johnfulgor
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Everything posted by johnfulgor
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Hello! This time I've devoted myself to the creation of a 3D Revenant-like monster. I've already taken frames and put them in a decorate actor. At present I'm optimizing offsets and sizes of the frames, since the result is not so good as expected, compared to the big amout of memory required... During the work I came more and more impressed by the so small amout of resources consumed by the original monsters! I will soon post the finished project. http://www.patrickswads.altervista.org/Revenant/Revenant.png John
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"While you gradually come to consciousness you feel that something has changed. Yes, this is still your home, this is still you bedroom, but the colors are not the same, the air is not the same. There's the SMELL of it. What you've always dreaded has happened: the powers of evil decided to take their revenge, chasing you in what you thought to be the most secure of places..." Based on my home and its sorroundings. Classic looking, with a few new textures. Tested with zdoom 2.4. Hard gameplay. http:\\patrickswads.altervista.org/homesweet/home.wad http:\\patrickswads.altervista.org/crypt/resource.wad Clink on "qui" to download. http:\\patrickswads.altervista.org/homesweet/Screenshot1.png http:\\patrickswads.altervista.org/homesweet/Screenshot2.png http:\\patrickswads.altervista.org/homesweet/Screenshot3.png John
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I've had the same problem with zdoom 2.4, but the raising floor is ok with 2.5. Boom 2.0.2 crashes. Thank you for your work. John I've found a visual bug in map01: http://www.patrickswads.altervista.org/bug.png
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Hello! Is there a wad from which I can take inspiration for something resembling a car? Thanks!
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Hello, very nice architecture and texturing. The Doom engine always amazes for its flexibility! In my opinion the gameplay would be better if you add some more ammo. I've played the first three levels, and always had no ammo enough to kill all the monsters. Thank you for your great work! John
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Hello all, I've just finished a new episode. It's a quite classic looking map, placed in a series of sewers (as the title says ...) and storage rooms. There are some puzzles and traps. The gameplay is hard, and I've never finished the map without dying several times. Main wad http:\\patrickswads.altervista.org/sewers/sewers.wad Resource wad http:\\patrickswads.altervista.org/crypt/resource.wad Screenshots: http:\\patrickswads.altervista.org/sewers/Screenshot1.png http:\\patrickswads.altervista.org/sewers/Screenshot2.png http:\\patrickswads.altervista.org/sewers/Screenshot3.png http:\\patrickswads.altervista.org/sewers/Screenshot4.png http:\\patrickswads.altervista.org/sewers/Screenshot6.png This map requires zdoom (scripting) and occupies slot number 3 (you have to add -warp 3 to command line to play) John
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Hello! I've played your maps and enjoyed them very much, expecially the tech-base ones. I like the reverberating sounnds and the soundtracks. Good work! John
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Hello all! As to myself, I'm purist in the sense that I think Doom should look like Doom, and nothing else. Things like new monsters, high res textures and fancy weapons are to be rejected. What I like of modern ports, ZDoom for example, is the scripting support, which I use to enhance and vary the gameplay, without changing the general look and feel. I admit in my first map I tried to use any possible port enhancement, but the result was poor; and then I understood that it made no sense to insist in making a modern looking 3D shooting game by these means. As to lighting, I prefer standard doom mode, which is capable, if well employed, to create very suggestive effects. John
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Hello! I've started to play your maps. Well, the architecture is very good, but I've found the gameplay poor. I prefer restricted areas with doors, switches, corridors... a more classic kind of map. It's only an opinion. Anyway thank you for your work, it's valuable. John
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Need some constructive criticism
johnfulgor replied to Flesh420's topic in WAD Releases & Development
I've just finished to play your map with zdoom, and I enjoyed it very much. I like the mixing of gothic and hellish elements! The architecture is original. The gameplay is good, not too easy, not too difficult. Thank you for your work! John -
Hello all! In a previous post I sketched a sort of sociological interpretation of doom which I like to deepen here. In my opinion the marine battle has many resemblances with real life everyday battle in modern world. 1)You are alone 2)You face a world of abnormal, strange things 3)Traps and enemies hiddend in the darkness fill your path 4)The battle never comes to a REAL end 5)If you stop, you die (that's why the ALWAYS RUN option has been added to the ports! :-) 6)Too easily reachable goodies regularly hide the most lethal traps Let me know your opinion...
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You are even more pessimistic than I...
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Hello, I've just finished the part 1 of my new zdoom project: "A man alone": http:\\patrickswads.altervista.org/crypt/manalone.wad This wad is needed for a few textures and flats: http:\\patrickswads.altervista.org/crypt/resource.wad These are some screens: http:\\patrickswads.altervista.org/crypt/shot01.png http:\\patrickswads.altervista.org/crypt/shot02.png http:\\patrickswads.altervista.org/crypt/shot03.png http:\\patrickswads.altervista.org/crypt/shot04.png http:\\patrickswads.altervista.org/crypt/shot05.png http:\\patrickswads.altervista.org/crypt/shot06.png http:\\patrickswads.altervista.org/crypt/shot07.png Thare are two levels of difficulty: easy and medium/hard. In easy mode the traps are less lethal, some monsters are missing, and ammunition and powerups are more abundant. Any comment is welcome. John
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What do you mean by modern standards? More details? Dynamic lights?
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A man alone against the evil of the world. I like Doom because in some way the battle of the doomguy is similar to that we fight every day. Alone in an odd, strange world, in which somothing went wrong.
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Ok... maybe I've found the solution: I will delete the "lethal" mobs in easy mode, so to gain (I hope) a larger number of players. Thank you for your help!
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Only for the need of some scripting in the last room, where I need that the pillars open only after you've activated the switch which lowers the Cyberdemon wall. So I had to use a script which checks if you've already activated the switch or not.
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In the corner of the room there is a square grey teleport. I remember I've tested it, but I'll check again.
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Ok, this kind of problem has been pointed out several times, and does affect all my maps ... :-) The fact is that I take fun to repeatedly face the same ambush or difficult passage, till I am successfull with it. For example, if you stay aside the wall before entering the first hexagonal room, you can avoid the attacks of the lower revenant. It's difficult, but not impossible. While testing my map I die many times. When I feel that this part of the map becomes to be really frustrating, than I add some powerups, or remove some monsters. On the other side, I've played may maps in which it's virtually impossible not to die ... and I liked them very much!
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You're right. I've added the resource.wad link above.
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Hello! I need a new mob to put in my zdoom wad. Should be an un-armed guy suitable to represent a prisoner in a war-camp. I will give it the friendly flag. Is there something already existent? An un-armed human of any king will be ok, for me. Thanks!
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How can I put them in my doom wad?
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This is a demo of what started as a common Doom II level, aimed at fun and addicting game-play. But little by little it changed in something very different. For some reason, I really don't know if and when I will put enemies into it and play it. I'm sorry for the visual bugs, but I felt the urgency to share this video. http://www.youtube.com/watch?v=00viEQJXRDg
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Hello all! I'm editing a series of levels for Doom II, and this is the opening of the central one... Hope you like it! (And thanks to my fellow-countryman Giuseppe Verdi) http://www.youtube.com/watch?v=8gOgT4FeRdI
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Yes, but it's played with an external midi module. Here's the link: http://www.kunstderfuge.com/-/midi.asp?file=verdi_requiem_2_dies_irae_(c)siu(16).mid