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everennui

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

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41 minutes ago, VGA said:

@IRod54

Interesting layout.

 

Which source port has this funky looking map?

GzDoom, I simply just changed the automap colors 

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Screenshot-Doom-20201220-131119.png


Screenshot-Doom-20201220-131054.png


Screenshot-Doom-20201220-131106.png


Screenshot-Doom-20201220-131113.png

 

It's like a twin map with humans on one side and all kinds of resources, but the other side has nothing but full on demon monsters and you have to fight through it when your ready, will be blocked off by multiple gates you can open any time you want them to spill in

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Wish your cats would follow you to Hell and back? Now they can :p

 

Cats spawned by you with the magic items included in the mod, including the meow cheat, will follow you 'by etheral travel'  to the next level. Provided their FriendPlayer field hasn't been modified, any such cats left alive at the end of the level will do this; it is controllable via two new flags (see below).

 

This feature is still under development and as yet only applies to a destructive level end; I haven't tested cats left in a hub level yet; they should be waiting for you when you get back, but I need to test this fully. It works by the cat's OnDestroy() method notifying a static thinker and an special inventory item being placed with each player; essentially each cat is only a 'clone' of itself, but this isn't obvious in game. So far the copied properties are runtime class, start health, current health and player friend. Text file Download

 

HFIdiMW.png

 

A5EUpra.png

 

BLACK CAT ACTOR FLAG: FollowPlayerToLevels (default: OFF)
Try to follow the player across level changes (i.e., via teleport pads).

BLACK CAT ACTOR FLAG: SpawnWithTeleportFog (default: OFF)
Spawn a teleport fog actor around this instance when spawning, and delay
any further actions until the teleport fog sound has completed; also be
invulnerable during the waiting time (like the Afrits in HeXen). This flag
is primarily meant to be used on a per-instance basis for special effects.

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On 10/31/2020 at 5:55 AM, MAN_WITH_GUN said:

Don't pay attention that the whole map is white. There are just a lot of lines on it. ("._.)

 

second map.PNG

That map is huge looking, I do think of making a map like this for my blighted aura heretic RPG, E4M9

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No new screenshots for The Black Cats of Doom, but fixed crash in thinker management and cats following player now works correctly with hubs. Textfile Download

 

BLACK CAT ACTOR FLAG: FollowPlayerToMap (default: OFF)
Try to follow the player across level changes (i.e., via teleport pads),
but only from non-hub levels (i.e., regular maps that cannot be reentered).

BLACK CAT ACTOR FLAG: FollowPlayerInHub (default: OFF)
Try to follow the player across level changes (i.e., via teleport pads),
but only between hub maps and even then, only within the hub the cat was
created in; on leaving that hub, the cat is gone for good; if that hub is
later reentered, the cat will no longer be there (just like everything else
that was previously created in the hub; leaving any hub resets its maps).

BLACK CAT ACTOR FLAG: FollowPlayerToHub (default: OFF)
Try to follow the player across level changes (i.e., via teleport pads),
but only between hub maps, but including between hubs; on leaving a hub,
the cat will follow the player to the next hub, unless ending the game.

If FollowPlayerToHub is set, the FollowPlayerInHub flag is treated as
UNDEFINED and is IGNORED; unless you intend the value therein to be used if
this flag is ever cleared, it is best practice to set FollowPlayerInHub to
false when FollowPlayerToHub is true.

BLACK CAT ACTOR FLAG: SpawnWithTeleportFog (default: OFF)
Spawn a teleport fog actor around this instance when spawning, and delay
any further actions until the teleport fog sound has completed; also be
invulnerable during the waiting time (like the Afrits in HeXen). This flag
is primarily meant to be used on a per-instance basis for special effects.

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Had a crazy idea to make a series of Christmas theme speedmaps a couple of days ago(6 maps minimum at least) however I probably wont be done with it until after New Years at the earliest due to being busy with IRL stuff.

 

Screenshot_779.png.e2327101523ec5b8386c752de48c2e3d.png 

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16 minutes ago, Misty said:

Working on community project submission to kick my mapping block:

Looks like Plutonia and some Master Level map that got put into another dimension.  Need a playtester?_?

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2 minutes ago, Mr. LBN said:

Need a playtester?_?

Not yet, in few days hopefully, I want make that worthy level submission ;)

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14 hours ago, TheHambourgeois said:

:when you make a dummy sector to prevent a switch grab:

1189363461_nocheating.png.ec0fd4e603949bb8ee40eead20245d8d.png

 

Can you explain this part to me?

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On 10/31/2020 at 9:55 AM, MAN_WITH_GUN said:

Don't pay attention that the whole map is white. There are just a lot of lines on it. ("._.)

 

second map.PNG

That is absolutely massive! How long did it take you to do this map? I can imagine the filesize must be somewhere in the 2-4mb range...

 

Hah! Imagine trying to convert a map like this for a PSX Doom TC...

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20 hours ago, Marn said:

 

Can you explain this part to me?

I had a switch you could grab from the floor, so I tagged the lines on the surrounding sector to SR sector brightness to 255 and target the pictures sector.

 

So, idk if that is fully necessary, I know linedef actions block any other actions behind them, but I made them functional just to be safe

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What would you suggest?

Can't really think of anything else besides "armor", which isn't really appropriate either.

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1 hour ago, Lobo said:

What would you suggest?

Can't really think of anything else besides "armor", which isn't really appropriate either.

'Iron Plating'? 'Chain Mail'? 'Mail Coat'? These were all used by a handful of folks in the Wild West, to varying degrees of success...

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The armor equivalent for cowboys should obviously be "hat" and I will not hear any dissenting opinion about this.

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My next Project is "eXciter - Slayer of Kings"

Its based off a Web comic of mine. Im not a fan of modding without a little bit of story.

 

Its heavely based on melee combat (swords and magic). You can enchant your sword with different types of chaotic energy and unleash different attacks based on the weapon Slot. You got bombs and throwable sidearms. The maps play in a gigantic kingdom with fields, villages and castles.

I try something different with this. It would be more suited for Hexen but i love to mod for Doom. Enemies will be replaced with Knights, Sorcerer and other medieval foes.

I dont have any screenshots ready yet as everything is in its early states.

 

"I just want to see this whole town burned to the ground!"  -Marra

 

 

 

481476104_marra2.png.91e7ef1542adafbb1956ecd2777bbcb4.png

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On 12/26/2020 at 4:41 AM, Cryo said:

That is absolutely massive! How long did it take you to do this map? I can imagine the filesize must be somewhere in the 2-4mb range...

 

Hah! Imagine trying to convert a map like this for a PSX Doom TC...

 

The build time was 2 weeks, second map in winter project. 

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