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  1. Past hour
  2. vdgg

    Beat Grazza Demos Month

    Strain MAP22 UV Speed in :52 st22-052.zip
  3. galileo31dos01

    Recommend some Vanilla Doom/Doom 2 Megawads

    Plutonia 2
  4. Lippeth

    Beavis and Butt-head Outro (Midi Cover)

    Awesome! Something about it felt a little off though, I thought it was the rhythm but you nailed the rhythm. After comparing with the original I noticed that the 5th in all the chords is a bit on the loud side which gives it a different feel because of the emphasis on the harmony rather than the root, but it still rocks. I can see this being great for intermission music. Great job!
  5. For DOOM format, simply replace a texture For GZDoom, place the texture in between TX_ markers
  6. Suitepee

    IronEagle Competition 22: Fracture

    https://www.twitch.tv/videos/707259155 Cat 1 run on UV, starts at around 2:03:13. Died on map 2. Stingy on health this mapset seems to be on UV. I managed to pull off the "survival of the century" on map 1, only to die on map 2. Didn't manage to surpass @Dragonfly's monster kill total.
  7. Tried using ACS function ReplaceTextures? for example: ReplaceTextures("FLOOR0_1","FLOOR0_2");
  8. So, I've got a problem. In making a new map, I tried using some custom textures (from NEIS). If I test the map in GZDooM, everything is fine but if I test it in PrBooM+ (the map is in BooM format), then some textures do not tile well horizontally. I assume this is due to the fact that the texture's width is not a power of 2 (24 in the lower case). The second problem concerns a translucent (line action 260) FIREBLU midtexture (a portal). As you can see, a part of it bleeds into the floor. Why? As can be expected of GZDooM, this problem is nonexistent in that port. So, how would I go about fixing this? Or is there no recourse, and the problem is intrinsic to the port? Thanks in advance!
  9. Suitepee

    The DWIronman League dies to: Epic

    https://www.twitch.tv/videos/707259155 Category 1 run, survived in 1:36:33. Wasn't too difficult a wad really to be honest (despite the close-range Revenant traps), although I needed @Alper002's help to spot a somewhat hidden shoot switch across a bridge at one point.
  10. vdgg

    Beat Grazza Demos Month

    Skyewood MAP01 NM Speed in 1:43 sky1n143.zip
  11. Gifty

    what are you working on? I wanna see your wads.

    Messing with some normals for the textures I posted above. I'm pretty happy with them so far! Materialize can produce good results really quickly. I'm also still trying to crack the code of scripting an Undying-style two handed weapon system. It's nearly there, still has some weird kinks.
  12. Awesome job, Taw Tu'lki, I really like that third song!
  13. Not to mention it's actually quite a poor wad as well. And to quote DoomWiki "Harris's UAC Labs WAD contains comments which appear somewhat disturbing in retrospect. For example, the description ends, "Good luck marine, and dont forget, KILL 'EM AAAAALLLL!!!!!", while the copyright section threatens, "You may NOT change a damn thing with this WAD, if you do, i will blow you up"." Surely one would find warning signs just based on the description alone.

    Doom -1: A Doomworld Experiment

    Finished for the evening :) Changelog: MAP18: - Added curbs, road markings, manholes, etc to the roads and pavements. The road markings and manholes haven't yet been applied everywhere, but the curbs are complete except for the edges of the map. - The above required significantly widening the space between the buildings, and this ended up freeing quite a lot of space south of Doom Burger. I started turning it into a park, with a couple of Captain Toenail's trees shamelessly copy'n'pasted from MAP19. - Changed the hedges to use CT's new textures. - Added a alleyway between two of the buildings. - Added a dumpster to the alleyway, and another outside of Doom Burger. (Oh and yes, the map does need a better flat than FLAT1 for the pavements) MAP25: - Added some more WOODMET beams to the upper level. - A few other misc. changes and fixes. https://www.mediafire.com/file/h0cv67cz90phyrm/NEGATIVEONE_v2.68.rar/file BTW I don't recall anyone ever trying to add any of the "infinite GZDoom features" such as ACS or ZScript to this project? If you're referring to DEHEXTRA, it's actually from Doom Retro originally.
  15. Today
  16. How can I get a ceiling texture to flip upside down when the map begins via a script? For example, flip this ceiling flat: To face upside down like this: Thanks guys for being patient with me and helping out!!
  17. Grezzo 2, but that is purposely a bad taste mod
  18. loveless

    What are you listening to?

    friend asked me for some death metal recommendations a day or so ago(and to not include Entombed, this made it difficult.) almost forgot about these guys, can't believe myself.
  19. ragerat

    The DWIronman League dies to: Epic

    Signed up so I could join in on ironman fun only to die a humiliating death. Ran blind, so cat 1. epicironmanragerat.zip
  20. waciej

    Doom -1: A Doomworld Experiment

    Reserving Map 15
  21. I've tested this to 100% completion I'm not sure what errorss you could even be talking about Can you tell me anything more specific
  22. galileo31dos01

    New maps - Root of Evil now Beta

    This is a beautiful map but without a proper midi, unless I was meant to load it alongside AV.wad (idmus25 kinda worked though, but still in much need of a new tune). No bugs, no gameplay flaws on my eyes, sure a few camping moments or neutered mini encounters, the minimal so nothing that I'd personally like to point out as "flawed". It's amazing how you managed to craft the details with much finesse without sacrificing monster pathing for the most part, though since I played on Crispy Doom I don't get visplane crashes or such things even if they were to exist in the map. I shall show you where I saw visual oddities: - Wrong texture here, I think it's on the left way of the first plasma rifle section. - Misaligned at secret soulsphere. - Another misaligned. - Looks like automap may need more cleanup imo. - Perhaps you could add the correct map title in the automap and tally screen as well.
  23. AtticTelephone

    Doom -1: A Doomworld Experiment

    Should we have some sort of DoomWiki page? Maybe get a wad reviewer to notice it? Work on the lore?
  24. Roofi

    Doom -1: A Doomworld Experiment

    To be honest, it was a nice idea, but it lost all interest since it became a megawad. I think in the end it would have been more interesting to work on one map. Now I have the impression that it's more of a community project where a few people participate in turn. (Dragon influence, Nightmare, Captain Toenail and few others). The maps look nice though.
  25. PinkFlamingo

    Doom -1: A Doomworld Experiment

    MAP 03 update. I rotated the computer room 90 degrees and it is now again some sort of trap room, like it was in the beginning. It is completely optional so I suggest adding some kind of important weapon here (why not the super shotgun and some green armor?). And replace the current super shotgun with the berserk? Lots of possibilities. I also suggest connecting the teleporters to one another by adding another set of rooms. Making the way to the red key longer. https://www.mediafire.com/file/4wz0smxrro7dop8/NEGATIVEONE_v2.67.rar/file
  26. hello everyone now i persent you a mod thats will have more serious action then never before of course this is not going to be that great but i try to make interesting things as the best as i can if you having played my demon house wad yet go check it out i have other projects in the wip too but about this mod you are player sam stone an you have to fight other demons besides serious sam monsters an sam's weapon arsenal will be the biggest yet to shatter those demons to hell but now thats for the story now let's be serious credits will be soon you may notice a little things i did its hard to explain but it won.t be explain here only in private meassge but for the gameplay wise for the first map i made its not finished map01 needs alot more detailing which i need to fix that now for some details of what you need to do to run this. first off screenshots https://imgur.com/qlGvkAZ https://imgur.com/KXZ1Xqk https://imgur.com/iLbiF7z https://imgur.com/nkffX2s https://imgur.com/pt4UFED https://imgur.com/6rb8yuQ for the sourceport you need is zandronum with skulltag content because i put the powerups an other stuff now for the link https://www.mediafire.com/file/ytyjbk8x8pll1lw/file now here is skulltag content https://www.wad-archive.com/wad/103f87c8b1457f8919003d35a25fa264 only 1 map more will come in the future but yes i need to finish the first map but there is a exit to the map but i think it needs more details i hope you will like it :)
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