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About traversd

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  1. traversd

    Post your Doom textures!

    Flip the yellow upside down in the first example so it has a strip of arrows pointing up in the direction the door will travel.
  2. traversd

    Post your Doom textures!

    The Gargoyle w/BRICK10 and MARBGRAY combinations are great :)
  3. traversd

    Switcheroom 2 - Alpha 2

    Neat AD 🙂 My only comments/suggestions would be to avoid the vertical tiling of BROWN144 maybe keep the tekwall static instead of scrolling? maybe reduce the platforms used to get to the top switch to smaller defined lift sections - though I appreciate they are MAP30 hallmarks 😉 maybe change the tag of sector 33 to '13' so it lowers once instead of with the lift sequence - my lameness with gameplay timing showing here 😄 Trav
  4. If the teleport destination is blocked (possibly by the 1st monster that teleported) the next monster(s) wont be able to teleport. 1 option is to use a teleport line at the end of the conveyor to send any monsters that missed the required "teleport into play area" line to keep on looping until they can teleport. Another option is multiple "teleport into play area" lines along the conveyor with different, spread out, teleport destinations.
  5. traversd

    Jim Flynn

    Very sad to hear this :( RIP Jim - Thank you for contributing so much to a past-time we all value so greatly.
  6. traversd

    Keyed exit switch

    The activate this object message comes from the vanilla fast door linedef specials I think.
  7. traversd

    Kate Fox has passed away

    Awful, heart breaking to hear. Thoughts are with the family and friends of Kate and BouncyTEM.
  8. traversd

    BYTESIZE maps

    Many of the unclosed sectors have been used simply to split linedefs vertically for applying 2 or 3 textures to a wall. A godsend when you can't add in trim, alcoves etc :)
  9. traversd

    BYTESIZE maps

    Done! Thanks for the tip :)
  10. traversd

    BYTESIZE maps

    Hi All, This is BYTESIZE. A small pack of small maps :) that I've been making this year. Each map has been limited to 100 linedefs in total. Given the limit, I've tried my best to pack as much gameplay into them as possible. The general rule has been to use every bit of sector possible to make the maps interesting and varied, and to also have them fairly dense in monsters, weapons, ammo and items (though I hope I've not gone too far with that). A finished MAP10 eludes me so I figured I should put this out for some feedback on the other maps whilst I nail down the final parts of MAP10. I hope they are enjoyable to some you out there :) 11 maps (10 + a placeholder at MAP10) No skill setting refinement on all maps just yet sorry! Made for complevel9 (+using MBF sky transfers) Tested in GZDoom, DoomRetro, GL/PrBoomPlus and Eternity GZDoom has some rendering quirks which is the fault of some maps having unclosed sectors (Though the switch at the elevator in MAP01 has me stumped!) But for the most part I think I've addressed most of them. No music :( yet! BYTESIZE v0.2 --> https://www.dropbox.com/s/6y7mc3588em7bch/BYTESIZE_v0.2.wad?dl=1 Some screenshots (already posted in the "what are you working on?" thread
  11. traversd

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

    BYTESIZE MAP05 - This is a rework of MAP02 from 100lineT.wad
  12. traversd

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

    BYTESIZE MAP09 4 more maps needing cleanup and map10 is still a WIP then I might have something to show for this insanity to post up for playtesting.
  13. traversd

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

    BYTESIZE MAP06 ... & MAP07
  14. traversd

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

    BYTESIZE MAP02 - Currently untitled and skill settings not yet implemented. Debating on whether or not the plasma gun is "too soon" for the map set /shrug Complevel 9 (tested in GZD, PRB+, E and DR) https://www.dropbox.com/s/499tgisfmxtxs53/MAP02-BBBBBv3.wad?dl=0
  15. traversd

    DOOM Retro v2.7.4 (updated November 4, 2018)

    Hi Brad, Something I noticed while making a new map is that Boom special 242 appears to have some issues when the sector (and the dummy sector) change heights. I've attached a demo map that uses 242 and 53 (W1-Start moving floors). It seems that the target sector will only mirror the dummy sector dynamically if the dummy sector is also visible on screen. In the demo map you should see that if you view both platforms it is fine. Turn left to only view the yellow skull plat and it stops moving, but then jumps to whichever state the dummy sector is if you then view both plats again. This was checked with 2.5.5 Thanks, Travers doomretro-boom242a.zip