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worldoffood

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  1. worldoffood

    Large texture index

    A while back I went through a majority of Descent fan missions and compiled all the custom textures I could find. It's all available free on my google drive. Everything is 64x64 .bmp cuz that's what Descent uses, so not ideal for doom modding, but definitely still works. Hopefully y'all can get something out of it cuz it took a long time to make lol. I know scrolling textures is a good way for me to get ideas! Everything is sourced as accurately as I could manage. https://drive.google.com/drive/folders/1C2EWRNWzImyww7CoyxYK44NwnmMgIAD0?usp=sharing
  2. worldoffood

    My first wad: The Curse

    I see what people were talking about at the end of map 4, hahaha. I have a pretty solid laptop and I still took a framerate hit. Very cool idea, and I had a fun time clearing it out, but I'm not sure I would want to do it again lol. The fact you still managed to pack small details in something of that scale is some serious hard work. Map 5 and 6 were a great time. I did find the final cave of map 5 pretty confusing to navigate, and two of the secrets near the start become unreachable if you miss them. Switches in map 6 are very sneaky, great concept for a secret level. Once again such incredible detail in these levels! The combat is challenging but fair. If you don't know what's coming it can seem a little mean, but if you know the traps they're not too bad. I tend to play without saving so that's mostly my fault lol. I hope you keep making stuff! This could be the foundation of an excellent WAD. Some more levels would really balance the pacing. Highly recommend this one!
  3. This sounds interesting! I'll give it a go
  4. worldoffood

    My first wad: The Curse

    Very cool stuff! Never would have guessed this was your first WAD, there is some seriously impressive detail and linework. I also appreciate how much effort you put into the backgrounds. The secrets are fair and clever, only got truly stumped on a couple. Combat is good overall, but levels are definitely designed for pistol start only. Becomes pretty trivial otherwise. Low monster counts, but fights are still very impactful which is cool. Could maybe use more lighting variety, but that's just personal preference. Really can't complain about the visuals at all, easily the highlight. a couple bugs in map 3 graphical glitch with this segment next to the spiderdemon, might just be my rendering idk line in second photo should be impassable, accidentally flew off the side while secret hunting lol Just started map 4 and saw a massive spike in monster count, looking forward to playing the rest!
  5. worldoffood

    Sunder MAP16-inspired map

    A few things, Nowhere near enough ammo for this many monsters, I ran out in the second room. A berserk or a chainsaw would make this much less of an issue. The steps at the starting platform are still tagged to do damage The way your monster closets are set up, many of them do not teleport in. I recommend making them face the player and splitting monsters up. Putting health at "checkpoints" can help a lot with pacing and the make difficult fights more reasonable. It's not completely without merit. There is some very nice detailing, and I see what you are going for. Just needs some more work and balancing. Keep at it
  6. worldoffood

    Big room.wad

    I expected nothing and I was still disappointed
  7. I'm a little late to the party, but I'm having a very good time with these maps! Above all the visuals are incredible, the color theming, perfect amount of detail to make things pop, but not too cluttered. Arena layouts keep things interesting but fair. The combat is not nearly as difficult as I was expecting with a project like this. Which is a good thing imo. Fights keep you on your toes, but a couple mistakes won't game over you. First death on map 5. Levels are short and action packed. Very ideal for single segment play. I appreciate there are no death pits. Ammo is PLENTIFUL. Maybe too much so. Even pistol starting I never find myself even running low. Especially in map 3, there were probably 80 rockets leftover at the end. If that was the intention, no worries. I just like being a little more careful with it but that's purely a preference thing. I really dig the guns. Especially the damage buff and range spread of the single shotty, keeps it relevant even with later weapons. No real bugs to report, but I did find this funny little health bonus in the secret level lol. Also accidentally exited a couple times before exploring everything Highly recommend to anyone that may have missed this! My only complaint is that there isn't more of it.
  8. worldoffood

    Lost Civilization 2, The Desolation

    Was very impressed with the first Lost Civilizations, and the detailed natural vistas. Looking forward to exploring this one!
  9. worldoffood

    A Bit of Nostalgia

    Very nice use of the blue Wolfenstein texture! I didn't think it was possible to blend it in with the others lol.
  10. Hello everyone! I'm pretty far along on this 32 Map WAD so I'm looking to spread the word and looking for feedback. Been putting this together in Doom Builder for about a year and a half. Designed for intermediate skill, I look back to when I started playing WADs and was really put off by how challenging some of them were. I wanted to create something well designed for people that are more comfortable with Doom 2's original difficulty. Everything is basically vanilla, but there are a few surprises to keep things interesting... No jumping or crouching, free look is optional. Just some good old fashioned run and gun action! GZDoom and ultra-violence only for now. The main goal now is detailing the levels, balancing, and creating more dynamic lighting. A few of the later levels have exits at the beginning because they are incomplete. Basically all the main set pieces are done, but the layout and level flow still need to be finished. Tons of custom music! I haven't written anything, but many original mixes of bands and a few songs pulled from other WADs. I will be including proper listing of music credits when I finalize the song choices. Feedback and playtesting stage now. It would be hugely helpful to hear what you like/don't like. I play test pretty extensively, but everyone plays a little differently. If you decide to stream or upload videos of it, please let me know! I would be happy to give you a follow and see your reactions. Bloodscorched v.88 Honestly kind of unsure where to take this project. Will only take another 6 months or so to finish, but there are already a million people creating amazing levels. Some of my other favorite games, like Descent and Quake 2, need the content far more. Would be weird to get so far along on this project just to abandon it though, so I will probably be putting in the work to finish everything. I plan to implement difficulties, as well as multiplayer features, but those are low priority compared to finishing the remaining levels. Thanks for your time, and enjoy! :)
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