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Scotty

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  1. Scotty

    [Limit-Removing] Shevirah (on /idgames)

    Whew what an absolute monster of a map. I feel like these gargantuan adventure-slaughter maps are super rare these days to find so i appreciate this map a lot. I applaud your tasteful use of the extra enemies, people are often too heavy handed with them. Generally a really nice difficulty and scale ramp through the map as well. My only real comment is that i thought the fight below was definitely more difficult than anything else in the map, even the final fight. I had to deal with the second wave with like 110/0 health and armour and more or less reality that section, shit was no joke. Was like being in Sunder for a brief moment :D
  2. Scotty

    Spectres in Pits

    Was always one of my pet peeves with some of the original maps. Completely nonsensical monster placement.
  3. Scotty

    Opening Shots

    Opening shots are one of my favourite Doom mapping things. (20x7 is the best wad for opening shots imo)
  4. A have been looking at making some tweaks to the dehacked enemies present in this wad for the 're-release' or whatever you want to call it. The changes will be mere tweaks to try and give the dehacked enemies more unique roles from stock monsters rather than a complete overhaul, and should therefore hopefully avoid destroying ammo balance and whatnot in existing maps. The changes i am working on are giving regular Cacos the standard HK attacks, thus freeing up the caco fireball so i can change Barons to something more akin from the Pyro Knight from Valiant (and giving the grey Cacos the same pyro type attack). I am wondering if this creates any objections from mappers who have already contributed here? I am also intending on adding 6 skies to the wad to try and create some sort of episodic progression in the megawad. Hopefully this will work for everyone in an aesthetic sense. As i see it so far, most maps either fit into a gothic ruinous theme or something more techbasey due to the nature of cc4-tex, so i have picked skies to try and match these themes/existing maps. This will be subject to change later on as the megawad approaches completion. I have no doubt this wad can reach 32 maps no problem, had a few mappers reach out to me already and i have a few 'new' maps i can add myself. No problem... looking at putting your map in the 32 slot as it is due to high monster count and distinct theming compared to everything else.
  5. Spoken to Crunchynut and a few other people, going to take charge and bring this wad back from the brink. I don't have a clear timescale right now but the general idea is to get this finally done and dusted at some point this year. If anyone is interested in contributing then pm me on discord, i am in a lot of Doom servers and should be easy to find. Watch this space :)
  6. I appreciate the kind things people have had to say about Haste. I must say it started off as a bit of fun, just making some small maps people can blast through, nothing mega serious or high effort. Most of my maps were made in 3-4 hours (going crazy with map12 detailing creating the exception for me). I guess the combination of cacoward + some of the names involved inevitably lead to high expectations; this thread has made me reflect a bit on that side of things. Perhaps just anonymously dumping things on idgames is the way :D I am also finding that the community desire to rank and compare maps and mappers is something that i do not personally enjoy being the subject of anymore as it can be bad for mental health, yet i am comfortable with my ability and output. EDIT - i just want to add that its cool that both Haste and MSCP have given attention to this genre of compact slaughter maps, they have been something i have enjoyed for years since playing Scythe for the first time (especially maps 24 and 26). So if these wads inspire more maps in this vein, then i look forward to playing them. For some 'bonus' Haste content, the following maps were originally made for it: Occula map01 Event Horizon maps 31&32 What even is this post. Who says what i do and do not like? If i expressed my true disdain for this nonsense i'd probably get banned.
  7. Scotty

    Nensha - single boom map (now on idgames!)

    Blind demo and some screens of noted texture/flat oddities attached. Cool map. Musings: - nice theme, i like tech/ruins mashup type settings - the start was quite obnoxious with lots of hitscan and limited health and armour, then the map felt like it calmed down considerably past a certain point - i liked the main area and its multi-tiered recycling of playing spaces (also liked the way you did this in 1k3 map07) - long range hitscan can go back to TNT please - i think i found a possible skip where you don't actually need to collect the blue key? you can see it in the demo. i don't think it is consequential, but notable nonetheless - despite the large scope and monster count (relatively speaking), this was pretty breezy going. come the end i wasn't ready for it to be quite over at that point! sco-nensha.zip
  8. Secrets that reward inquisitive parkour/exploration of non-obvious progression options. There are numerous examples of this out there but typically i can't think of many offhand. It is something i associate with Ribbiks a lot though, particularly Stardate 20x7. In Fractured Worlds map31 i actually added a random secret cell pack at the eleventh hour just because i saw someone (Daerik?) make an interesting jump on stream. I also like secret areas that are expansive map areas (as opposed to some closet with a soulsphere or whatever), Miasma being a glowing example of this. Puzzle secrets are cool, even though i dislike puzzle wads. I think this is because there is usually a reward for a secret puzzle in otherwise standard maps. I really enjoyed this in TNT Revilution's map16.
  9. Scotty

    Known lost WADs of our history?

    Dark Plutonia by death-destiny. Had screenshots of all 32 maps. Sadly i don't think this one will ever surface.
  10. Scotty

    The 10x10 Project -cl9 [/idgames]

    Played this (RC1) having been recommended it by some guy called Ribbiks. Phenomenal wad from start to end, bravo. I personally think this is easily cacoward worthy. One thing i always admired in the original Sunder was the use of stock textures and going absolutely ham with detailing to create these trippy abstract themes and visuals, something that this wad has in droves. I think you also did a great job of pitching texture 'noise' in these maps correctly, adding to the visual appeal of the detailing without going into clusterfuck territory. The 10 texture and flat limit is a really nice balance and arguably just a good rule of thumb in the first place, giving concise and coherent theming in each map without feeling like an arbitrary limit (some community projects have fallen foul of that). Combat wise this was right up my alley in terms of design and difficulty; good monster usage, lots of variation and i am glad that it wasn't (for the most part) completely ball busting, smashing through everything was super fun. The only fight i got really clapped by was the secret yellow key one in map 7, and weirdly that was probably the only fight i took issue with (ie hope the viles don't troll you, then hella circlestrafing cleanup if they don't? maybe i missed the correct strategy). A custom hud might be the cherry on top here, if that is something you are interested in then hit me up, i'd love to contribute one.
  11. Scotty

    Cydonia [/idgames]

    If you (somehow, without a red key) got into the area that causes that door to lock in the first place, then you should be able to access the yellow key progression to leave... i can't see how this door can softlock someone.
  12. They are really sparsely used there, from memory only in the exit room of map16 then in the IOS head (which you can hardly see it in anyway)!
  13. Hey, this is now on idgames. Enjoy! Gazebo will update the OP whenever he is online again. That was for co-op, which never actually got implemented and i just forgot to delete it. You shouldn't even see that without noclip in singleplayer anyway ;)
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