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xvertigox

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Posts posted by xvertigox


  1. 16 minutes ago, hella knight said:

    Does anyone know when a speed map stops being a speed map? :p

    The sessions round here make me think of them as being an hour or few but I guess it is also an attitude n there's not a strict definition

     

    My understanding is that it's setting a timelimit to the mapping process. Generally it's fairly short i.e 24hr but it can vary.


  2. 25 minutes ago, vanilla_d00m said:

    John isnt a satanist right??  its all for shock value and nothing serious??

     

    Can't imagine so but it depends on how you define Satanism. I'm not very knowledgeable on the subject but you have things like LaVeyan Satanism where it's Satanism but is fundamentally atheistic.

     

    In any case, I don't think it's for shock value but more appreciating the aesthetic and tone. It's how certain metal subgenres aren't trying to be shocking with graphic and violent imagery but are an appreciation of the style similar to how horror movies are.

     

    Edit: If you want dope Christian metal check out Impending Doom


  3. https://store.steampowered.com/news/?appids=1010750

     

    Spoiler

    Fix video crash when switching from OpenGL to other renderers,

    Fluidsynth now loads MIDI internally, resolving some instances of user crashes depending on the user's directory name,

    Fix CD audio music not being present when reloading a level,

    Fix MP monster settings not being respected,

    Change "Show Player Weapons" to "Show Player Weapons Overhead",

    Fix armour being affected by friendly fire if friendly fire was switched off,

    Remove the three extra recoil SFX for Cultists,

    Tesla blast projectile now renders as flat - adding custom definition entry for making it always pitch towards the viewer,

    Bug fix with TNT/Spray can disappearing when exploding in hands while on the last ammo,

    Removing the run glitch feature,

    Fixed incorrect negative shade for candles, causing the sprite effect to appear brighter,

    Removed the pre-fire animation for tesla weapon,

    Removed the morphing animation for gargoyle statues,

    Stone gargoyle now uses the correct recoil SFX,

    Lightly Broiled is now always the default selected menu item when entering the difficulty menu,

    Akimbo Napalm weapon now plays the correct firing animation as seen in DOS version 1.21 (was using the old 1.0 one),

    Fix taunting when killing enemies with TNT not working,

    Stop players using power ups when dead,

    Disallow Quickloading if no saves are available to load,

    Fix a bug that caused a crash at the start of Death Wish E2M1,

    Autorun state is now saved between sessions,

    Fix the FoV slider being uncapped when using the arrow keys or controller,

    Key sprites now default to full shade values,

    Importing updated extra voxels,

    Major revision to virtual vram system and shaders. Height is now only padded for wall textures now. Fixes tiling issues with non power of 2 texture widths,

    Padded textures and normal textures are now treated as separate virtual vram entries. Fixes issue with the monolith logo in the save game menu being distorted while in E3M2,

    Concussion damage is now scaled against tick scale, making gibbing to occur more easily,

    Changed jump height for getting out of water back to the original height. This broke E2M2,

    Shade value for walls with back wall swap flag is now accounted for,

    Proper shade and palette values are now inherited from sprite to voxels (they now appear correct in DWE3M1),

    Texture UV mapping fixed for E1M1, E1M2, E1M3, E3M2, E1M8,

    Fix a bug that would allow loading in multiplayer,

    Fix issue when moving between menus if the current selected menu entry is too high or low,

    Players are now always respawned with 100 health, regardless of what the level start has,

    Spraycan and HellHound missiles now deal correct damage type and burn time,

    Tesla weapon now fires one extra projectile at the end of its firing animation,

    All TNT/Prox/Remote/dynamite explosions now play the correct sprite if not colliding with the floor first,

    Fix players being able to cheat to acquire the E3M1 no-civilians-killed achievement,

    Add support for private and friend lobbies,

    Add missing Cerberus electrocution state,

    Jumping boots now negate all pummel (includes fall) damage,

    Make sure zombies are changed into dead actors on death, restores knockback force in the DOS version,

    Add load screen messages when loading fails; allow loading from specific older versions. If, in this case, you want to load saves from the previous Fresh Supply version please type `developer 1` in console, load, save over your old save, then type `developer 0` in console.

    Fixing timing of burn damage,

    Enemies now correctly avoid water,

    Fixing DWE2M1 bug with player start spawns,

    Duplicate addon paths are now checked for,

    Key 7 is now defined,

    Remove a specific voxel on E2M2,

    Scale voxels at the same ratio as sprites,

    Show extra info in lobby list,

    Pressing use now performs a standard hitscan operation. This resolves some issues in DWE1M9.

     


  4. Doomworld Handle: xvertigox (vertigo/vrt)

    Skill level: Decent and trying to improve. Playing through Sunlust with no saves just grinding away

    Preferred difficulty level(s): High difficulty preferred. I like challenging wads. End levels of Scythe being brilliant IMO

    Maximum number of maps in a set: 32 - within reason. If they're super long maps or just schlock slapped together then it'd be difficult

    Minimum number of maps in a set: 0 - I'll test your titlepic np

    Preferred genres: Any and all

    Genres you don't like: I'm open minded

    Preferred source ports: Crispy/PrBoom+/GZDoom

    Source ports refused: None

    Demos or written comments: Can provide demos, videos, written comments and, depending on the project, commentated videos.

    Mapping Experience: Some but I'm pretty shit - still learning.

    Notes: Happy to playtest whatever pretty much.


  5. Holy shit, this thread got derailed to all fuck. Don't even worry about all the tangential posts, if you like @Jimmy's work and want to help sustain the community a bit consider flicking a few bucks to him or other content creators as you see fit. That's pretty much all that needs to be said other than thanks for making so much stuff for us.

     


  6. 2 hours ago, holaareola said:

    Anyone else having problems (you have to load up Cryptic Passage from the user maps option)?

     

    I haven't tried it yet but you can load Cryptic Passage through the 'Addons' menu while in-game. Presumably it'll show as an episode then?


  7. 10 minutes ago, yakfak said:

    imo lots of people prefer to buy a tangible object to a "subscription" but they gotta keep in mind that those endeavours rarely actually make money what with the cash needed to start up and the supply chain you need to establish, plus the planet doesn't precisely have unlimited material to be turned into vanity items anyway. subs in certain ways are the more ethical option.

     

    My feeling is if I'm supporting someone on Patreon/however whatever they release feels more 'premium' to me. I get a cozy satisfaction knowing that I helped support them in creating it. It's similar to pirating games and buying them. I can pirate GOG games easily but buying them just feels nice. Even though they play exactly the same I don't get that little hit of contentment knowing I've gotten it legally. It makes me appreciate it all the more.


  8. 4 hours ago, Vorpal said:

    When it comes to community members performing work on a pre-existing map, even if it's a "DO NOT USE AS A BASE" disclaimer'd map, I think is healthy and advances the community (more/varied content, the one author advances their skill, the other author gets flattery). If you think otherwise then you can't admit to ever having fun on dwango5, or enjoying any midi transliteration from film/elsewhere, or all those R_SKY graphics that people make from modified google image photographs etc.

     

    I get where you're coming from but there's a big difference between importing or editing other media (textures from other games, converting songs to midi etc) and using another person's maps and editing them when they explicitly say "DON'T DO THIS". Of course it's not legally binding but being a dick isn't illegal. Dwango5 is a product of it's time. It's also different using IWAD content as a base and using PWAD content.

     

    Like I said earlier, you can do whatever you want to maps you download but you shouldn't release them unless the author is fine with it. It's like starting out with mapping; moving things around, adding more monsters and rooms etc to E1M1. It's useful for learning and progressing your skill but don't release your edited IWAD stuff.

     

    This isn't really a big deal because most people know that it's not very creatively satisfying to marginally edit other people's work and pawn it off as your own. There's that wad (fuck, I forget the name..) where it's doom2.wad but heavily expanded. I see that as being different because it's such a departure to the original maps that it could be called it's own product. It's a self-aware play on doom2.wad rather than rehashing it through minor editing.

     

    tl;dr Don't edit and release other people's shit without permission. If you're doing that your shit probably sucks or you'd have more sense than that.


  9. 24 minutes ago, InterdimensionalInterloper said:

    So... No one will sue me... Good, thing is over twenty years old anyway, I suppose it was silly to think that anyone would actually be upset.

     

    I could just make my own from scratch but I want to use these base levels as a launch point for each level because I think they are cool but their is nothing really for me to do in them. Also It will help alot with actually FINISHING all the maps if a quarter of each one is already made. 

     

    You could populate the levels and play them yourself but not release them. If you did release them a) no one would play them and b) they'd hassle the shit out of you for ignoring the readme.


  10. 7 minutes ago, Zemini said:

     

    But not as good as 32 inch 4k 144hz sexiness ...  I just need a fatter wallet since I am already a fool.

     

    It'd be hard to hit 144+fps at 4k though. I'm running an i7 6700k atm and am gonna upgrade soon but I doubt it would make that much difference ? Gsync/freesync rules tho


  11. Here's my playthrough with this updated version. I ended up dying to a brutal trap and called it gg. I like the feeling of this map, it feels reminiscent of E1 at times. My favorite aspect was the ammo placement. It was scarce but there was just enough to not fully run out (if you're careful). That combined with the dark areas made it feel quite tense at times.

     

    As to what could be improved - You could do with some less linearity and more varied ceiling heights in a few places. The detailing was really cool in a few places then more sparse in others. There's some technical issues - missing lower textures, more bars you can get locked out of etc. You could also add the statusbar to map wad itself.


    Edit: I also get weird sound playback as you can hear below, it doesn't happen in other wads though ?

     

    Spoiler

     

     


  12. Nice post, very clean. I had a quick jam but I got soft locked when the bars raise in the outdoor area (before you get any keys). I backed up over them as they were raising and had no way to lower them. You've got your secrets marked on the automap btw, you can tag those linedefs to show as one sided so they don't appear as doors. Same goes for monster closets. The map was fun up until I got locked out, if you release 1.1 or something I'll give it another go and upload my playthrough.

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