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johnfulgor

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Everything posted by johnfulgor

  1. Hello all! Here's my last Vanilla Doom compatible map, based on green bricks and wood only (Why I did so? Because I liked so!) The focus is on gameplay rather on details. There are traps and ambushes, pitch-black recesses, a good number of revenants and a couple of archviles. Let me know your opinion! http://www.patrickswads.altervista.org/greenbrick/greenbrick.wad http://www.patrickswads.altervista.org/greenbrick/Screenshot1.png http://www.patrickswads.altervista.org/greenbrick/Screenshot2.png http://www.patrickswads.altervista.org/greenbrick/Screenshot3.png http://www.patrickswads.altervista.org/greenbrick/Screenshot4.png http://www.patrickswads.altervista.org/greenbrick/Screenshot5.png
  2. johnfulgor

    Testers and opinions needed for my new map

    Anyway ... thank you for your help. Some switches were not working due some changes I've later done to the map. I've played and replayed many times the level, and honestly I've found it non so terrible. I've posted it to the archive, here: http://www.doomworld.com/idgames/index.php?id=16210
  3. johnfulgor

    Dies irae

    Not that IT SEEMS: IT IS! My intention was to show the power of a good sound track ...
  4. johnfulgor

    Slow-paced music for my level

    I've dowloaded a part in Cm and changed the instruments: organ to electric guitar, ant the result was excellent. Thank you very much!
  5. johnfulgor

    Slow-paced music for my level

    Hello! I'm looking for a music for my doom level. I need a slow-paced, church like music, with church organs and pianos. Is there anything like this around? Thank you!
  6. Very nice architectures and texturing! A very good job, in my opinion (but I admit, I'm not an expert mapper :-)
  7. :-) Hello! After the poor outcome of my previous attempts, I've tried with another style. Something like that may work? http://www.patrickswads.altervista.org/crypt/Screenshot1.png These are some other screenshots of the work in progress. Any comment/suggestion is welcome! http://www.patrickswads.altervista.org/crypt/Screenshot2.png http://www.patrickswads.altervista.org/crypt/Screenshot3.png http://www.patrickswads.altervista.org/crypt/Screenshot4.png http://www.patrickswads.altervista.org/crypt/Screenshot5.png Thank you!
  8. No problem; I will post the link to this map to another thread, hoping that someone will download and test it anyway.
  9. Hello all! I've left aside the hexagonal crypt map, and I've started (and finished) a new one, based on green bricks and wood (yes, I know, someone will complain for missing variations... but it's my style). The focus is on gameplay rather on details. There are traps and ambushes, pitch-black recesses, a good number of revenants and a couple of archviles. Let me know your opinion! http://www.patrickswads.altervista.org/greenbrick/greenbrick.wad http://www.patrickswads.altervista.org/greenbrick/Screenshot1.png http://www.patrickswads.altervista.org/greenbrick/Screenshot2.png http://www.patrickswads.altervista.org/greenbrick/Screenshot3.png http://www.patrickswads.altervista.org/greenbrick/Screenshot4.png http://www.patrickswads.altervista.org/greenbrick/Screenshot5.png
  10. johnfulgor

    Where's chocorenderlimits.exe?

    Thank you very much.
  11. johnfulgor

    Where's chocorenderlimits.exe?

    Can someone give me a working link? Thanks!
  12. Hello all! I'd like to join this project. I've started a map, all brown bricks, and hexagonal shaped rooms. I don't know if it may fit ... http://www.patrickswads.altervista.org/pluto/Screenshot_Doom_20100819_193114.jpg http://www.patrickswads.altervista.org/pluto/Screenshot_Doom_20100819_193136.jpg http://www.patrickswads.altervista.org/pluto/Screenshot_Doom_20100819_193206.jpg http://www.patrickswads.altervista.org/pluto/Screenshot_Doom_20100819_193241.jpg http://www.patrickswads.altervista.org/pluto/map.png
  13. johnfulgor

    Helltrip wad finally released!

    I've played the level a bit ... but I've found it too boring, walking a thounsand times along the same corridors, just to be blocked by a Baron in a dead end... John
  14. Hello! I am supposed to kill these two cybers to get out ... but I ran short of ammunition. Is there a trick or some hidden armory? http://www.patrickswads.altervista.org/arena.png Thanks!
  15. johnfulgor

    ZDoom monsters pack

    Hello, I'm sure I've found it somewhere ... sometime ago ... but I cannot find it any more. Where is it? Thanks!
  16. johnfulgor

    Jong's castle

    Hello! My first Doom II level is finished, at last. Here is the address: http://www.patrickswads.altervista.org The map requires GZDoom with high resolution textures, in the above link you can read all the instructions. There's some scripting and a new monster (Jong himself) whom you have to beat to finish the level. I'm waiting to know what you think about .... Thanks! John
  17. Hello all, it seems that GetActorAngle returns always 0 when called with the player TID ... #include "Zcommon.acs" script 1 OPEN { int angle=GetActorAngle(2); /*Player TID is 2*/ print(f:angle); /*Always zero, whichever the orientation is*/ delay(100); angle=GetActorAngle(1); /*Other Object TID is 1*/ print(f:angle); /*This is OK*/ } PLAYER and second object are facing the exact same direction, and are still, but GetActorAngle return different values ... Thanks all!
  18. Has anyone of you ever played to this megawad? Daniel Level Serie 01 . Dal01.wad I'm stuck at level 26, and can't get out in any way ... There's some switch or door I'm missing... Thanks!
  19. johnfulgor

    Background image in editor

    Hello, it would be very usefull for my new map if I could put a background image under the grid, so that I could easily trace the sectors structure. I've read some posts here, and I've discovered that this thing is not possible in Doom Builder. Is there some other simple editor that can do this? I could use it only for the raw map structure, and that continue the editing with the better known Doom Builder. Thanks!
  20. johnfulgor

    Decorate shootable missile

    It works! Thank you very much!
  21. johnfulgor

    Decorate shootable missile

    Hello, I've read some other posts here, and made some trials, but without any luck. Is there anyone who has successfully created a shootable missile? The flags: +SHOOTABLE +SOLID and the health property seem not to be enough. Thanks! John
  22. johnfulgor

    ACS monsters generator scripts

    Hello, this acs script is supposed to generate two new monsters with ID=1 around the boss with ID=2 whenever a child monster (ID=1) dies. Unfortunately the result is that always one monster only is generated. It seems that one of the Spawn calls fails. Can someone help me? Thanks! #include "zcommon.acs" script 1 (void) { int PosX = GetActorX (2); int PosY = GetActorY (2); int r=random(0,1); if (r==0) Spawn ("DoomImp", PosX,PosY+40,0,1,0); else if(r==1) Spawn ("ZombieMan", PosX,PosY+40,0,1,0); Spawn ("TeleportFog", PosX,PosY+40,0,0,0); r=random(0,1); if (r==0) Spawn ("DoomImp", PosX,PosY-40,0,1,0); else if(r==1) Spawn ("ZombieMan", PosX,PosY-40,0,1,0); Thing_SetSpecial (1, 80, 1,0,0); ThingSound(2,"lachen",255); Spawn ("TeleportFog", PosX,PosY-40,0,0,0); }
  23. johnfulgor

    ACS monsters generator scripts

    The coordinates of the monster's position must be expressed in fixed point, and not in the editor coordinates... Thank you anyway!
  24. johnfulgor

    TEXTURES ZDoom problem

    You're right ... How could I miss it? Thanks!
  25. johnfulgor

    TEXTURES ZDoom problem

    Hello! I've put a TEXTURES.txt in the root directory of my level: texture BONES, 0, 0 { XScale 1.0 YScale 1.0 Patch BONESP, 0, 0 { rotate 90 } } I've created a subdirectory named patches, with a BONESP.png inside it. Unfortunately the texture does not work. This is a minimal example: http://www.patrickswads.altervista.org/example.pk3 Can someone help me? Thanks!
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