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About E.M.
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Autism is my superpower
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I use flickering lights to mark secrets or locations where monsters will pop out. The effect is fine for small things like that. What I don't like is a long sequence of flickering lights. Old wads were really bad when it came to that. The worst example of this would have to be "Time Gate" from Eternal Doom. If you've ever played that wad, then you'll know.
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The wad is now more or less complete. 6 maps in total. That's as much as I felt like making. If the last level feels like an afterthought, that's because it was. I hadn't worked on the wad in months and at that point I just wanted to get it done and over with. Let me know if you find any bugs. BACK2THEPAST_V03
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MAP04 UV-Max in 1:58 - smax04m158.zip
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MAP32 UV-Max in 23:12 - smax32m2312.zip
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cyberdemon.wad, a wad where you kill a cyberdemon
E.M. replied to Lazyboi516's topic in WAD Releases & Development
babby's first doom wad -
Since people enjoyed that little map, I decided to make more. MAP02 and MAP03 are now up. Each map took only one day to make, so I guess they could be considered speedmaps. Maybe I should just turn this into a speedmap wad. Who knows? https://mega.nz/file/0CkGDKgY#NLfveXH4r-Ttb1kvIcAwzCfLtnMaYDRoTQ4HNUQaLcs
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He's gonna take you back to the past. To play the shitty wads that suck ass. I made this map over a year ago but I never bothered to post it until now. I was inspired to make this after playing a bunch of '90s maps. There are no custom textures, no custom monsters, no custom music, no fancy Boom features, just good old-fashioned Doom fun. If any of you want me to make more maps like this, let me know. If there's enough interest, I'll turn this into a mini-episode. Screenshots: Technical Info: *IWAD: DOOM2 *Compatibility: Vanilla *Tested with: Chocolate Doom, Crispy Doom, DSDA-Doom *Each map can be pistol-started *No jumping allowed Download Link: https://mega.nz/file/0CkGDKgY#NLfveXH4r-Ttb1kvIcAwzCfLtnMaYDRoTQ4HNUQaLcs
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Me like slaughtermaps because me enjoy killing many demons.
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I apologize for the lack of updates. Truth be told, I have had neither the time nor the motivation to work on Doom maps. I've become a lot busier IRL, so I can't really focus on Doom as much as I used to. Furthermore, when I do try to map, I end up getting mapper's block and I have a hard time coming up with designs that are both nice to look at and fun to play. I don't want to force myself because I know that will lead to an inferior product, so it will probably be a while before I update the WAD again. I hope you all understand.
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I keep getting the following error when trying to run the latest version of DSDA-Doom on Arch: dsda-doom: error while loading shared libraries: libportmidi.so.1: cannot open shared object file: No such file or directory Judging by the filename, the error has something to do with portmidi, but I already have that installed, so I don't know what the problem is. EDIT: I just tested Crispy Doom and GZDoom and they still work. It's DSDA-Doom I'm having troubles with. EDIT 2: I did a clean build of DSDA-Doom and that magically fixed my problem.
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MAP30 Pacifist in 0:24.09 - perdgate30p024.zip
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It looks like Perdition's Gate put in a jungle setting.
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The DWmegawad Club plays: Community Chest 2
E.M. replied to dobu gabu maru's topic in WAD Discussion
I'm tapping out of this WAD. Going through the confusing corridors of MAP26 killed what little enthusiasm I had left. I knew the next three maps would get even bigger and more confusing (I played them back in 2019 and did not like them at all). I couldn't be bothered to go any further, so I'll go ahead and give my final thoughts. Community Chest 2 is one of the most inconsistent megawads ever made. Some levels have extravagant detailing while others are very plain. Some are really fun to play while others are like pulling teeth. Some are really short while others are gigantic slogs that go on and on and on. I guess you could play it for the historical value, but it's not something I would play every day, or every month for that matter. Then again, if this didn't exist, then we wouldn't have the high quality community projects we have today. -
The DWmegawad Club plays: Community Chest 2
E.M. replied to dobu gabu maru's topic in WAD Discussion
MAP25 - “Desecration” by Gene Bird DSDA-Doom, UV, Pistol Start In stark contrast to the map that came before it, "Desecration" by Gene Bird is fun to play. It also happens to be the best map Gene Bird has ever made. The detailing is drastically improved and the combat is actually challenging now. You can no longer just camp every fight. You're encouraged to run in and confront the demons head on. My favorite fight was the one in the giant wooden room as it forces you to move around a lot. I was also amused by that one room that was a throwback to "Deja Vu". Not much else to say other than I really enjoyed this one. ---------- And since everyone is voting now, I want to talk about some older megawads, which is why my votes go to: +++ Hell to Pay +++ Perdition's Gate -
The DWmegawad Club plays: Community Chest 2
E.M. replied to dobu gabu maru's topic in WAD Discussion
MAP24 - “The Mucus Flow” by B.P.R.D GZDoom, UV, Pistol Start Well, here it is: The Mucus Flow, the most famous map from Community Chest 2. I'll just go ahead and state my controversial opinion upfront: The Mucus Flow is the most overrated Doom map ever made. I despise this map. Why do I hate it so much? Simple: it's not fun to play. Allow me to explain. First of all, nearly all the health and ammo is located right behind you at the beginning, and he doesn't give you anywhere near enough to get the job done. It's the same problem Elixir had, but far worse. And before anyone says it, I'm fully aware that Ribbiks enjoys making ammo deprivation maps, but at least his maps are short. The Mucus Flow, on the other hand, is incredibly long. Way too long, in fact. Secondly, the chaingunner turrets are a beginner's trap. When you see them for the first time, you think you can just snipe them, but no. There are 500 chaingunners in reserve ready to replace those who fall, and the only way to permanently deal with that problem is by pressing a secret switch. When I first played this map back in 2019, I ended up wasting all my ammo on those turrets. I know MAP03 from Ancient Aliens had constantly respawning arachnotrons, but at least that map warned you about it beforehand and went with the whole theme of mysterious and powerful aliens invading Earth. There's no logical reason as to why the chaingunner turrets exist other than B.P.R.D. wanted to be an asshole to the player. Since there's so little ammo in the map, you are pretty much required to get the secret berserk. You're not allowed to return to said secret, by the way. It's at that point that every encounter turns into a grueling slog as you punch large groups of mostly imps to death. It's either that or spend several minutes waiting for monsters to kill each other, like in the northern area. The combat is made even worse by the ungodly number of pain elementals. This is Boom, which means there's no lost soul limit, which means every area which contains pain elementals will become filled with dozens of lost souls. B.P.R.D. was fully aware of the map's lack of ammo, so he put those pain elementals in there to force the player to waste what little ammo they had. I almost forgot to mention that all of your weapons are locked behind bars at the beginning. The SSG is unlocked, but in order to unlock the others, you need to grab a key and run all the way back to the start. That's another major problem with this map: the constant backtracking. I thought that problem was bad on Internal Reaches 3, but that's nothing compared to The Mucus Flow. While we're on the topic of viewing the same areas over and over again, I might as well talk about the visuals. They look impressive the first time you see them, but if you're like me and had to play the map for several hours straight, you'll eventually grow sick and tired of repeatedly seeing the same sights. Same with that famous MIDI. It sounds nice at first, but hearing it on loop for several hours made me want to stab out my ear drums. Then there are the secrets. Good luck. They all involve humping walls or passing through midtextures with no indication that secrets are hiding there. There are also 3 crates that were erroneously tagged as secrets and are thus impossible to obtain. Speaking of which, this map also contains a gamebreaking bug making it unbeatable in anything other than ZDoom based ports. The door in the northern part of the map is right behind 4 linedefs with actions that are not set as PassThru, which means the switch cannot be activated. After putting up with the atrocious level design choices and insufferable combat, I started avoiding fights altogether because I had grown sick and tired of it all and I just wanted to get it over with. I felt no enjoyment or sense of accomplishment after beating it. I was just glad to be playing anything else. You might be wondering why I'm getting so angry over this particular Doom map when I never got truly angry over all the bad maps I've played. That's because the deeper reason why I hate The Mucus Flow so much is because I feel like I've been lied to. Everyone talked about it like it was the greatest Doom map ever made, so I expected nothing less than perfection. It then proceeded to shit all over my expectations by being the antithesis of fun. I then looked closer at all that praise and saw that people always talked about the visuals and the music, but the gameplay was nothing more than a footnote. I feel like I got scammed. I feel like I bought a defective product. People often describe the emotions they felt when playing this map. The only emotion I felt was constant searing frustration. Whenever I hear that level's MIDI, all I can think of is how infuriated I felt while playing it. It is for all of those reasons that I utterly despise this map. I never want to play it again. I would rather play Gene Bird's maps. At least those try to be fun.