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About Nefelibeta
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OBZEN - now on idgames! [32 Plutonia Maps] [Limit Removing]
Nefelibeta replied to myolden's topic in WAD Releases & Development
Year of the plutonia it seems. :D Anyway here's a blind playthrough up to Map11. Expect dumb deaths and everything. Quite enjoyable, and much tougher than I expected. The lack of armor is definitely the primary source of challenge. My favourites are m04, m05, m09 and m11. -
If you could pick one Doom 2 enemy and put it in the first Doom
Nefelibeta replied to Psychagogue's topic in Doom General
Quite a shame that no Doom1 maps ultilize the gimmick of using barrels/crushers to decrease monsters' health before releasing them heh -
NaNoWADMo 2023 - The month-long mapping challenge!
Nefelibeta replied to scwiba's topic in WAD Releases & Development
I will make something with @El Inferno (hopefully) -
[IDGAMES!] Afternoon - a boom-compatible project
Nefelibeta replied to Ludi's topic in WAD Releases & Development
just get good vile rng 4Head -
Please tell me you are making another one. :P
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plz play this it's not a meme
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[Boom] The Settlements (idgames)
Nefelibeta replied to dashlet's topic in WAD Releases & Development
Cool maps, mini cybers with slightly more health is a great idea, the new black guys are cool as well. Although it's a bit of shame that they were barely used throughout the mapset, they can be great for incidental combats. The combat is pretty solid and crumpetsy, the green key fight of map02 is definitely my favourite. A really nice blend of pacifism/platforming/infighting and taking the opportunity to rocket roaming distracted viles. The use of vanilla textures/custom decorations is very good and fits into the overall cityscape settings. However I do admit that the constant texture misalignments are pretty off-putting for me, not sure if it's the results of unorthodox layout shapes or is intentional. -
Shallow World E1 is pretty relaxing and has sick visuals.
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https://www.doomworld.com/forum/topic/135401-limit-removing-shevirah-on-idgames/
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Sike just kidding. Stuff: Proper Wrap-up for the wad itself. A anti-underhalls map. (for whatever goddamn reasons.) Overhauled Map03 Overhauled lower difficulty settings. ok that was it. [[/Idgames]]
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Northern Powerhouse Hexasketch Map31
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yakfak/ZZZV (in a more abstract way)
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Don't miss Stardate 20x7, Wormwood, Wormwood:Expanded Universe, Wormwood ]I[ if you are a fan of Death-Destiny gameplay.
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bomp Anyways while there's some sort of stereotype for monsters in game (ya know, monster priority that kind of things), same things could be applied to designing the encounters themselves as well. Things like hell knights/revenants are always the main dish of the fight (like rice or mashed potatoes), imps are always meant to be blown up, cybers are supposed to infight/snipe, pain elementals are supports. Of course it makes sense to be this way since that's just how the game was designed. However it doesn't need to be like that all the time though, especially if you want your encounters to be a little bit more unique/esoteric. Here's a fight in HYSHW that I like a lot. This fight seems to be a pretty simple sandwich style fight but it's a lot of small ideas put together. Cacodemons are used as ground monsters, which is unexpectedly fun to push through with rockets, since they have lower health/a very high pain chance, making them a good middle ground between hellknights and imps. The mancubuses are decent for slowing down the hellknights coming from the other side. Although due to how cramped the 2 walkways on 2 sides are, you will need to intentionally bait them into infighting via camping in the corners, which adds a new layer to the fight and it's definitely unusual to see mancubuses used as an infight tool against hellknights (instead of imps.) Here's another fight from Darkest Wave (sorry for the self-plug) Another case of a type of monster that isn't a good infighter used as one. The revenants that get released after you get out of the door do a surprisingly good job slowing down the hellknight crowd that teleport from behind, and makes rocketing them/clearing out the space much easier. In the original design, the revenants get instantly released along with the rest of the monsters. Admittedly I figured this out completely by accident, but that's the fun of iterative encounter designing I suppose.