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About traversd

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  1. traversd

    Switcheroom 2 (Now on IDGAMES!!!!!)

    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!)
  2. traversd

    Scroll Floor is slower in PRBoom+?

    Try not to rely on how fast the scroller moves, use sector barriers (doors with ceiling into the floor) to determine delays.
  3. traversd

    Switcheroom 2 (Now on IDGAMES!!!!!)

    I've noticed a couple of texture misalignments on MAP32. Will post an update soon.
  4. traversd

    Switcheroom 2 (Now on IDGAMES!!!!!)

    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?
  5. traversd

    Thoughts on "Scripted" Events

    I think make it optional to watch and enjoy making it :)
  6. 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?
  7. Goro came to mind for some reason. It could throw 2 (or 4!) Baron attacks at a time.
  8. traversd

    Good ways to make secrets

    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.
  9. traversd

    Who recorded Decino's Epic Stress Test #2?

    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)
  10. traversd

    Switcheroom 2 (Now on IDGAMES!!!!!)

    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
  11. traversd

    Switcheroom 2 (Now on IDGAMES!!!!!)

    Map12 in Techbase theme has had a bit more tweaking. https://www.dropbox.com/s/lv8sa3x6yhi0wnz/map12_as_techbase7.wad?dl=0
  12. traversd

    DOOM Retro v3.6.1 (updated August 16, 2020)

    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 :)
  13. traversd

    Switcheroom 2 (Now on IDGAMES!!!!!)

    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
  14. traversd

    Does This Look Weird to You?

    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.
  15. 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.