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D'oh, plus they drop clips. Sprite reducing suggestions are replace some sets of 9 SS with 2-3 Revs or 1 AV? Also an earlier version of the map had the final cyber teleport from the exit room platform to the general play area which may reduce the change of it specifically disappearing whilst being in that single location? (sorry!)
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Try not to rely on how fast the scroller moves, use sector barriers (doors with ceiling into the floor) to determine delays.
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I've noticed a couple of texture misalignments on MAP32. Will post an update soon.
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Whoops. The ceiling in the PI secret needs to be lower so the lift will jam and lower again. RE: Revenants in the Caco tower. I guess they could be teleported into the main pathway around the building instead or the caco tower platform can be lowered 64 units to make shooting the Revs slightly easier?
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I think make it optional to watch and enjoy making it :)
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Using voodoo scrollers to trigger secret sectors
traversd replied to phoo's question in Editing Questions
Maybe have a thin lowered sector with the secret type just around where the player would activate the "drinks from mug" sequence. The voodoo scroller can then insta-raise the sector the player should then activate the secret sector when they move away? -
Resurrecting the missing Doom64 monsters. ("missing" weapon animations done)
traversd replied to Gerardo194's topic in Doom General
Goro came to mind for some reason. It could throw 2 (or 4!) Baron attacks at a time. -
Sometimes make a switch action repeatable. The first time provides the necessary state to progress; the 2nd time provides access to a secret; then alternate back to the state to progress.
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Yikes. Is it something considered possible that a Doom c/s port can (or could be developed to) support such high a numbers of players and active objects for a fairly smooth client experience? (sidestepping the question of whether such high numbers makes for practical experience)
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Whoops. Didn't realise the link changed if the file was updated :( Clearly I need to just keep making new filenames with every update :) New link (and I've edited the post above as well) https://www.dropbox.com/s/lv8sa3x6yhi0wnz/map12_as_techbase7.wad?dl=0
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Map12 in Techbase theme has had a bit more tweaking. https://www.dropbox.com/s/lv8sa3x6yhi0wnz/map12_as_techbase7.wad?dl=0
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Hi Brad, Is there a way to turn off the effect where a sector being raised by a door linedef special brightens to the highest light level of its neighbour sectors? Thanks heaps :)
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Here are updates to Map12 in Techbase theme and Map07 in Wolfenstein theme. Thanks to DOTW for feedback :) I've made the platforms in Map12's end room lower only when going to a platform with a switch - hoping it doesn't escalate too quickly now. https://www.dropbox.com/s/hm78cjt75azuciw/map12_as_techbase7.wad?dl=1 https://www.dropbox.com/s/kyrowcqwhia5bqj/map07_as_ZZWOLF4.wad?dl=1
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Maybe change the upper texture that is currently metal to the same as the snow floor texture or if you have a metal+snow option? The bigbrik1 also might benefit from some snow texture overlay.
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Linedef special 247 or 248? They scroll objects based on changes to a remote tagged sectors height. The monsters you want to be the “lock” can prevent the remote sector height from changing (ceiling lower types) until they are all dead.