too much ammo is always required are Slaughtermaps. Fuck Slaughtermaps.
I'm making a wad based on Elon tweets, just managed to make the first level, but I'll share once I'm done making at least five maps.
The first map is super easy with lots of ammunition and experiments on the conveyor belt technology of the BOOM engine.
I've battled hours and finally realized I have to remove sectors behind the inner doorframe to make the texture hold still when it opens, derp, see you in 2025.
I think the map three is the best when it comes to playability. This time I'm giving the player fewer ammo and there's so many ways to get screwed over by narrow spaces that I need multiple tries to beat this.
My shit is getting kind of uninspired with map 04 but time to spice it up with combat teleporting, time to offload this wad once I wrap it up with map 05.
Quake mapping seems interesting because I find lighting one of the most interesting aspects of mapping in general, with its engine you can have additional supplement lights with a tint of colour instead of just sectors.
Marble Hill is a new 20-level episode megawad for Doom 2 designed for limit removing source ports (complevel 2) made by the various members of Doomer Boards, lead by me, Matador. The theme is loosely based on the aesthetic of the Marble Zone levels from Sonic the Hedgehog. Basically, these maps t...