Maes Posted November 27, 2010 Grazza said:Nuts.wad includes a modified colormap that changes the invulnerability effect. So unless a port ignores a colormap included in a wad, then this effect will be applied. *checks nuts.wad* Wow, didn't realize that :-S Then again, Mocha Doom doesn't ignore the colormap...or anything, for that matter (except sound, for now). Sadly, for the rest the usual vanilla restrictions about flats and sprites in PWADs apply e.g. only fully merged IWADs or PWADs with full SPRITES/FLATS lumps work. Even worse, if additional sprites exist anywhere within included PWADs they actually cause Mocha Doom to crash rather than just rendering them as garbage, because they cause sprite lookups to go beyond the acceptable array bounds, so including full Boom-like support for flats and sprites in PWADs is a must. 0 Share this post Link to post
Grazza Posted November 27, 2010 Yes, that's what I meant. Mocha Doom isn't ignoring the colormap, so it is displaying the effect correctly. This is the way vanilla works too on Nuts.wad. 0 Share this post Link to post
40oz Posted November 27, 2010 I love 90's wads so fuk u. 30 Levels MAP06: Mars Temple Annex by Stephen Huff 0 Share this post Link to post
Foodles Posted November 27, 2010 40oz said: I love 90's wads so fuk u. My eyes are melting 0 Share this post Link to post
printz Posted November 27, 2010 Did Hitler resurrect into the late 20th century? 0 Share this post Link to post
Dutch Doomer Posted November 27, 2010 Ah '94 maps always have something special about them. Weird texturing or designs etc. I sometimes miss that old school do whatever you like look the '94 maps usually have. 0 Share this post Link to post
lupinx-Kassman Posted November 27, 2010 40oz said:30 Levels :D Be sure to check out the secret maps by the way (should be called 32 levels :P). They are quite interesting.. 0 Share this post Link to post
DeathevokatioN Posted November 27, 2010 dutch devil said:Ah '94 maps always have something special about them. Weird texturing or designs etc. I sometimes miss that old school do whatever you like look the '94 maps usually have. Well said. I also really miss the fun and quirky gameplay that usually accompanied those types of levels, in the wads I'm making I'll try bring that style of gameplay to life again in a few of the combat situations I've got planned. 0 Share this post Link to post
Walter confetti Posted November 27, 2010 LOL hitler in the burning city. Whatever, maps doesn't looks so bad... 0 Share this post Link to post
40oz Posted November 28, 2010 I admit the maps are kinda junky looking. My biggest gripe with them is that there are too many right angles used in every single map. Some traps are a little fierce but nothing too difficult for someone who's ever completed Doom 2 on UV. The maps are very long and I sometimes get lost but I've seen some trap ideas and layout designs that I've never seen in maps released within the last 10 years. I like looking at the rooms that are very bare and empty of anything except monsters and items and making inferences of what the room is supposed to be. 0 Share this post Link to post
lupinx-Kassman Posted November 28, 2010 True, the author does seem to follow a set pattern, especially in the first episode. Many of the first few levels seem to contain one particular annoying structure that consists of a ground "floor" of nukage and lost souls, and a second floor that has many unnecessary rooms. The wad does pick up though, and I would say map 20 and map 30 are the best maps in it. I would at least play maps 11-20 for a laugh. 0 Share this post Link to post
bgraybr Posted November 28, 2010 Vaporizer said:Changed bullet puffs into plasma impact sprites (chainsaw, shotgun and ssg sprites will be changed later): I did this mainly just for the dagger weapon, though it looks quite cool on other weapons too... I've always wondered why Equinox only changed the sprites for the pistol and chaingun, and had the weird buzzing noise for the shotgun. It made the wad seem a little incomplete. 0 Share this post Link to post
DuckReconMajor Posted November 28, 2010 bgraybr said:and had the weird buzzing noise for the shotgun.huh? 0 Share this post Link to post
bgraybr Posted November 28, 2010 DuckReconMajor said:huh? wut? When I played it the regular shotgun's firing sound was replaced with a short buzz that sounded like static or an electric shock. I just assumed that the author meant to replace the shotgun sprites with a high-techy electrical looking ones but never got around to it. I think I ran it in Zdoom and later Doomsday. 0 Share this post Link to post
DuckReconMajor Posted November 28, 2010 I ran it in Zdoom and it always sounded normal. I just loaded it up and both it and the super shotgun sound normal. 0 Share this post Link to post
darkreaver Posted November 28, 2010 bgraybr: sure you are thinking of Equinox? 0 Share this post Link to post
Insane_Gazebo Posted December 1, 2010 http://img98.imageshack.us/img98/4117/sundermap14preview.jpg Why do such small, fiddly pseudo-hexagons have to look so... pretty. :( On the up side, this map is looking better than it did in my head. :) 0 Share this post Link to post
gemini09 Posted December 1, 2010 Insane_Gazebo said:http://img98.imageshack.us/img98/4117/sundermap14preview.jpg Why do such small, fiddly pseudo-hexagons have to look so... pretty. :( On the up side, this map is looking better than it did in my head. :) Will you have Lost Souls appear from those holes? That would be cool :) 0 Share this post Link to post
DuckReconMajor Posted December 1, 2010 I think hell-bees would be more likely. 0 Share this post Link to post
40oz Posted December 1, 2010 or lost souls with bees in their mouths so when they shriek they shoot bees at you 0 Share this post Link to post
DuckReconMajor Posted December 1, 2010 and occasionally shoot out a Pain Elemental 0 Share this post Link to post
Snakes Posted December 1, 2010 Suddenly Pain Elementals would become like those matryoshka dolls that have always caught my attention. 0 Share this post Link to post
hervoheebo Posted December 1, 2010 Testing a new snow texture, left side is 128 lighting, right side is 192. Looks pretty good considering it was a quick job.. 0 Share this post Link to post
Xeros612 Posted December 1, 2010 Doesn't look bad, but it looks like the tiling is a bit too noticeable, especially in the darker side of the shot. 0 Share this post Link to post
DuckReconMajor Posted December 1, 2010 I don't think that's the tiling as much as the light radius lines are really noticeable for some reason. 0 Share this post Link to post
esselfortium Posted December 1, 2010 DuckReconMajor said:I don't think that's the tiling as much as the light radius lines are really noticeable for some reason. It's because the texture is rather low-contrast. The higher contrast it is, the less visible banding will occur between colormap levels. 0 Share this post Link to post
Walter confetti Posted December 1, 2010 few days ago, playing on skulltag with my new laptop, i've noticed this bug in doom.wad e1m4: the funny thing is i've noticed this only when i played it, so i made this fancy photo ^_- 0 Share this post Link to post
Stupid Bunny Posted December 1, 2010 More screenshots from my work-in-progress. The first map was completed in less than a week, which for me is an amazing accomplishment. The second I started only a couple days ago. http://i91.photobucket.com/albums/k284/KeegTech/Screenshot_Doom_20101201_120513.png http://i91.photobucket.com/albums/k284/KeegTech/Screenshot_Doom_20101201_120923.png http://i91.photobucket.com/albums/k284/KeegTech/Screenshot_Doom_20101201_121139.png http://i91.photobucket.com/albums/k284/KeegTech/Screenshot_Doom_20101201_122942.png 0 Share this post Link to post
SonicIce Posted December 1, 2010 StupidBunny said:More screenshots from my work-in-progress. The first map was completed in less than a week, which for me is an amazing accomplishment. The second I started only a couple days ago. looks great 0 Share this post Link to post