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P1NKAC1D

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About P1NKAC1D

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  1. P1NKAC1D

    Nova III - now on /idgames

    OK, didn't know that, I was used to G/ZDoom before this
  2. P1NKAC1D

    Nova III - now on /idgames

    What is the advantage of "infinite tall things ON"? Sound like it will also break a lot of other maps... Never heard of that option and don't know why I should turn this on, so I'm just curious... Phew, and I'm still surprised by all that negative feedback on my map 11... Basically it's the same formula I used for Chainworm Kommando, and I got like 95% positive feedback on that WAD... I don't know if this is a completely different audience that is playing megawads like this? This really got my by surprise...
  3. P1NKAC1D

    Nova III - now on /idgames

    With or without getting the key that you get in that arena? Because without, escaping the fight would be useless, you would need to get back and get the red key anyway
  4. P1NKAC1D

    Nova III - now on /idgames

    Yeah you're right, I still like most of the first half pretty much. I searched my external hard drives and actually found the map, so I started changing some stuff yesterday and today, about the first half to the point where you get into the ruins is done. I changed some smaller areas here and there, added and/or removed monsters and items and also fixed some bugs and textures I found while playtesting. In the next few days I'm planning to do: - Remove the green marble stuff and replace it with textures that fit the pyramid theme - Completely rework that cube room area - Add some more action around the pyramid, I have to admit there are some parts where almost nothing happens By the way, the name of the map was supposed to be "Terraforming mines", not "Terramin" - terramin.wad was just the file name. The original idea was it took place on the moon that was going to be terraformed and they found some ancient alien ruins while mining, but since I dropped the idea and transformed it into the jungle/temple theme of episode 2, I think we can keep "Terramin" - it sounds ancient and exotic so it somehow fits :) I also found the midi I originally uploaded with the V1 release, but it sound horrible ingame. But I asked AcidicVoid (who has done the Chainworm Kommando soundtrack) if he can send me some new music!
  5. P1NKAC1D

    Nova III - now on /idgames

    Hi, as NeedHealth already said, I go by P1NKAC1D by now (it's based on a Alien Trilogy cheat code if anyone cares). I stopped following this project since there were months of no updates and finally nearly forgot about it. Somehow, today at work I thought about it and lol, suddenly there are updates, and even a demand regarding my map. Well, I just got home from work and watched your playtrough, and I have to agree with most of stuff you said there. Actually I have to admit: 3/4 of the map is pure crap. Different styles clashing together, and it gets pretty uninspired and boring after the pyramid. I would do so much stuff different today. So I got this thought: Since I don't even have the files anymore on my PC, how about I remake this map completely from scratch? Or is it already too late for something like that?
  6. Oh, I totally forgot about this thread... Thanks, it means a lot to me that people still play and even like my WAD! Unfortunately, I stopped working on CWK2 a while ago, for various reasons. The most important are that I switched to UDMF mapping format (CWK2 was still in Boom format), and I also got really bored of the black & white style... While I think it looks nice, I don't think it will work for a whole WAD... But not everything is lost, I released a demo with everything I created so far. You can download it at my homepage: http://chainworm.de Right now I'm working on something else, but I'm planning to remake some of the maps (and planned maps) from Chainworm Kommando 2 in the next project!
  7. It's all decorate stuff. Is dehacked even used anymore? Wasn't this something that was used in DOS times when sourceports like ZDoom weren't around?
  8. Thank you all! News from the test map: Today i coded my first custom weapon ever, a nice flamethrower inspired by the one in Exhumed/Powerslave. Works pretty fine!
  9. P1NKAC1D

    The /newstuff Chronicles #540

    Regarding the Icon of Sin: The map is called "Underground Labs", and it's supposed to show some experiments and stuff scientists have done with demons etc. The room with the Icon of Sin is supposed to be some kind of containment chamber where the caught that large demon to do some experiments with it. So it's supposed to be strapped/fixed in a device and connected to tubes and stuff (there are some flowing liquids coming in and out of the head to the side for example). The scientists wanted to know how the enemy spawner in the head of the Icon of Sin works and connected it to some probes etc. I have to agree most of the rest of the review; I would do the first 2-3 maps in different ways; I learned a lot of new stuff on my "journey" from start to end of the project, but I didn't want to start stuff over after spending almost a year with it, so I kept them. But I have to agree, a lot of stuff could have been done better or in different ways.
  10. [edit] Unfortunately, I stopped working on CWK2 a while ago, for various reasons. The most important are that I switched to UDMF mapping format (CWK2 was still in Boom format), and I also got really bored of the black & white style... While I think it looks nice, I don't think it will work for a whole WAD... But not everything is lost, I released a demo with everything I created so far. You can download it at my homepage: http://chainworm.de Right now I'm working on something else, but I'm planning to remake some of the maps (and planned maps) from Chainworm Kommando 2 in the next project! [original post] Hi there, since november 2017 I'm working on a new WAD, Chainworm Kommando 2 (if you don't know my first project: Chainworm Kommando 1.0) Here are some facts and features: Based on ZDoom/GZDoom Boom mapping format this time (way more advanced than the normal Doom format I used in CWK1, but not as complex as UDMF - I took a look at it but it was far to complicated for me - maybe in the next project) Greyscale art style with some colors here and there (blood, muzzle flashes, some level parts here and there) Arcade style level system: Inspired by games like House of the Dead 2 and Ghost Squad, where you sometimes can choose different paths, every map will have 2 exits, which lead to different other maps. There will be 5 "stages", after which you can start a "new game plus" with new paths to go. For example: Map 01 will lead to 02A or 02B, 02A will lead to 03A or 03B and 02B to 03C or 03D, etc. I think this will give it some replay value. New and modified weapons New and modified enemies A lot of features like bullet casings, blood trails, footsteps, water splashes etc., which will the gameplay world make more interesting and interactive 30+ maps are planned so far with different themes like military, space, fantasy, outdoor like swamps and canyons That's it for now, don't know what else to write now. I will posts updates if there's something now to show now and then; you also can follow my facebook page for news: https://www.facebook.com/chainworm Here are also some screenshots from map 01 and the level system:
  11. Thanks for the feedback, I have to agree to a lot of stuff you mentioned. About the ammo, I playtested the map several times, and sometimes I also ran out of ammo, sometimes I had left a lot of it... The music is standard Doom 2 music, but I really have to agree, it fits way more than the midi I originally included in version 1. So now, here's an updated version with some fixes: http://www.chainworm.de/files/terraforming_mines_v3.rar Changes: - Moved the chainsaw from secret #2 to an earlier place where it made more sense and removed the secret. I didn't want a second soulsphere or something so shortly after the first one (it was lame anyways). - Replaced some moon textures left from the old version - Other "more trim like" textures in the red spinning room - Some texture alignment here and there - Made some really dark areas slightly brighter. On my notebook screen it looked ok, but some people mentioned it's almost pitch black at their's. - Added some nuke in the pond/waterfall area where the explosive barrels are - Made those stairs after the blue key a faster (I have to agree, the wait was kind of lame. It was supposed to make the stairs look heavy and solid but it was really to slow). - Removed switch that opens the way to the yellow skull key, because as you mentioned, it could have been triggered before, didn't think about that. It's triggered by the switch earlier - Moved the plasma gun to some place earlier, because I've seen in your video, almost everything is dead before you can even reach it and so it's kind of useless - Removed invisibility (it was kind of useless I think) I didn't have much time to look into the "making the floor flat" thing, but it's definetaly on my list!
  12. Thanks! It doesn't sound that difficult, I already read tutorials about "Deep water" and stuff, but never got the idea to use it like this... I will take a look at the demo map! Thanks, that did the trick. Must have forgotten to delete it when I removed the sector that used it. Fixed this, link is updated
  13. Here's an updated version of the map, switched back to the Episode 2 theme which fits better in my opinion. Also changed the Cyberdemon appearance, he should be teleported now even if he will be blocked at first. Download: http://www.chainworm.de/files/terrmin2.rar But there's a strange bug with the sky now at some places - anybody knows how to fix this?
  14. Oops... Fixed that. Thanks for the info, I never tried to let him appear while the Arachnos are still alive... I guess removing the Scrolling floor and waking him up instead is a better idea. I have to agree, something more ambient would fit better here. It was just the only custom midi I had, AcidicVoid, who also did the Music to Chainworm Kommando lost all his other midis in a hard drive Crash a while ago, so this was the only one left... Actually I didn't think about this Topic too much, but I guess the Doom Marine wears a helmet all the time, so he may have Oxygen with him... As mentioned in the last post, I'm thinking about switching the map back to Episode 2 with temple/jungle/swamps theme anyway... Thanks for your Feedback!
  15. Actually I only see two themes, moon and acient civilizations... Where's the third? I got the idea to this map when reading Alien: Sea of Sorrows, in which a planet is being terraformed, and in old mines they find ruins of an acient civilization. It was really fascinating to read and I thought this would be a nice theme for a map. Do you think switching back to Episode 2 would be a good idea, so everything may fit more in the acient temples and stuff theme? The part with the square rooms was inspired by the movie Cube, where People are trapped in a shape shifting, cube formed maze. But I have to admit, I ran out of ideas what to build next at that part... The "making the floor flat" part sounds interesting. I guess you mean the problem with the players camera jumping up and down because of the loose floor tiles (i just wanted to make everything look old and decayed). It's the first time I map in Boom Format, so I don't know every trick and Feature of it.
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