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[RC5] EVITERNITY II - RC5 Released!
taviow replied to Dragonfly's topic in WAD Releases & Development
This is the last place I expected to be getting Runescape flashbacks, but wow, listening to it I totally get it now. I didn't make the connection while playing the map. -
[RC5] EVITERNITY II - RC5 Released!
taviow replied to Dragonfly's topic in WAD Releases & Development
M26 -
[RC5] EVITERNITY II - RC5 Released!
taviow replied to Dragonfly's topic in WAD Releases & Development
Not involved with Eviternity 2 beyond playing it, but if you've experienced a softlock then it might be cool to hold onto that save. Might come in handy if they want to take a look later. -
[RC5] EVITERNITY II - RC5 Released!
taviow replied to Dragonfly's topic in WAD Releases & Development
From my recollection: -
[RC5] EVITERNITY II - RC5 Released!
taviow replied to Dragonfly's topic in WAD Releases & Development
M34 -
[RC5] EVITERNITY II - RC5 Released!
taviow replied to Dragonfly's topic in WAD Releases & Development
MAP33 EDIT: giving it some further thought, I'm actually against the give up exit, for the following reason: -
Six Minute Showdown [now on idgames] - A map with rhythmic elements that move to the beat/melody!
taviow replied to Vytaan's topic in WAD Releases & Development
@Vytaan, congratulations on idgames! This is very exciting. :) Can't wait for the sequel where you adapt The Godhood Suite by Jimmy! :P Thanks for the map! -
[RC5] EVITERNITY II - RC5 Released!
taviow replied to Dragonfly's topic in WAD Releases & Development
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[RC5] EVITERNITY II - RC5 Released!
taviow replied to Dragonfly's topic in WAD Releases & Development
Ah cool, that explains it! :P Was a very chilling moment when I got to it though! Also, I ended up -
[RC5] EVITERNITY II - RC5 Released!
taviow replied to Dragonfly's topic in WAD Releases & Development
HELLO!!!! Congratulations on this amazing release :) I'm going through the maps slowly, don't want to rush them. Well, not THAT slow. Just finished 32. Very impressive stuff! I was wondering if anyone who has played 32 Of course, I'm not done yet and there's more to come. But I'll say that I'm intrigued on multiple levels that I didn't expect. Back to it then! -
Upon seeing those screenshots, I couldn't resist. Played the map and recorded a demo, which I attached here. I recorded it on dsda-doom v0.27.4, accidentally recorded it using cl21. Anyway, I think this is an excellent map, it's right up my alley. Would have felt at home in Haste, which is a big compliment. Highlights: - The YK fight is obviously the hardest in the map and I felt a bit salty there. Those viles feel very wide reaching and the room gets very crowded very fast. That said, there's not necessarily anything wrong with the fight, I have a feeling it can become consistent given enough practice, but I expect this to be a fight that people will complain about. - I thought the RK fight with the barons was conceptually very clever. It's a simple and elegant setup that makes excellent use of barons. This is my favorite fight in the map. - A close second favorite fight is the final one, with the roaming cyberdemons. I like it that they are the big threat of the fight rather than infighting buddies here, it demands that you be aware of their positioning throughout the fight and I really liked that. - The fight with the revenants, 2 archviles and 3 PEs with the RL felt very mean at first. When I switched stratgies, I ended up winning, and the successful attempt didn't feel that difficult. So I think I just approached it wrong and insisted to hit my head against the wall for a while instead of trying another strategy, therefore there's likely nothing wrong with it. It felt like one of the harder fights too though. - The secrets felt very cryptic to me. Couldn't find a single one. I saw the but just couldn't figure out how to trigger that or any other secret. Thankfully they are not needed for fights, they are balanced well. Overall, this was a delightful experience and I loved it. Congrats on the map. vanity_m26_taviow.zip
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Doom 2 In City Only - Community Project [All Slots Claimed]
taviow replied to myolden's topic in WAD Releases & Development
23 for me please. -
I have an issue with an aspect of gameplay in my map I am making
taviow replied to Weaseln_hecktor's topic in Doom General
You could make it so that the arachnos, or the cyber, or both can't see the player while you're in that tower, by lowering them beneath ground level temporarily. Raise them back up when you leave that part of the map. But I don't think this is great because it's inconsistent and unclear what the rules are. It's ideal that the monsters be always there and always a threat throughout the map. That brings me to the second and to me most viable option, build more cover for the player. Some cliffs or towers or whatever structures you can come up with that would block the incoming projectiles. This could even potentially make the map look better in the long run as there will be more structures for the player to see. Personally I think it's better to neuter the threat of these monsters in this segment where the player literally cannot see the incoming projectiles than trying to build some sort of challenge around it, because as you said, it must feel unfair and dumb if you die from some random splash damage from somewhere you couldn't even see. Third option, when the player gets to the tower, raise up the monsters so that they're at the same height level as the player. This means you can see the monsters and the projectiles more clearly, but I don't like this option either, because from the screenshot that space looks too cramped to be dealing with rocket splash damage or an arachno plasma stream. I would personally do #2, build level geometry to block incoming projectiles, and do that until it feels fun and fair. -
Snow Wave (Christmas Community Project)
taviow replied to Misty's topic in WAD Releases & Development
Decided to join in. I'll muster up my xmas energies to make something :). -
Snow Wave (Christmas Community Project)
taviow replied to Misty's topic in WAD Releases & Development
What's the difficulty cap? Not that I'd do anything crazy, just to make sure I'm aligned with the goal if I claim a slot. I feel kinda interested but haven't decided yet.