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InvertCube

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About InvertCube

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  1. InvertCube

    (G)ZDoom Multiplayer Launcher

    I am not getting this to work with any pwads. whenever I run it I am sent just to Doom 2 map 1. The prompt after I click go is saying in it, for example: "-file C:\Users\me\documents\games\Doom\whatever.wad" But all I see is Entryway. With a program this simple what could I possibly be doing wrong?
  2. InvertCube

    Optimized 3d Anaglyph Palette

    I recently ran into this engine for playing Doom in 3d: http://rotatingpenguin.com/gz3doom/ It was designed for use with the Occulus Rift but I have been running it in red/cyan anaglyph mode. It works and looks great but a lot of colors in doom's color palette clash terribly with the red/cyan. To remedy this I made it so the engine auto runs with a black and white palette. This works great but leaves some color to be desired. That being said I was wondering if anyone else who knows how to make palette hacks would be interested in tweaking the colors so that it would work with anaglyph without having to be completely desaturated. Perhaps replacing red with green?
  3. InvertCube

    Doom 2 in a Nutshell

    That's great to see that level get some love because I was a bit disappointed in that one and did lots of tiny tweaks to try and improve it. The gameplay was more frustrating than fun with a lot of the space being taken up by lava instead of walkways. But that far in to the game the level should be hard. But it should always be fun.
  4. InvertCube

    Doom 2 in a Nutshell

    Alright, the project has been accepted! Anyone can get it now from the /idgames database! Feel free to rate it.
  5. InvertCube

    Doom 2 in a Nutshell

    This project is finally done and submitted to /newstuff! Hurray! Actually it was finished a few weeks ago in which we were very eager to finish up the remaining maps but when we got to playtesting the entire thing straight through our ambition kind of died out. So we've been sitting on the complete project for a while. Sorry about that for anyone who might actually be waiting for this. (3+ years, wow.) Also I had never even heard of an FTP client before submitting this and was having a nightmare trying to get Filezilla to work for me. But once I switched to a different program it all went through just fine. Hopefully I submitted the files correctly. I also am having a bit of anxiety about the whole project getting rejected for being too similar to the official Doom 2. We'll find out soon though.
  6. InvertCube

    Slaughterfest 2012 - NEW Final Final Version is up

    May I have my submitted map's name be changed to "Ascend to Hell" ? "final level concept" is'nt really a name and it's been bugging me.
  7. InvertCube

    Puzzles in Doom? Oh no!

    It is supposed to be the level from above view but it is hard to draw with text.
  8. InvertCube

    Puzzles in Doom? Oh no!

    The goal of the puzzle is to get the height from the brown pillars surrounding the 3x3 grid in the middle (starting with the lowest) to the platforms on the 3x3 grid that correlate to the stair platforms in the back from lowest to highest. Here's the key (SPOILERS) for the stair puzzle for anyone who needs help (level as seen from above): (Stairs:) (exit)8,7,6,5,4,3,2,1 (3x3 Grid:) -------7-6-1 -----8|0|8|7|5 -----4|5|3|6| ------|2|1|4|3 -----------2 (Switches:) ------0--8--7 ------5--3--6 ------2--1--4 *Number refers to height and/or tag *Switches make correlating tagged platforms raise to next higher adjacent floor *Solve for platforms '1' first *Go to lower left corner to reset all platforms
  9. InvertCube

    Puzzles in Doom? Oh no!

    Oh, I didn't think about that. Perhaps there should be some kind of visual reward. (or the evil/trolling option that the exit door doesn't even open. ;D ) Anyways I realized two things while watching your video. For one the puzzle is definitely missing some kind of tutorial/explanation as figuring out how it works may be more difficult than the puzzle itself! This could be seen as part of the challenge but I can see that that part is very frustrating and not so fun. Maybe there should be different sections of the puzzle that have a progression so that it starts with a single step then a 2x2 grid then the 3x3 grid. The other thing I realized is that in a port that is not OpenGL such as regular zdoom it is much harder to differentiate the light gradients that signify which step the platforms in the 3x3 grid are connected to.
  10. InvertCube

    Puzzles in Doom? Oh no!

    Sounds like fun, I'll enjoy watching you suffer. But in all seriousness maybe I made these too hard.
  11. InvertCube

    Puzzles in Doom? Oh no!

    Here's two short puzzle maps to sink your brain into, one action based and one floor height based:http://files.drdteam.org/index.php/files/get/eRQVmksegQ/icpuzzles.zip Tell me what you think.
  12. InvertCube

    Slaughterfest 2012 - NEW Final Final Version is up

    I'd be glad to have my level 30 style map added to the project: http://www.doomworld.com/vb/wads-mods/57536-a-map-30-level/ It currently doesn't have difficulties and I'm not sure it's slaughtery enough but if anyone wants to make it bigger and more complex that'd be fine by me.
  13. InvertCube

    GZDoom in anaglyph 3D! ...almost

    That one. If it sounds like I don't know what I'm talking about then I probably don't, I just want to play Doom in 3D any way my computer will let me. And thanks for the link I be trying that out right away.
  14. InvertCube

    GZDoom in anaglyph 3D! ...almost

    I've always wanted to play Doom (and respective pwads) in 3d over any other game. There once was a port released to do just that but I've never been able to get it to work, besides I'd rather have GZDoom in 3d. Recently I've almost managed to do it. Pics (Red/Cyan glasses needed for full effect): Equinox: http://i1142.photobucket.com/albums/n615/CreativeBlogPics/Doom/doom3d1.jpg E1M1: http://i1142.photobucket.com/albums/n615/CreativeBlogPics/Doom/doom3d2.jpg I used several different programs to create this abomination. First I needed 3d drivers that would work on my computer. For this I used IZ3D's free drivers that include anaglyph 3d - the poor man's 3d. But there's a big problem. No stereoscopic 3d drivers to date are compatible with OpenGL for some reason. And all the advanced Doom source ports use OpenGL not Direct X. So next I downloaded GLDirect which tricks(?) OpenGL into thinking it's DirectX. Unfortunately it is old and no longer supported so it did not work with GZDoom. However I tried downloading an older version of GZDoom, v.1.0.13, and it finally worked! Sort of. If you notice in the screenshots the textures and spites are displayed normally but the flats are all HOMs. I don't know anything about programming but perhaps a patch could be made to fix this. It would be very awesome to see a GZDoom3D source port. Does anyone think they can do something about this? Is anyone else interested in 3D Dooming? I want to know the Doom community's opinion on this.
  15. InvertCube

    A Map 30 Level

    This is a Final level idea I had where you have to ascend a large stairway while fighting off hordes of monsters that are constantly spawning but when you reach a monster spawn point you can deactivate it. This allows you to progress slowly towards the Icon of Sin. It is a bit bland in detail but is very epic and will provide an interesting battle. (Limit Removing) Link: http://files.drdteam.org/index.php/files/get/FMPqtoKGLR/map-30-concept.zip It is fairly difficult but is very possible while saving often. Ironically you can easily finish the level by simply running strait to the end but I think I'll leave it that way as this is just a concept. Also if anyone wants to use this map or idea go ahead, just be sure to credit me. Have fun and tell me what you think.
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