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About greg_br549
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Thanks for posting this Rich. I would have never known. It's really tough to believe. I was working on a project with Kevin a little over a year ago, and like so many projects, it never materialized due to time constraints. I regret not being able to complete the project with Kevin. He was a great guy to know and work with. It’s so very sad. I will definitely miss him. -greg
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There is yet another nasty little flaw/bug in UAC_Dead....I believe after Doom version 1.666...the Doom.exe "666" sector tag trick does not trigger the red key sector to lower down to the floor for some crazy reason....thus not allowing the player to continue through the level.
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A must play.....they don't get anymore classic than this! The bridge trick blew me away back then. Here ya go... ftp://archives.3dgamers.com/pub/idgames/levels/doom/s-u/uac_dead.zip
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I don't know about the dummy sector bridge.....but the invisible bridge trick goes back to the way too cool level "UAC-dead" as far as I know.
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Ruma looks really good so far....nice texture selection. Good contrast of structure use and overall player areas. Gameplay is not scatter-brain either....well focused.
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yeah....the crushing ceiling was an afterthought....I actually had it where the player could sneak around/behind the cyber and activate the ceiling to crush him...but after a few node builds he seemed to always awaken very easily...so I skipped the whole thing.
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A level with a particular style of gameplay/appearance in mind will only please a certain type of player...you either like it, or you don't. Levels that try to cater to everyones idea of "a great level" or strive for good reviews can end up being very dry and tasteless. They are a widespan commercial effort to say the least. If you like everything "well balanced"...then ride a merry-go-round. Eyecandy is a great thing and definitely has its place in level making....but supports, on top of supports, on top of columns, do not constitute a good level. I've also noticed a gross misuse of the "copy/paste" function amongst those leaning towards detail. A lot of time wasted...unless predictable symmetry and detail are your ultimate intent.