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AtticTelephone

Doom -1: A Doomworld Experiment

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1 minute ago, waciej said:

2 Balance (I played map 02 on UV and its nearly impossible, becasuse you didnt have ammo to do something)

i can't play that level too, plutonia at last gives you ammo! -.=.-", is that revenant + arch-vile trap

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- updated the MAP01 finale, now is a machine of flesh and metal!

- fixed unconnected lines on MAP01... the signatures are now they are in rooms.

- added 2 new quit messages!

 

i will add more stuff, i uploaded sooner to others update more easily

NEGATIVEONE_V0.62.zip

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teleports works like this:

 

- you add a sector with a tag, the sector where the player will teleport

- in that sector you add a TFOG "the teleport entity", where the player will directly teleport

- then you put a linedef with the tag of the sector and a "teleport" line special, i recommend "WR teleport"

 

then the player passes the line he will teleport to the teleport entity.

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17 minutes ago, waciej said:

First teleport didnt work (im trying to fix that)

Well, all the teleports seem to working fine for me though. I am confused. Also, why does this latest version give me an error of "Could not find MAP01" ??

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Okey Teleport works only on "hard" mode (UV and Nightmare) Thats why on lower setups didnt work bRuH moment

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1 minute ago, waciej said:

Okey Teleport works only on "hard" mode (UV and Nightmare) Thats why on lower setups didnt work bRuH moment

Gosh... you are right. I just tested the map in ITYTD... Would like to have a word with the person who added those key rooms in the starting section :P 

 

Jokes aside, I really wish 2 out of 3 key rooms were not put in the starting area of the map. Would have loved to add some of them in the later parts of this gigantic map.

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1 minute ago, Rosh Fragger said:

why does this latest version give me an error of "Could not find MAP01" ??

with what sourceport you play? lzdoom works fine!

 

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Is this boom format or something now? Doesn't seem to work in Chocolate Doom. I get the error R_FlatNumForName: (ascii square) not found

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32 minutes ago, RiviTheWarlock said:

@magicsofa It was always meant to be BOOM format.

 

I suppose so but it was a little unclear:

 

On 7/18/2020 at 12:30 AM, AtticTelephone said:

It's supposed to be mostly vanilla, so no slopes or heavily modified stuff.

 

Custom monsters, music, text and textures are fine, but it should work for most source ports, like Boom and ZDoom ports.


Anyway, starting map10

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I’m not exactly ok with the idea of making it only Boom compatible, the WAD actually worked best in Crispy Doom. I wanted this project to be available to all ports. However, if vanilla compatibility is added back, along with compatibility to other WADs, I will set the deadline to February 1st, 2021.

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