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Da Werecat

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Everything posted by Da Werecat

  1. MAP04 might be suffering from this. I picked the track mainly for the breakdown at the end, but the main part sounds a bit shallow.
  2. https://drive.google.com/open?id=1q5h_dCJY8xjPFNcodJsKktGIoPU0efyY It's funny that in this day and age I still have to resort to XWE from time to time.
  3. Da Werecat

    Two questionable mods

    I've been digging through backups a few months ago, and I stumbled upon my old Doom 3 directory. Being in the camp of people disappointed with the game's subtler aspects, I did some tinkering back in the day. This resulted in a number of mod folders exhibiting varying degrees of uselessness. Two of them I thought were alright to vomit into the world, but I only got around to do it now. materials The first one was an attempt at rectifying the game being stuck in 1997 in regards to its material effects handling. Seriously, one footstep sound (set) for the entire game? Not counting different characters and liquids, Quake 3 already had two. Even though the second one was applied to, like, 2% of the game's surfaces. Then you get interesting aesthetic solutions like trying to chainsaw the fleshy growths and getting sparks in your face. It took me about a week of grinding through material declarations, figuring out SDK, and so on. In order to fix as many of such errors as possible, I also had to modify some of the maps. This was probably the main reason I wasn't too eager to share the results - in addition to the mod's size feeling like a lot at the time, including barely modified id maps felt like a serious copyright violation. But I doubt a whole lot of people would care at this point. Aside from those changes, the goal was to preserve the look and feel of the game as much as possible. One major exception is my Amazing Chaingun Improvement that makes it look like you're actually holding the thing instead of it being glued to your chin. It was a horrible hack job involving me combining two meshes in a text editor (!), but it turned out surprisingly inoffensive, so I kept it. I also attempted to fix some of the bugs, like halos remaining after some of the light sources were deleted, but didn't have much success. Judging by my own test map, I could've added more effects, but stopped at laying the groundwork. aweap Stands for Alpha Weapons. This is an older mod, so it doesn't contain much of the other one's material changes. On the other hand, the experience of blasting someone point-blank should be improved. As the title implies, it was supposed to follow the spirit (if not the letter) of how the leaked alpha treated weapons and combat effects, but I also briefly used it as a test bed for some other crap. Besides the obvious changes like replacing weapon skins and sounds, behavior was also modified. The shotgun in particular is very different: it shoots less pellets with a narrower spread, and is considerably faster. It also only has 5 shells in the magazine, and you load them one at a time. Despite this, I think it's pretty fun to use, and I finished the entire game without running into balance problems. The shotgun still uses the "new" model because the old one wasn't available at the time. When it was converted much later, I didn't even like it - its normal map looks wrong in the finalized engine. Imp has Reznor sounds for some reason, but not other monsters - aside from body thuds maybe. Gore is less cartoony. There are more squishy sounds when bullets pierce the flesh (may still be a little muted due to some weird coding I'm not sure I dealt with at the time). Bullet hole decals aren't as ridiculously oversized (dirty hack alert #18: I just padded the image with more white), and there are new effects like plasma burn marks. Demons disintegrate, but humans don't, unless you blow them up or crush them with a door. Disintegrating is important for the final boss sequence, and also because ragdolls in the game are garbage. Apparently, my updated lost soul went into this mod. I didn't even notice until I uploaded it. It was made to resemble its own concept art more - gas burner flames, glowing eyes, creepy teeth, and some additional gore. Most of such updated art assets are fairly crude, but sorta work.
  4. Busy weekend for me.
  5. Not a lot of interest at this point, but since I already started, I'll try to finish it tomorrow. Also, here are some of the art assets I worked on before losing most of my inspiration (again). This one was supposed to become the first intermission map: It's a Martian crater, but I picked it for its resemblance of the classic Phobos double crater as shown in Doom. There were supposed to be tiny buildings spread across the bigger crater, and the smaller crater would look like a city of sorts and represent maps 7-11. The idea for the light poles I added to the tall version of the sky originated here. If it looks squashed - that's because it is, but it would look normal in the game. And this one is a test version of a new sky variation that I was making specifically for The Bleeding. I might actually be able to finish it. I considered it very unfinished, but it looks better than I remembered.
  6. There's also sky occluding tall decorations around the start area when you look from the courtyard, if that counts as a bug. And a thing I already reported: ugly lighting in the cave, easily fixable. What I haven't fixed yet is some untidy "scripting" and the fact that the eponymous lair looks like a 1994 cave, but I don't have a clear idea for what to do with the latter.
  7. The Lair needs work, at the very least. It has things that shouldn't exist in a 1.0 release. You can't max it because some secret sectors are inaccessible. And you can fall into an illusio-pit where the rocket launcher's at. There's a bunch of smaller things that, ideally, require some attention. I tinkered with the map, but I didn't ask for permission, and I haven't dealt with everything anyway, at least not just yet.
  8. Post-production. It's pretty much a finished megawad at this point, so dying isn't really an option, but we're waiting on some of the optional art assets being done (and also doing minor tweaking in the meantime).
  9. Da Werecat

    Forum Update?

    Doom actually has a heart. Remember that marble pillar?
  10. Da Werecat

    Forum Update?

    Would 100 likes (if that ever happens) convert into a soul sphere?
  11. Da Werecat

    Forum Update?

    Having the background for the body of the post to be slightly brighter seems redundant, but I guess it's a matter of getting used to it? Pleasant: the line informing you that the post was edited ISN'T IN A GIANT FONT CRAVING FOR YOUR ATTENTION WITH CHEERLEADER POMS. I swear to God, this forum used to have the most cynical and punishing way of displaying that information I've seen so far. Still have to add an additional line break so it doesn't snuggle with the other text (like here), but maybe it just feels wrong by association.
  12. Skies are a fucking nightmare. ZDoom and Eternity want different things. I'll have to create duplicate definitions that are cut differently, and TEXTURE1 is already a mess.
  13. Harder to work with, my ass. The composition displeased me until I finished the cloud highlights. I still think it looks a little flat when not lit up. But it's more elaborate.
  14. I know the feeling. Well, yeah. I have a bunch of layers grouped as "BLU storm" that I turn off to make the default sky. These turned out fine. The mountains are kinda rough. I see you've used the old version as a base. What I posted earlier was pretty much the first palette conversion - it turned out better than I thought it would, but worse than I'd like. I made a lot of small adjustments since then. Maybe I'll have a go at this myself today. The new clouds always gave me a strange feeling, like they didn't look ominous enough. I only asked for them because I wanted to use your lightning without the pains of trying to fit it to another background, but I ended up enduring said pains anyway. The old ones have a weird perspective, which makes them interesting to look at, but at the same time harder to work with. I'm still not sure I got the lighting right on them.
  15. Why though? I can see some problems with them, but they're minor, and I'm not sure it's the same problems you see. I may still attempt to replace them later, but it's gonna be low priority for now. Here's my current (finalized, more or less) PSD just in case: https://drive.google.com/open?id=1-l4jsCIh4wP0D3dlIn-ZbKkVjzHy5Z-Q Its organization leaves a lot to be desired, but it was easier to finish it like this than to redo it.
  16. I already made adjustments for the old clouds when I got the new ones. When I tried to replace them I ran into problems immediately. I dunno. No, I'm talking about ZDoom 2.8.1. Here's how it looks with SKY2: And here's how it looks with SKY2TALL: It's not recent either, I remember running into this way back. I vaguely remember 240 being optimal.
  17. The height of 256 seems to be too much in ZDoom. Everything is shifted downwards compared to the short skies in vanilla. I recall 240 working well.
  18. My idea involves an object that explodes constantly instead of a barrel. Arch-vile should be awoken from the first room so it can run around for a bit - otherwise its position probably won't be very random. In the BK room, the BK switch would open a shootable button in a wall. Shooting it would wake up the arch-vile (if it went dormant again), and also release it to open one of the four doors separating voodoo dolls from the exploding objects. One of the objects will then damage one of the dolls; ideally, the latter should descend a step to avoid any further damage, unless the distance it traveled is enough. I can see how this can be set up either way. It would require: - One spare item slot. - One spare state with a codepointer.
  19. The idea was that if you can't hide the side effects of a hack, you may as well turn them into a feature. ZDoom pickup message explains it better, but in general the player is presented with a loose system - you pick up a weird bottle, it hurts you, things are happening. In the case of the BK switch I got lazy. This is actually a serious issue, because if you don't have the arch-vile running around at the right time to open a door, no waking it up afterwards will fix the broken script. I guess the least you could do is to wake it up from the BK room instead of the start room. I have an idea for a different voodoo setup to minimize the risk as much as possible, but it would involve yet another item being cannibalized. Weird, I didn't think of visplanes at all. I was just messing around with timings and actions, trying to subtly improve the sequence. I moved the hammers to the side because of vanilla collision issues - the floors wouldn't move, or the door wouldn't close, that kind of stuff; and after I put more space between the moving parts it was just easier to do what I wanted. Anyway, it's been educational. Some things I didn't understand: why do you use multiple unclosed sectors in voodoo rooms, and why do you damage the doll diagonally?
  20. I came up with a dopey idea for how to lampshade the usage of voodoo dolls. https://drive.google.com/open?id=1Er3yQuhGS_hvtjCZPd1yvlJg1sx6tyIc I used MAP02 as a test bed. Also tried that arch-vile simulacrum.
  21. Well, it needs a Shootable flag, and it needs an Obstacle flag (otherwise ZDoom won't recognize it as crushable) - in theory. This needs to be checked out, of course. There are other flags that control clipping, IIRC. I thought those sounds were hardcoded in the actions. By the way, I broke the red door in Terraformer. It won't close until the barrels are dead.
  22. MAP24 Breakdown I'd rather test a finished version when it arrives. MAP25 Pitfalls Some more automap cleaning perhaps. An occasional grey line. Computer, etc. MAP26 Playground https://i.imgur.com/a52Y7js.png It's a bird! It's a plane! I have no idea how he got there, but he wasn't alone. MAP27 Burnt Offerings https://i.imgur.com/icWrmzs.png https://i.imgur.com/dhi3yiG.png Weird and/or insufficient automapage. MAP28 Unholy Temple https://i.imgur.com/6VvjL2f.png No light source. I'm thinking maybe set some block monster flags on 3D bridges? I didn't run into any problems (aside from one line skip), but if a monster wanders somewhere at a wrong time, a segment might not ascend. I think the midtex trick near the exit is nice, but I didn't notice it until the editor, and after that it was hard to unsee its side effects. I made a few edits and made it look good in vanilla, but freelook still ruins it, arguably even worse. https://drive.google.com/open?id=10CsZwJbCeO4T53BZaM2moOXFVvSA_o15 I think the easiest way would be to just discard the midtextures and leave it simple and clean. MAP29 No Escape Automap shenanigans. MAP30 The Absolution Maybe some automap work. Lines 2063, 1909, 2019 = 1-sided? Can't you also crush the monster spawners so they don't spawn anything anymore? You'd have to alter their properties in DEHACKED, of course. The "empty" sounds of the spawner are not empty. In fact, the popping they make is pretty loud. --- I'm getting tired of this (I CAN HEAR YOU SIGH IN RELIEF) so I skipped testing of some of the late maps on all difficulty settings. Which means I only made one run, not three. Which is regrettable, but maybe I'll do it later. I didn't write anything about MAP14 not because it's perfect, but because I'm still deciding on what's worth changing and what isn't. When I looked into it, small issues kept piling up until I put it aside to do other maps.
  23. MAP19 Blood Keep Line 1108: should be marked as 1-sided. Lines near sector 334 (skylight): a lot of sky lines that aren't hidden. MAP20 Hardcore Line 779 was visible in my playthrough, but nothing around it. Teleporter lines are revealed, if it's important to you. MAP21 Watch Your Step Needs some serious automap cleaning due to the presence of a computer powerup. Line 2134 has a redundant action activating the opposing door. Only slightly later did I learn that it's supposed to be activated by a switch nearby. I'm not sure how I feel about some imps teleporting to the start area immediately after you shoot the switch. It's a little distracting, and being distracted with backtracking breaks the maps's flow somewhat. Secret teleporter line 224: automap makes it very visible in PrBoom+. I don't know if it's useful, but I'm mentioning it just in case. I managed to get the berserk 31 without activating the trap. The only problem would be, of course, if I was going for 100% and wondering where the last monster is hiding. Why do we need to bring the baron out the floor if we can just teleport it? We don't need a gunshot anymore - that switch takes care of it. MAP22 Spawned Fear Sector 274: lines need to be flagged. Line 1074: I suggest to change the action to 71 so that there's still some justification for the thin ray of light after the passage has been opened.
  24. Reposting things not related to Mechadon (which is not a lot, apparently). MAP06 Outpost Omega https://i.imgur.com/WV2IqM1.png Not very fond of when it has to tile, but nothing too bad, I suppose? https://i.imgur.com/htmKMZI.png https://i.imgur.com/xsdmMae.png https://i.imgur.com/89sh1yB.png Some lines in need of a 1-sided flag. https://i.imgur.com/jqi6dkj.png Brown tekwall - not sure if intended, reporting just in case. Maybe the red door should lock the player again, but unlock somehow after the exit is reached. Maybe a switch would appear, or something along these lines. That secret corridor at the end is a decent candidate. Just an idea. https://i.imgur.com/a1Pi2NI.png Probably not a big deal, but such repeating elements make this unaligned texture more noticeable. MAP12 The Bleeding I'd work on marble alignment in the starting room, but this is a very minor nitpick. Sector 221: SR instead of DR, which makes it impossible to reverse the direction of the door mid-movement. The only reason I can imagine is to prevent monsters from opening it (they can't open fast doors, but this one is slow). MAP31 Hectic Hidden switches in need of sound effects. 8/5 secrets? Maybe don't add secret effect to the 4 damaging sectors. I understand the desire to show off a neat trick, but in this case it blows up. Would be better to just have it pre-set on sector 220. Launching the soul sphere crusher reveals the health potion nearby. Looks slightly broken. Could make sector 222 match the size of the potion, then it will stay in place. Having an empty, rattling DM layout open up in SP is confusing at best. --- Posting new things. MAP32 In The Void Automap. Line 1249 has ROCKRED1 on it. Should be ZZZBLACK, otherwise looks bad when the exit is revealed. I liked the previous exit more, too bad it was broken. Maybe the map could use some darkening to simulate the fog. https://i.imgur.com/me4WnD9.png Black foundation occludes part of a baron cube. MAP17 Eye of the Storm I'm thinking maybe sectors 90 and 127 should be activated at the same time, and then there won't be need for lines 2892 and 2893, that do nothing unless you come from the other side. MAP18 Dark Entries felgro will love this map. :) I'm still concerned about the big spawners, but for a different reason. If someone fails to spawn, what happens? Isn't there a little too much space to tumble around? Four small spawners on the western side are still broken. Testing with -complevel 2 revealed some floors can't lower. I think the ending would be funnier if the arch-vile teleported into the middle of the hall. Though I think I already did that too many times. Impassable lines in front of pain elementals - intentional? Will this work in all engines? I'd stick some imps on lower difficulties in those alcoves. It's weird when they open dramatically, but there's no one there. Inaudible secret buttons. And I'd make those sectors in the start room instant. And you can see their pickups through the floor from outside the room. https://i.imgur.com/UIf6Dj2.png I don't like SKINMET1 here. Tag 9 bars could be made silent. They lower off-screen anyway. But they make a loud sound afterwards due to the presence of a DM-specific line.
  25. Rename it to ZMAPINFO and make something simple that ZDaemon can understand? I noticed a long time ago that MAPINFO wasn't working, simply because the custom skies weren't working. I just assumed that ZDaemon was obsolete like that.
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