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Da Werecat

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Everything posted by Da Werecat

  1. Da Werecat

    [UPDATED] Umbra of Fate - v1.1 (6 Aug 2018)

    Is the door leading from the backpack secret one-shot?
  2. Da Werecat

    Doom 64 for Doom II - /idgames link is up

    I removed the flag because it was messing with how the automap looks in some ports.
  3. Da Werecat

    Doom 64 for Doom II - /idgames link is up

    Yeah looks like I fucked up. Even the visible floor bug wasn't truly gone. BTW jeez when I said I'd like to see it darker that wasn't exactly what I meant...
  4. Da Werecat

    Doom 64 for Doom II - /idgames link is up

    I will take this as 1 voice in favor of keeping MAP09 as it is. This will slightly offset the wave of annoyance that I'm expecting from other people.
  5. Da Werecat

    Doom 64 for Doom II - /idgames link is up

    I remember complaining about it too. But I think, in the end, it's actually too cruel and unusual to remove. It's a landmark, after all.
  6. Da Werecat

    Doom 64 for Doom II - /idgames link is up

    Query: was the teleporter to the switch to the yellow key in MAP09 a serious problem for you? I'm being told that it's confusing, and my opinion is that players should re-learn how to let go of W.
  7. Da Werecat

    Doom 64 for Doom II - /idgames link is up

    I understand the concept, just didn't work quite as easily as I expected. Red key is practically useless on this map. Maybe the yellow one could be moved a little farther from the edge.
  8. Da Werecat

    Doom 64 for Doom II - /idgames link is up

    Oops. Can't seem to replicate it though.
  9. Da Werecat

    Doom 64 for Doom II - /idgames link is up

    Would have to review the deh changes and recompile the engine with them, I suppose. But I'm not optimistic about performance, if it's gonna work at all. Vanilla limits don't necessarily mean good optimization, especially as far as specific platforms go.
  10. Da Werecat

    Doom 64 for Doom II - /idgames link is up

    What's so bad about the shootable switch in The Lair, @Saint_Guy? Is it the looks or the mechanics?
  11. Da Werecat

    Doom 64 for Doom II - /idgames link is up

    It's a stupid puzzle that was left more or less intact from the N64 version. Think outside the box!!
  12. Da Werecat

    Doom 64 for Doom II - /idgames link is up

    We already have a precedent: Cacowards. A bunch of dudes with subjective opinions deciding which wads to bring into the spotlight.
  13. Da Werecat

    Doom 64 for Doom II - /idgames link is up

    I didn't really do anything, TBH.
  14. Da Werecat

    Doom 64 for Doom II - /idgames link is up

    I don't know what was wrong with The Void's exit before, but I just tried the same trick and it worked perfectly. https://drive.google.com/open?id=1fTDbxJw6rQVC03wBHI4Nzjh52yTDQVgi I'm talking about the invisible pillars, not the voodoo doll trickery. Maybe it was a nodebuilder hiccup. I also tried BSP, but it hanged up my editor. ZenNode with vanilla settings was fine. BTW, I still think making this map so bright was a missed opportunity.
  15. Da Werecat

    Doom 64 for Doom II - /idgames link is up

    I hate to do this, but my obsessive texture alignment broke on exactly one linedef. https://drive.google.com/open?id=18-qhNfNoR1Sp9Pywo17kc3ZjnxMMcMnv No reason to update the test build with such a miniscule change, but here it is just in case it magically happens to be the last update the map requires (haha, right).
  16. Da Werecat

    Doom 64 for Doom II - /idgames link is up

    I don't think EMAPINFO needs it, Eternity probably just does things the old-fashioned way to begin with.
  17. Da Werecat

    Doom 64 for Doom II - /idgames link is up

    That too, but I mostly meant the metal things in 14. Which I decided to restore for the DM layout, by the way. At least they'll exist somewhere. I doubt drawsegs limit is relevant to the DM scene (if anyone's gonna DM on this wad at all, that is). https://drive.google.com/open?id=1KLUpzu2ehrFGHr2lys7eSIuXl2lIMuJe I did it by reverting a few versions back and redoing the simplification, but a belated thought occured to me that I might've undone some other changes I wasn't aware of. Joy. While I was at it, I decided to put more thought into the "just make it SR" route for the beginning, and used it as an excuse to make things even trippier. I think it all makes sense now. Unless I broke something again. Oh, and before I forgot again: I think 14 needs a compat_silent_instant_floors. As much as I hate redundant sounds on a level, it's probably worse when an audible clue is missing. I'm also seeing that 10 had this flag removed for some reason?
  18. Da Werecat

    Doom 64 for Doom II - /idgames link is up

    https://drive.google.com/open?id=1FvojYVATr52-57PHmR7gAn6YIu4ZDnn0 Removed windows, should be better. Also took the liberty to move a few vertices around in 14. Sad to see those things go, BTW, I kinda liked them.
  19. Da Werecat

    Doom 64 for Doom II - /idgames link is up

    I wouldn't exactly say "issues". Some of the changes were simply made for convenience while editing. Some things I thought I was improving, I dunno. BTW, it's possible to fall into the pit the blue key disappears into. This can't be fixed without removing the effect, so I added actions to get back up, but the player will still see a giant HOM, obviously.
  20. Da Werecat

    Doom 64 for Doom II - /idgames link is up

    https://drive.google.com/open?id=1vfPt6irV7zJHOwulZtFlkbw0AiwN0EZq Here's how I did it yesterday. It's a little drastic, though maybe less drastic than removing a door. I thought about simply making the switch repeatable too, but decided to take the long way out, though I'm not sure it was worth it, aesthetically or otherwise. And sorry for the version mess, I kinda got way too invested in all of this and it got intrusive, I wish I didn't go this way.
  21. Da Werecat

    Doom 64 for Doom II - /idgames link is up

    I outsmarted myself once again. It's tempting to leave just one door. I came up with a few other dependable solutions, but, as of now, none of them are pretty. As for drawsegs, I don't know if I want to mess with that. Maybe I should do something about MAP04, less sure about MAP14.
  22. Da Werecat

    Doom 64 for Doom II - /idgames link is up

    BTW, ZDaemon sky tiling problem - was it fixed while I was away? I think it's a matter of simply not forcing it to tile in MAPINFO, but I haven't tried that yet. I'd like to take a look at the current resource pack sometime.
  23. Da Werecat

    Doom 64 for Doom II - /idgames link is up

    A bugfix. What did you think? https://drive.google.com/open?id=1jofFLv4GRUqMo8JCECZ4VQQXU3KOd6X4 I should probably stop testing, or I won't stop spamming.
  24. Da Werecat

    Doom 64 for Doom II - /idgames link is up

    The Lair smells about done. DM is restored, and a couple of small fixes. Apparently, arachnotrons spawn ahead of time in ZDoom, but I'm bound by a very strict spawn mechanism there. Not sure how to change it without breaking it completely. Might just leave it as it is, since that's more or less how things behaved before my changes. https://drive.google.com/open?id=1D2ZEzGOBDnpJ1s17oCcIo2ZyOZZ9NZpb Apparently I made some changes to other maps, because time stamps don't match with the latest versions I actually uploaded. lab - one line marked as invisible. I thought I'm yet to make that change. quadrant - additional line to remove the obstacles in the hub. I thought I already submitted it. Maybe I think too much.
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