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About SuperFreaksDev
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Rank
Green Marine
Recent Profile Visitors
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TNT 2: Devilution (Final beta released)
SuperFreaksDev replied to Marcaek's topic in WAD Releases & Development
Given the Cacowards I’m gonna assume that they’re pretty much done but in the final testing stages, which, please take your time, we can wait a little bit longer. Congrats by the way! I know the Mordeth was inevitable but I’m sure finally getting it felt real good. -
TNT 2: Devilution (Final beta released)
SuperFreaksDev replied to Marcaek's topic in WAD Releases & Development
Hey though, at least it’s just one more map that needs to be done; the latest beta feels complete enough where I can pretty much do a full playthrough and feel satisfied. Take your time with 26, I can tell by the preview it’s gonna be a great one! -
I have joked about Habitat so many times that I cannot bring myself to dislike it in any way shape or form
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TNT 2: Devilution (Final beta released)
SuperFreaksDev replied to Marcaek's topic in WAD Releases & Development
Thanks so much for putting me in the credits!! Feels pretty surreal that the RC is almost here. Hang in there! -
TNT 2: Devilution (Final beta released)
SuperFreaksDev replied to Marcaek's topic in WAD Releases & Development
Revilution was great too! -
TNT 2: Devilution (Final beta released)
SuperFreaksDev replied to Marcaek's topic in WAD Releases & Development
Appreciate all the multiplayer fixes! I’ve been waiting for the final release to play with my buddies over Zandronum. Best of luck with map 26 and with pushing it over the finish line! -
This would unironically be hilarious in co-op
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Hunted but it’s in the backrooms
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what are you working on? I wanna see your wads.
SuperFreaksDev replied to everennui's topic in WAD Discussion
Still a bit early and rough, haven’t had much free time to work on this much but this is a (hopefully much better!) sequel to TNT’s Habitat -
TNT 2: Devilution (Final beta released)
SuperFreaksDev replied to Marcaek's topic in WAD Releases & Development
I actually never knew that, thanks! It has a really cool looking skull in its place in the blue light area. -
TNT 2: Devilution (Final beta released)
SuperFreaksDev replied to Marcaek's topic in WAD Releases & Development
The episode 3 maps getting increasingly reality breaking culminating in Relayer being an outright Wormhole tribute is an outstanding bit of buildup, even if it doesn’t sound like it was intentional! Hard Wired’s sky floors are a really nice bit of mind fuckery, that spooky sunset background was perfect for that kind of thing. I was no clipping around in Obituary to find any cool details in the opening area that I missed and found an alternate exit with seemingly no other way to get up to it. Is this an Easter egg or was this the original exit at one point? -
TNT 2: Devilution (Final beta released)
SuperFreaksDev replied to Marcaek's topic in WAD Releases & Development
I also thought the drill thing from 22 and 23 were connected, interesting to hear that they weren’t intended to be. Also am in hard agreement that Solitude was one of the best maps, really enjoyed the atmosphere and the nice touches like the automap fake out and the way you return to the opening area. -
Your most painful events when playing Doom
SuperFreaksDev replied to Astro X's topic in Doom General
This one’s mine -
Finally found some time to work on this more! I haven't really focused on making the map look nice since I'd rather get the layout right first but I think I can do that next. Completely redid the final arena based on the feedback I got and it looks and feels a lot better now. Thanks again for the advice everyone! It's been very helpful and I feel like I've been getting the hang of this
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Thank you! Yeah after last night I think I want to redo the outdoor area completely but keep the same idea of the imps on the pillars. I like the idea of it and I think it’s a good way of making an arena that’s less threatening than it looks, though I’d like to have a bunch of different pillar heights and maybe a secret teleporter chain so you can quickly kill all the imps on your way over to the exit. I’d like to try making a more open map after this one. I’m used to making platformers so I’m good at linear structures and escalation but not so much more explorable spaces.