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Remilia Scarlet

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Posts posted by Remilia Scarlet


  1. 3 hours ago, Asphalt said:

     

    I don't know if it's just me, but basically all of the download links for your maps are gone or unusable by now.

    Which is a shame, because I didn't knew about them, and now I am unable to find 'em. 

    They look really dope from the screens and I love the backstories you wrote. Great job!!

     

    Umbra Of Fate is downloadable from the idgames portal, but I think that's not the final version of the release.

    None of my maps on idgames should be considered the current version since I stopped uploading to idgames quite a while ago and don't plan to upload there again.  See here for downloads until I get around to getting my website back up (it's a very low priority): https://mega.nz/folder/MxMWDRIB#QOPIuiYqcRSnzNvAaqPCPw

     

    I think I have a few on archive.org, too.

    EDIT: I've edited my old topics with links to their mega.nz downloads.  I thought I had done that ^_^;


  2. 2 hours ago, Amaruψ said:

     

    E4M2 and E4M6, both? I'm curious, what do you not like about them? (apart from being fast paced and chaotic, which I know isn't everybody's thing.)

    I just really find their designs boring and tedious with poor overall flow.  I wouldn't call them fast paced and chaotic by any means.


  3.  

    Lyrics:
     

    Spoiler

    I swallow all your data
    I’m the ghost in the machine
    You give me all your made of
    for a hit of dopamine
    You know I see right through you
    another vacant cup

    You lust to be so empty
    In your eyes there’s never enough

    I’m the merchant of the void
     I’m the merchant of the void
    I’m the illusion of your choice
    I’m the god that gave you the voice

    I taste your desperation
    You beg me every night
    You try and fill your insides
    But it cuts you like a knife
    Sell the fire of
    Sell the fire of
    Sell the fire of
    Quantum desire
    Sell the fire of
    Sell the fire of
    Can’t stop here
    You can always get higher

    I’m the merchant of the void
    I’m the merchant of the void
    I’m the illusion of your choice
    I’m the god that gave you the voice

    If you can’t find the meaning
    I'll tell it to you
    If you can’t see your future
     I'll sell it to you

    I’m the merchant of the void
    I’ve got the antidote for emptiness
     I’m the merchant of the void
    Manufactured and so venomous
    I’m the illusion of your choice
    I am the one control
    I’m the god that gave you the voice
    I’m the merchant of the void
    I’m the merchant of the void
    I’m the illusion of your choice

    I’m the god that gave you the voice

     


  4. 3 hours ago, Naarok0fkor said:

    I don't know how to make polyobjects that are not infinitely tall. They're great when there's only one floor high, but when you want to have some action underneath or above them, you're forced to go for other solutions...

    K8Vavoom supports 3d polyobjects, but I don't know if any other ports do yet or not.  They're extremely similar to normal polyobjects, and can be controlled via some new ACS functions.


    Some examples:

    Spoiler

    ^ Freaky Panties IV

     

    ^ Eschatology 1

     


  5. 1 minute ago, BunnyBun said:

    Wow these look amazing! I'll check them out! Thanks so much! What is the difference between room over room and 3d floors?

     

    They're the same thing, just with a different name.  With a 3D floor you create a control sector, give one of its lines type 160, set up some tags for it and the sector you want the 3D floor to appear in, maybe adjust the flags, and the result is it's essentially rendered "inside-out".  UDB has a special mode for it, but I've never used it.  I always did mine by hand.

     

    You can also do RoR with portals, but I avoid portals like the plague.


  6. Not really, then it would just stray further from what Doom is to me.  I think what's possible now with UDMF is fine, if maybe a bit overkill in places.  Then again, I prefer architecture components that are blockier and use fewer faces to greater effect.  All of this is probably why my maps feature very few super-curvy walls and very few slopes and why I switched to Eureka as my editor of choice.

     

    3D floors are a godsend, however.


  7. 12 hours ago, Kor said:

    I learned a bit about .bat scripting as well. And thanks to ZDoom and learning how to script for it (back in the late 90s), I learned a little about programming. Though I don't have anywhere near enough skill to modify something like DEU.

    Well my modifications of DEU weren't huge additions or anything... they were small workflow tweaks mainly.  I turned it into my own editor called KillEd, but I don't think I have the source for it anymore.  Maybe someday I'll find it tucked away in a .tar file.


  8. Doom has always been pretty important to me as far as what it's gotten me into.  In the old DOS days, it's what taught me the command line, .bat scripting, and also introduced me to a little bit of programming by modifying DEU.  It also is how I got into writing music on a computer.  So really, where I'm at today with programming and Linux and my music is entirely due to Doom, directly or indirectly.


  9. I don't have any of my very first WADs anymore, but they were all just edits of a few Doom 1 or Doom 2 maps to turn them into what were essentially slaughter maps.  This was all around 1994 or 1995, and I was just modifying built-in stuff because I didn't understand how to properly close sectors yet (remember, this was the time of DEU) or understand that I needed to build the BSP nodes after saving.  But I could still change some things.

     

    The earliest map I still have saved was from later 1995.  It still didn't have properly closed sectors, but I at least figured out how to build geometry.  It was originally going to be the first map in some series about demons invading a mining operation called "Trouble in Shaft 9".  In reality, this ended up being the secret map in episode 1 of my Kill megawad, included as an homage (with fixed sectors) of where I came from:

     

    kdlggx.png

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