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  1. Past hour
  2. EtherBot

    Do People Really Like Classic Doom For What It Is?

    Because that's the basis of civilization?
  3. Velvetic

    Doom 64: Community Chest

    @GoatLord 1. Make a sector around the powerup (just for the linedefs) 2. Create a dummy sector with your desired color scheme 3. Tag both the dummy and actual sector (with different numbers of course) 4. Write a macro using either "Sector_CopyLights(dsttag, srctag)" or "Sector_CopyLightsAndInterpolate(dsttag, srctag)" 5. Use the linedefs around the powerup to trigger the macro That is how I would do it, there's probably an easier way.
  4. Myst.Haruko

    Do People Really Like Classic Doom For What It Is?

    You did a good job, until you lumped brutal doom and other mods in one. Like vanilla fork of smooth doom is equally bad with brutal doom. Honestly, there are lots of community mods and mapsets which already surpassed iwad quality in vanilla ways. Like Back to Saturn x or Suspended in Dusk.
  5. Pegleg

    Level design tropes you use

    Why not have pain elementals teleport in sometime after you've started your attack on the turreted cyberdemon from the comfort of cover? You obviously wouldn't do it every time, but I would think that when it did happen (especially if there was a delay), it would catch the player offguard (and possibly be rather cruel).
  6. GoatLord

    Doom 64: Community Chest

    Does anyone know how to trigger a sector to change color after acquisition of a powerup?
  7. Teder

    Haunted real places by DOOM

    @Vermil challenge accepted :)
  8. Gez

    Linetype 19 quirk?

    There are two mechanisms to keep in mind: When looking for the highest or lowest floor or ceiling from a neighboring sector, it doesn't necessarily need them to be higher or lower than the moving sector's floor or ceiling. Sectors move at a constant speed, and if they overshoot their target, they instantly move to it instead. The logic is this: suppose you want to lower by 10 units and you lower at a speed of 8 units per tic. First tic you lower the full eight, now you still have two units to lower, second tic you again lower by 8, you've overshot your destination, so you instantly move up 6 units and it'll look like you've only lowered 2 units. When you combine these two effects, you get that if a floor is "lowering" to a higher height than it already is, then it'll consider to have already overshot it. So the movement is instant, no matter how far it has to cover.
  9. DILDOMASTER666

    ASSHOLE HERETIC (1 map, garbage)

    https://www.dropbox.com/s/v6p1sa7kk6ugw7d/asshole_heretic.wad?dl=0 1 "map" for Heretic made exclusively for the purpose of making @Bashe laugh screenshot below
  10. VGA

    Favorite Source Port?

    Chocoom is definitely good for testing stuff. It's what happens when someone takes the meaning of "source port" literally.
  11. VGA

    k8VaVoom: no good thing ever dies!

    I remembered that Windows allows you to redirect console output to a file, so I appended ">> log.txt" to the end of my commandline and saw the actual log. No need to paste it here since you solved that mapinfo parsing error. For Windows users, here is an example: vavoom -iwad "C:\pathto\doom2.wad" -file "C:\pathto\btsx_e1a.wad" -file "C:\pathto\btsx_e1b.wad" -deh "C:\pathto\btsx_e1.deh" >> log.txt
  12. geo

    So...? then.. how did it get there?

    Alright. I watched the thing. Yes it does warrant an explanation, but oddly enough he's not the only one that just happens to have a plane somewhere where it shouldn't be. Someone found a random google maps drive by where a plane is just attached to someone's house, but that's in a neighborhood setting. Looks like one of the planes DB Cooper and his copycats would hijack and jump out of. Even a random crash landing that was reassembled would have smaller trees behind it with bigger trees around it. He could have just found a clearing, hauled the plane out there in the 70s when those planes were retired due to hijackings. My local auto museum has jets that were disassembled and reassembled at the museum.
  13. Today
  14. G01000011

    Pre-Alpha Doom Crucible?

    The title in the .TXT says "DOOM Alpha v0.3".
  15. Anthropophagus89

    VINESAUCE DOOM MAPPING CONTEST 2.

    Ffs do any of you read the thread? Like.. at all? JOEL did not select ANY maps. I (his mod) test the maps and approve them, then I send them over to Joel and he plays them. I do select them randomly. In the beginning I chose the smaller files because I thought I'd get through them faster but now I mix it up. Every map that gets approved will be streamed.
  16. Kore

    Doom 64: Community Chest

    As long as you don't have see two flats on top of each other at the same time, everything is possible.
  17. StevenC21

    Doom 64: Community Chest

    @Bob9001 Don't forget to create your secret exit to MAP32!
  18. Novaseer

    Level design tropes you use

    A few things I do quite often when mapping: Using arch-viles with a load of trash tier enemies. Targeting GZDoom/UDMF without making much use of UDMF features on a per-map basis (anyone who's played Depths will know this, there is one line portal in the third map, and a few on-kill triggers, and that's it) Completely polar difficulty - it's either really easy or really hard, there's no in between. "Fake" non-linearity, as in, I'll add an area with multiple options, except they're all locked apart from one way, which will allow you to go one other way, etc etc. until the exit is finally reached. Map02 of my current personal project is especially guilty of this - I might have to rework it at some point. In some cases, the way to progress in one of my levels is extremely hard to spot. XMAP05 in Depths, for example - I doubt many people will think of walking into tiny little alcoves to open up the way to a key. I reckon this is pretty hard to avoid when you're the person making the map though. Making cyberdemons easy. I did this quite a lot in Depths - most are turreted with good cover being available. Throwing in pain elementals just for the sake of being cruel. Normally in secret areas or maps, but it still stands: cramming my name or icon in for the sole sake of being an egotistical prick. Not planning out my maps before I make them in the slightest - with the sole exception of map 6 of my current personal project, which I drew beforehand. Either not using copy paste at all, or going all out with copy paste. Overuse of border sectors. I don't like it when colours clash too much. Alright, enough of that wall of text.
  19. Death Egg

    Seeking: Your Doomguy Sprite Variants

    Don't forget this classic resource: http://www.doomlegends.com/emporium/skinpacks.html
  20. tempdecal.wad

    Doom 64: Community Chest

    3D Floors aren't the only method to detail your levels, you just gotta be creative.
  21. Hello, i made a little mappack of 3 maps for Heretic, tested with zdoom 2.8.1, not vanilla/dosbox Some textures could go wrong with dosbox and there is no new stuff added. IWAD: HERETIC.wad The 3 maps start at e3m6, then, e3m7 and e3m8. Maps can be played in single player or coop with 4 players. Difficulty level: For Normal and Hard. Editors used: Gzdoombuilder 2 and slade Ports: tested with zdoom 2.8.1, zandronum 3 and gzdoom 3.5.0. Theme: Temple with water, Caves with Lava and Underground temple Time to make it: 1 month and about 15 days. My first mappack was really meh and too simplistic with a ton of errors (textures, fat door and others), i tried to learn and i hope this one will be better and more fun to play! I could have made more maps but i prefer to ask about stuff before. Really hard to map but it's fun :3 The pack should work, replayed the 3 maps in the pack and retested after some modifications in case. Have fun! LINK: http://www.mediafire.com/file/8t5go9uf16721l1/pantheon.rar/file Screenshots:
  22. ArcheKruz

    Doomworld Members' Sketchbook

    This looks nice, you should make it an intermission/title screen of sorts for your project.
  23. Shadowcaster is a complete pain in the ass to reverse engineer. int32s that store a single int8 field, map files absolutely filled to the brim with meaningless garbage data, and ravdata lumps referenced by lump number - oh my

  24. Memfis

    Toxic Computing

    Good small relaxing techbase. The author shows a lot of creativity when it comes to the room shapes, and there are vertical differences between the areas everywhere. The final cacodemons seemed pointless though.
  25. DILDOMASTER666

    Rank your top FPS or TPS games from best to worst

    1) Metal Gear Solid V: The Phantom Pain 2) Doom 2 3) Splinter Cell: Chaos Theory 4) SWAT 4 5) Rainbow Six 3 6) Quake 3 7) UT99 8) Shadowcaster 9) Heretic 10) Doom
  26. Memfis

    Energy Flux

    Very basic level geometry. I guess it is somewhat fitting if you take the Egyptian theme into account, but it results in a lot of simple and repetitive encounters. At least you get a lot of plasma and rockets, so the fights don't take long.
  27. HavoX

    k8VaVoom: no good thing ever dies!

    To quote the guy from Sonic Colours: "AMAZING!" VaVoom would've been a great port, had it not have many flaws preventing me from running it correctly.
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