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Walter confetti

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About Walter confetti

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  1. Sounds like a nice project, it's from the time of CC4 i didn't see a community effort targetting DOS Boom 2.02 as designed source Port afaik, just some questions: Is themes free, i assume? I mean, people can do whatever type of map they want like the Mega or Maximum megawads, or It have to do something with the titular "desolation" of the project? And if one guy Is not a midi composer should be use the stock music from it's map slot?
  2. Walter confetti

    [Release] Outpost 13

    This map looks awesome! I love the creepy vibe of it... Is this map uses stock assets only?
  3. Walter confetti

    Mapping Etiquette (Flicker Lights)

    Mh... Nobody really cared in all these years of Doom mapping, at least from what i've played. BTW, it's a kind of rare thing a map with heavy usage of flickering lights, the first that comes in my mind is Nightmares of Loki
  4. Walter confetti

    Endless Random /idgames WAD Adventures #074

    Oh, i see... i thought it was something like that, but didn't checked it. Btw, another small episode run from the recommended, took a mapset i wanted to play from quite some time, actually! aboocean by Bob Reganess - Vanilla Doom 2, SP, 5 maps, 1996 but uploaded in 2003, played with DSDA-Doom 0.27.4 A small episode from 1996 made by one of the favorites of @lupinx-Kassman fame, if you guys have feasted your eyes to the beauty of Culture Shock, this silly little episode (or most specifically the author of this thing) is the one to thanks for that map! Anyway, it's a little experimental map sets in a tropical island in the middle of the titular ocean, beat the cyberdemon that guard the underground sections of this island and discover the secrets behind this mysterious place! Got some strong B.P.R.D. vibes out of this map due to the strong experemintal take on the level and "new" assets taken by editing the stock assets plus new textures taken from... somewhere. Small map-by-map review, as usual: MAP01: A small island with seagulls, flowers as medikits and zombiemen in shorts. Do the strategy i wrote in the preface and you're ready to go... MAP02: A 8-bit like square cavern, got some strong Wonder Boy vibes from this for some weird reason, not a groundbreaking map to be honest, is not that good, kinda of disorienting and contains unuseful arrows pointing somewhere and unmarked locked doors. The white "egg" (or whatever is supposed to be that thing) is the barrel graphic replacer, be careful shotting it! Weird and not that good map. MAP03: A small wooden fortress with a fancy design but not a really intuitive design like the previous map, but it's saved by the cute design and the somewhat fun play. MAP04: The best map so far, sets in a small village of sorts, i see where the Culture Shock lift mechanics comed out from! The music used there it was used in many other 90s maps as well, including Heroes 2 iirc. Fun and lovely map. The crusher with the red key is the most asshole-ish i've ever witnessed. MAP05: Final map sets inside... a temple? Another fort? Whatever, a brown rocky structure with a maze (uurrgh...) at the start and then a large outdoor area with waterfalls, a well made brick gazebo, a outpost that you need to reach taking advantage of lifts and map verticality. Good map, this last part reminded me of Roger Ritenour "Earth".
  5. Walter confetti

    Endless Random /idgames WAD Adventures #074

    Beta Labs 2 by Serious_MOod, Chaingunner (aka @Chainie) and Brain - Boom compatible, Doom, SP, 6 maps, 2017, played with DSDA-Doom 0.27.4 Final part of the Beta Labs adventure, and the two last playable maps sure are! Grandious, maze-y and have a sort of epic quest conceptually, but on play perspective how they are? E1M4 (Corrupted Base): a large sprawling techbase drowned in nukage and maze-y design reminds me of a strange mix of... Phobos Lab, Halls of the Damned, Spawning Vats and Mission Impossible from Plutonia? I've got these vibes from this place, the level is large, adventurous and despite some moments in the map are kind of a chore, the almost every new locations present in the map (techbase, hell, brutalist-like structures, pretty well crafted outdoors and even a monorail train!) gives new blood to the experience, wanting me to see more here. Really good map! I liked the usage of Deep into the Code as well for BGM. But why the two exits? E1M5 (Mouse Holes): sorry, but what a chore this map is. The level is really maze-y in design, and even if this is not a proper maze place, i didn't like it due to my unlikeness to mazes in levels. Over this, the theme is nice (reminded me of early alpha maps with all the gray and silver usage) but i found unacceptable wandering around for 20 minutes searching a way to reach the red keycard (and then getting it by... i don't even know how the platform hosting it lowered, really) and not a great choice to using that unused Bobby track that rips off "Angry Chair" by Alice in Chains aren't a really great choice for this map imo. But after you take the red key, the map can be finished in very short time! Also it's pretty pleasing visually, as all the maps in this mapset are. Just too long and maze-y for my tastes. E1M6 (The End): A small room working as a episode breaker, a computer screen with the authors names is in this place, finally understanding who made what intis episode. Pretty nice concept. Overall, a very good mapset, congrats everybody involved for making it! Despite some places I've been wandering for too much time (especially E1M5), is a really great tribute to what Doom could have been in the original concepts of Tom Hall and the ID team...
  6. Walter confetti

    Doomworld Maximum Project 2023 - Compiling...

    Fixed the sector pentgram skip plus added a pair more crackled floor details in outdoors and changed the hellknight to a archvile in the cage hall, download is on the original post above
  7. Walter confetti

    The Above Avatar is Fighting You. How Screwed Are You?

    I don't know her, but since my avatars are always a power-up recently, so... A lot?
  8. Walter confetti

    Endless Random /idgames WAD Adventures #074

    Thanks for the review!
  9. Walter confetti

    Doomworld Maximum Project 2023 - Compiling...

    Completed the map i was working on this noon, kinda challenging but it's beatable. Title: A mysterious pattern Author: Walter Format: Limit Removing Music: "Wank City" by Megasphere (Master Levels midi pack) Difficulty Settings: No Tested in: CRL 1.5 Build Time: A pair of days Textures: A ripped off patched texture from lostres (GRAYROT), 2 flats from useful flats, a void sky from CC4-tex, all renamed under the TER supphix Description: A small map inspired by 10x10 and textures that i don't use too much in my maps, the result was pretty satisfying! More screenshots over the two i posted some day ago:
  10. Interesting project as i wrote in the other thread, good luck with it! Not sure if i can join this one in the future, but it's certainly interesting!
  11. Walter confetti

    Box of Chaos, a open-to-all Wolfenstein 3D community compo

    Thanks for your map, i'll take a look soon! I made a boss map as well this noon: hitlerman.zip Title: Hitlerman Description: My second wolf 3D map ever, more "advanced" than the previous entry. It's pretty thought imo
  12. Walter confetti

    Endless Random /idgames WAD Adventures #074

    Beta Labs 2 by Serious_MOod, Chaingunner (aka chaine) and Brain - Boom compatible, Doom, SP, 6 maps, 2017, played with DSDA-Doom 0.27.4 A mini episode for Doom inspired by Alpha Doom assets and levels and i saw some tributing in some rooms (or even layout flow for E1M2) of episode 1 or 2 maps, lots of detailing and overall a really good and fun experience of the 3 maps i played so far, unluckily i don't know who made what maps but nonetheless i give a short review of each of them as usual: E1M1 (Entryway): Wait, Entryway was already a thing in Alpha Doom? Luckily (depends of the person) there's not "Running from Evil" blasting in your ears but one of the unused midi made by Bobby Prince for the game and then re-uploaded by Romero in 2007 that replaces the soundtrack for all the maps, the level is a circular flow base that personally i found kinda reminiscent of E2M7 in some areas, plus new areas and a rasing up progression thanks to lifts, stairs and open oval kind rooms with nukage in the middle, not too difficult but the right challenge for E1M1, a good opener overall. E1M2 (Waste Storage): I don't know why, but i say this map was made by chaine, can you confirm? I'm too lazy to check the wiki now lol Anyway, a smaller and compact map from the type of map that was the previous one, sets in this sewer hideout strongly reminiscent of E1M3 meets that room level in Alpha 0.2 (this one), this map gave me more feel of E1M1 for difficulty and size, but i can see why it wasn't chosen for a opener. Not pretty like E1M1 but still have some charming in it. Another fun map. E1M3 (Server Domain): Now things starts to rise up greatly in this large, sprawling techbase more inspired by maps like "Halls of the Damned" and "Computer Station" in more than a way, some rooms have a design inspired by Toxin Refinery and other maps. The level is highly populated with 217 monsters in HMP, cool tricks (especially the red key room sinking into nukage, that's a really neat touch) with the map building and overall, a very fun and good map! Idk what door opens the yellow keycard but it's ok. Just begun E1M4 and doesn't look bad... see you next time for the second part!
  13. Walter confetti

    Community Project (Looking For Mappers)

    Mh... Better rules listed in OP could help way more to gain interest than a simple link to your Discord imo...
  14. However, it's a pretty neat idea! I was thinking about barrels... They aren't monsters but they use a health meter (20 hit points like zombiemen), are they part of the total health count or it be used freely?
  15. So, like that map (MAP05) from Limit Buffet? Interesting idea....
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