WH-Wilou84 Posted June 3, 2019 "Xanthophobie", my latest vanilla map : 27 Share this post Link to post
Gifty Posted June 3, 2019 Looks excellent! Love the melee revenant sprites. 2 Share this post Link to post
Guest Unregistered account Posted June 3, 2019 So I tried opening a Doom 64 map in GZDoom Builder 0 Share this post Link to post
Gez Posted June 3, 2019 1 hour ago, WH-Wilou84 said: Xanthophobie Probably more politically correct than "Le Péril Jaune". 1 Share this post Link to post
NeedHealth Posted June 4, 2019 4 hours ago, Gez said: Probably more politically correct than "Le Péril Jaune". Or "La Petit Mort" which sounds like a good name for doom map. 0 Share this post Link to post
Walter confetti Posted June 4, 2019 Impressive effect made with a simple scroll texture line action, Dragonfly! The middle part of the curved linedefs is made out 1 map unit lines sets on 0, 0 on both texture axys? 1 Share this post Link to post
Ichor Posted June 4, 2019 14 hours ago, Dragonfly said: I saw that episode last night. There wasn't much plot, but there was plenty of action. 3 Share this post Link to post
Dragonfly Posted June 4, 2019 59 minutes ago, Walter confetti said: Impressive effect made with a simple scroll texture line action, Dragonfly! The middle part of the curved linedefs is made out 1 map unit lines sets on 0, 0 on both texture axys? Spot on! 2 Share this post Link to post
Nymbus_Hustle Posted June 4, 2019 I've been working on mapping and detailing individual rooms. I like how in an editor a map can look like a mess of sectors but in game it looks fairly clean. I'm fairly new to level editing, so I've just been taking my time building random things and not really finishing maps yet. I'm trying to use as little rectangular rooms in maps as I can, and keep hallways to an absolute minimum. These forums have been absolutely godly for providing not only information but also inspiration. 9 Share this post Link to post
NeedHealth Posted June 4, 2019 @Nymbus_Hustle looking at that Z shaped wall. I can't tell the thickness but the minimum safety distance is 16 map units between walls, to avoid unexpected errors. 1 Share this post Link to post
Nymbus_Hustle Posted June 4, 2019 (edited) 43 minutes ago, NeedHealth said: looking at that Z shaped wall. I can't tell the thickness but the minimum safety distance is 16 map units between walls, to avoid unexpected errors. Which z? The one right here is a fairly small crack in the ground Unless making sectors like that cause issues too. Is this an issue in all formats are just in vanilla/Boom? Or do you mean the wall I circled here: 0 Share this post Link to post
NeedHealth Posted June 4, 2019 Sorry the wall of course. It has to be a minimum of 16 units thick.@Nymbus_Hustle 1 Share this post Link to post
Memerz1 Posted June 4, 2019 Development on the first episode of Shattered Flesh should be finished soon enough. 7 Share this post Link to post
⇛Marnetmar⇛ Posted June 5, 2019 7 hours ago, NeedHealth said: @Nymbus_Hustle looking at that Z shaped wall. I can't tell the thickness but the minimum safety distance is 16 map units between walls, to avoid unexpected errors. What the hell are you talking about 0 Share this post Link to post
Ichor Posted June 5, 2019 Anything smaller and you run the risk of projectiles sneaking through the walls. Mancubus fireballs are notorious for that sort of thing. 2 Share this post Link to post
SaladBadger Posted June 5, 2019 (edited) in theory, though, a thinner walls gives more opportunities for the projectile to hit something. An imp's fireball has a diameter of 12, but only moves at 10 units per tick, so unless I'm missing something obvious, an imp fireball will never go through a wall outside of nightmare. A baron's fireball could, as it moves at 15 units/tick, but a wall thicker than 3 units would be sufficient to stop it. Mancubus fireballs (and for that matter, imp, baron, and caco fireballs on nightmare) still have a diameter of 12, but a speed of 20. In this case, they should be sure to hit a wall that's more than 8 units thick but less than 32 units thick. So there's no strict technical reason they need to be 16 units thick, but it does fall in that range of greater than 8 but less than 32. In some cases, projectile clipping is just sort of unavoidable. They go through walls on Dead Simple that are way thicker than 16 units. ed: i say unavoidable, but you could keep your walls always thicker than 8 units and pad any one that's thicker than 32 units with extra sectors between them in the void to try to stop the projectile. If you have a big detailed map though, is it worth soaking segs on that though? 2 Share this post Link to post
Guest Unregistered account Posted June 6, 2019 (edited) Where could this be? 0 Share this post Link to post
Test Tickle Posted June 6, 2019 (edited) 1 hour ago, Kapanyo said: EDIT: Better gif right here Edited June 6, 2019 by pc234 5 Share this post Link to post
Guest Unregistered account Posted June 6, 2019 (edited) Bang on! edit: same ceiling textures lol 0 Share this post Link to post
Jaska Posted June 7, 2019 ~4 weeks ago: Now. Basically the most of the layout is ready. Pics from inside the facility: So, this is way too big for me to handle. Maybe I just should cut some areas totally of.. I can't imagine any good progression to this. 27 Share this post Link to post
RonLivingston Posted June 7, 2019 (edited) Hexen gets its own pallet! inspired by the one from unidoom 3 You can download it to see what the pallet looks like https://www.dropbox.com/s/1o931xmrbqqymc2/UDMhexen.wad?dl=1 13 Share this post Link to post
Fuzzball Posted June 8, 2019 (edited) Made a couple of skies! More colours can be found right here! (So I don't spam up here too~) Edited June 8, 2019 by Fuzzball 31 Share this post Link to post