Yugiboy85

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  1. We all know how much the lower unpegged on doors is almost an obligation but, should that flag be unchecked if the door track is a chain? Like, should the chains move alongside the door or should you still put Lower unpegged? Personally, I think it looks weird if you have the track moving alongside the door but, that's probably because I'm used to seeing/using doors that have the LU on way too much.

    However, I have no problems with the chains moving when they are attached to a lowering floor (or maybe lift). 

     

    What do you guys think?

     

    1. an_mutt

      an_mutt

      Yeah, I've always thought that things like chains shouldn't be lower-unpegged. Same thing with lifts that seem to have a set bar that raises/lower the platform, so they move with it.

  2. I keep the zips in a separate folder and the actual wad files in another folder. As for my own creations, I just have different folders for each individual map (I don't have that many) and I edit the name by adding either " - FINISHED" or " - IN PROGRESS" to keep track of which is well finished or in progress haha. I sometimes also add " - CANCELLED".
  3. Oho, another thread like the "wad discography" one? Nice, I love these kind of threads where I can boast about my wads haha Jk aside, here is my list of stuff. I will of course only put the ones I've actually published and, my work in progress that I find to be on the serious side. SINGLE MAP RELEASES -E1M8 Remake, 2010 The very first map I ever published on the idgames archives. It's just a generic eXmY replacement with, I'll admit, a blatant rip-off of thunderpeak's starting area (a failed attempt at doing so haha). The map plays like crap, you are stuck with the shotgun for about 3/4 of the map and, in UDOOM fashion, you do have to fight a few barons along the way (yes, before the actual boss fight). The final area is of course, the pentagram shaped arena in which you fight a bunch of barons and later-on, realm667 barons and shit (archons and cybruisers). I would not really recommend this unless you wanna see my debut as a mapper. Of course, being the first map I ever published, it does have some sort of sentimental value :) Link: -Undersired reality, 2013 3 years later, I'm back in full force (or so I think). I did release a few maps for CPs but more on that later. This map replaces e4m1 of UDoom. Why e4m1? Well, the map started as a remake of e4m1 but, as I went on, I realised that I couldn't do alot with just that one map so, I added a few areas from my imagination as well as reworked areas from UDOOM (notably e2m5, e4m8). The map plays better than the first but, I still had along way to go as well, it was extremely linear and rather time consuming too. Threat is almost non-existence (save maybe the final boss fight but even then...) and you will have more than enough ammo/health to breeze through it. The map is more on the aesthetical side I guess and, it was a way to showcase what I had learned from my previous map. I'd defo recomend playing this over the first map I published but, compared to what I do today, it is very night and day :) Map is still for zdoom. Link: -Travelling to the moon, 2016 My first serious attempt at boom (or prboom+) mapping. I think I managed to craft an interesting map this time arround. My aim for this map was to make a non-linear map where the player could explore it in any order he likes. I think I suceeded in that attempt although, it is true that players will, most of the time, chose the yellow key path first as it contains quite the weaponry heh. The difficulty is definitely higher than my previous releases although, I'm sure most doom veterans will find no problems in that aspect haha. Aesthetic-wise, I was heavilly inspired by skillsaw's lunatic (minus the moon rock texture) although, I did try to put my own style into this I guess. I color-coded the different paths so that you know which path leads to which key and so on. The map takes place in some sort of techbase/rock hybrid environment with water and stuff. I tried playing arround with some shadows abit although, I think I just gave up at some point lol. I'd most defo recommend this. It is probably my best effort to date (as far as single map releases are concerned) and, I think you will have a blast playing through it. Link: Maps that are part of community projects: -Water control, DWMP13, ZdooM/Udmf, 2013 A short map I made for the doomworld community project (2013). I made this one in about 3 weeks total and it was also my first try at UDMF, not that I was unfamiliar with zdoom mapping. It takes place in some sort of mountain (the skybox supposedly represents that) and is a mix of well, rocks and tech. It uses zdoom features although, I wanted to used them sparingly this time arround so that the maps stays mostly on the classic side of things. It has a few sliding doors, one or 2 3d floors and a few slopes here and there but that is about it. It also has a few scripts but they are used mainly to indicate what a certain switch did and all (camera and stuff). Gameplay is pretty straightforward and is not so hard. It is quite a linear map with a few corridors but, I guess it's an ok map for one that was done in only 3 weeks (on and off) heh. If you wanna play it, it is part of the DWMP13, in the zdoom wad (map 04). Link: -Canyon complex, 2048 unleashed (pcorf), boom/prboom+, 2015 My first boom/prboom+ map ever made and also, the first map I did with a set limit (2048x2048 mu space in this case). I think it turned out pretty good in the end and, it even made it in the main set. I don't really have anything else to say about this map aside that it is pretty short (duh) and not so hard. If you wanna play it, it occupies the 8th slot in the aforementioned wad (2048 unleashed). Link: -Crimson Wood, DWMP16, boom/prboom+, 2016 A map I made for the doomworld megaproject 2016. I wanted to work on a different theme this time arround and thus decided to make a hell-based map with alot of red/crimson (hence the title). Map also has alot of wood elements because I feel as though the combination between redrock and wood textures is pretty cool. The main liquid is blood. I also edited a sky from plum's skystravaganza for this map and it seems to have been quite well recieved haha (even though I just did a basic color remap). Map is fairly challenging although, I'm sure you will get through this quite easily-ish heh. It is, in travmoon's fashion, non-linear in a sense that you can grab the first two skulls in any orded (I like doing this alot now heh) and well, each skull is guarded by a few traps heh. This map has a few nasty traps although, nothing impossible haha. It took me about 2 months (on and off) to design it and, I entered the project fairly late, to the point that I submitted my map on the 31st of december 2016 xD Anyhow, if you wanna play it, map 28 of the dwmp16. Be advised that the version in dwmp16 is quite outdated as I had no times to tweak it. There may be a few bugs here and there but nothing too serious. Also, there are NO difficulty settings for the same reason heh. I plan on eventually releasing the map separately (alongside other maps in the same style) but that wont be anytime soon heh. Link: -Arch-angels, Cereal killer, boom/prboom+, 2017 This is a map that has no official idgames release but, that I submitted to the ongoing "cereal killer" CP (lead by crunchynut44). The project is still in alpha/beta stage I guess but, a playable version of my map is available to download (alongside other great maps). For this map, I decided to go with a VOID theme so expect a bunch of 242 created fake floors in which the player "hovers" through floor detail (I love that boom action heh). Difficulty wise, I'd say the only area that might cause you trouble (and this is just me) is the blue key fight. The rest is quite fine as far as difficulty goes. Not necessarily easy but fair. If you wanna play through it, you will need to have the latest version of "cereal killer". I think it is in the later slots (like map 18 or something, don't really remember). Link: -Upcoming maps -Orange Juice, Tangerine nightmare, limit-removing, 31st of october 2017 (Estimated release date of TN) This is map that is gonna be part of an upcoming mapset called "Tangerine nightmare". It is a project lead by franckFRAG, over at the french doom community of which I'm also part. The project is set to release in october this year (for halloween). My map for it is done. I'd show pictures and all but right now, I'm too lazy to do so xD (will update later). I'm sure some of you guys have already seen them either way so. Link: TBA -Travelling to the moon II (working title), Boom/prboom+ (cl9, maybe 11), maybe this year The sequel to "travelling to the moon". It will be set on the moon (for real this time) and will use many textures from valiant's episode 5, alongside a few custom edits by yours trully. The release date is not set yet as the map is still under heavy development but, I hope (I really do) to have it done sometime this year. If you wanna see some pictures and all, here is a link to the thread: That is about it for me.
  4. I second that for Kakegurui. Really surprised by how good it is. A shame it's only 12 episodes though :/
  5. Kakegurui is quice nifty heh :D 

  6. If using udmf or zdoom(doom in hexen format) for example, you could use this. This requires you to understand how zdoom scripting works and if you are just starting as a mapper, is not really recommended but, I suppose if you really wanna go for it then here goes. https://zdoom.org/wiki/ThingCount Specifically check this line: script 1 OPEN { While(ThingCount(T_BARON, 10) > 0) Delay(35); Floor_LowerToLowest(15, 20); } This simulates the e1m8 special action. Just replace the floor_lowertolowest part with whatever action you wanna do. Obviously, depending on what kind of monsters you want, you'll have to replace t_baron too. I usually put "0" in place of T_BARON. Like that, only the things with tag 10 will be affected. (You can asign tags to things in udmf, zdoom(doom in hexen format) formats) Example (in your case): Script x(whatever number) OPEN [or (void) but, I suggest keeping it at OPEN for now] { While(thingcount(0, whatever tag your archviles have been asigned with) > 0) Delay(35); Whatever action(properties); } This will do whatever action you specified after all archviles of a specific tag have been killed. Hope that helps a bit. Some people will probably explain it better than me but heh, this is how I do it and it's been working pretty much each time for me.
  7. Sometimes, I watch a few episodes of shows aimed primarily at females. I've also watched the entirety of "Desperate housewives" and more recently, "Pretty little Liars"... The latter of which I should've dropped way earlier but heh, it is what it is.
  8. Short preview for my upcoming doomworld megaproject 2017 map.
  9. Hmm, it was (as expected), not very good. It had no doors as I didn't know how to make them so I had to make do without them. It had a few monsters and a shit load of resources (megaspheres, soulpsheres, cellpacks, a bfg, etc...you name it) and extremely bad texturing. I did start with DB1 though so I guess I'm not THAT old school but, it was about 8 years ago so, quite a while :D
  10. Something quick I'm doing for the dwmp17. Returning to UDMF for this one and well, I missed it a little hehe. Release: Heh, when it's done I guess. Should not be too long though (hopefully).
  11. Fuck. Only one week left or vacation heh. I can't believe this went by so fast. Oh well

    1. leodoom85

      leodoom85

      Enjoy the time left while you can....HWAHAHAHAHAHAHAHAHA...

      just joking m8. Time passes really fast without noticing it...

  12. Quick question: Are the custom textures part of the 1mb total size limit too? Or is that just for the monsters
  13. I seem to be dead quite a bit in these shots heh. That last screenshot has me kinda laughing. It's like: Doomkid finishes off the blue dude (me I think) and the black dude is like: "Yo, what?!"
  14. I'd honestly fight one of these as some custom boss tbh. I suppose obelisk could fit somehow