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December 24th, 2007, 10:48 AM
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#81 |
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Commander Keen
Join Date: Apr 2001
Location: Somewhere between Space and Time
Posts: 4,752
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No more Guild Wars for you..you go now..
:P |
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March 5th, 2008, 01:36 PM
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#82 |
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Purpletacular
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March 5th, 2008, 08:04 PM
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#83 |
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Commander Keen
Join Date: Jul 2001
Location: The frozen wastes of Quan'ideery
Posts: 8,914
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That level isn't bad in terms of crawling around and killing dudes. That said, the guy can't align his textures, the ambient sound work is half-assed (very 1996) and the lighting needs serious work.
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March 5th, 2008, 08:33 PM
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#84 |
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Purpletacular
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Haha speaking of textures, the ones that stood out were on some of the crates.... while they were aligned it just looks weird when a brown crate is sharing the same colored top with the gray ones or you go around a crate and suddenly theres a different colored side. It was a fun map tho for a short while and far better than a couple others I started playing and couldn't be arsed to finish due to worse things than alignments..
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March 5th, 2008, 10:55 PM
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#85 |
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Commander Keen
Join Date: Aug 2004
Posts: 550
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In all fairness though, the map was made over 4 years ago.
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March 5th, 2008, 11:49 PM
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#86 |
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Commander Keen
Join Date: Jul 2001
Location: The frozen wastes of Quan'ideery
Posts: 8,914
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Well, ok all maps had 1996 sound four years ago. But mis-aligned textures everywhere? Sheesh! Aligning textures is pretty easy, even in ancient editors.
It is certainly neat how the monsters kind of pop out of the woodwork here. Could have done without most of the DOOM 64 sounds though. |
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March 6th, 2008, 10:24 AM
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#87 |
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Purpletacular
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The only sound that bugged me was the sparking noise from Quake 2.
The stealth monsters were pretty neat.... I like how they appeared when attacking then turned stealthy again. |
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March 6th, 2008, 11:09 AM
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#88 |
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Commander Keen
Join Date: Jul 2001
Location: The frozen wastes of Quan'ideery
Posts: 8,914
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Yeah, the monsters were cool. Were they really stealth? I thought they just blended with the shadows really well.
The sparks got out of hand. You really only can use those effectively if you have some regular ambiance like machines or electrical hum. |
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March 6th, 2008, 11:22 AM
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#89 |
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Commander Keen
Join Date: May 2003
Location: HTML Hole
Posts: 5,039
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Woo! new Level of the (Randomly selected) Day
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March 9th, 2008, 07:24 AM
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#90 | ||
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Purpletacular
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Quote:
![]() Quote:
![]() I did up another one! Demons of Problematique by Exl Definitely worth checking out.
Last edited by Doom_Dude; March 9th, 2008 at 07:29 AM. |
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March 11th, 2008, 01:51 PM
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#91 |
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Commander Keen
Join Date: Jul 2001
Location: The frozen wastes of Quan'ideery
Posts: 8,914
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Ahh, now we have one with excellent ambient creepiness but Hell is filled with doors run on servos and hydraulics. Funny how that never gets fixed in DOOM mods.
Very pretty though, despite the darkness making my eyes hurt. I'll need to go play it again later. I died in a flood of imps. lol |
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March 11th, 2008, 01:57 PM
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#92 |
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Purpletacular
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Well if the monsters can have legs with servos and hydraulic clomp, then why not the doors?
haha, I agree with you.... It would be nice to have seperate sounds for tech and medieval/hell doors n dropping walls.
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March 17th, 2008, 05:35 PM
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#93 |
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Commander Keen
Join Date: May 2003
Location: HTML Hole
Posts: 5,039
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I think some creepy breathing noise would sound good for some nice hell doors. It would fit in with the skin textures.
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March 18th, 2008, 01:10 PM
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#94 |
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Commander Keen
Join Date: Jul 2001
Location: The frozen wastes of Quan'ideery
Posts: 8,914
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Aye, that it would.
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