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InvertCube

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Everything posted by InvertCube

  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. Doom 2 in a Nutshell: This is a project to make 1024 sized versions of all 30 original Doom 2 levels. There are two versions of the project, regular and classic. The regular version of the project is to make each level have a nostalgic value to it but each with their own original twists. The classic version of the project is to remake the original Doom 2 levels as close as possible but miniature. Complete project now released to /idgames database: http://www.doomworld.com/idgames/?id=17239
  4. 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.
  5. 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.
  6. 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.
  7. 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.
  8. 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.
  9. InvertCube

    Puzzles in Doom? Oh no!

    It is supposed to be the level from above view but it is hard to draw with text.
  10. 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
  11. 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.
  12. 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.
  13. 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.
  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

    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.
  16. 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.
  17. I love this mod, it possesses some very interesting and fun new variations to traditional Doom gameplay. My biggest suggestion would be to make it so the monsters have to actually turn around instead of just instantly facing the player when awoken or approached from behind. I don't know if that is possible to be programed in Doom but it would be very fitting for this mod and would make a significant difference.
  18. InvertCube

    Doom 2 in a Nutshell

    Oops, I should have mentioned that. Yes it is.
  19. InvertCube

    Doom 2 in a Nutshell

    I just added The Refueling Base (lvl 10) finally. It actually wasn't that hard to make. I guess I just avoided it because I was being lazy.
  20. InvertCube

    playing PSX Doom on computer

    I do not condone pirating but if you own a copy of the original disc you can legally download a PSX emulator and play the game on pc directly - no adaption/total conversion necessary.
  21. InvertCube

    Doom 2 in a Nutshell

    I can see now that it is a problem that I didn't just throw all of the levels together into one up to date wad. here's all the completed classic maps in order (without gaps so there's no confusion): http://files.drdteam.org/index.php/files/get/r_JLN0IVZj/smdoom2cdemo2.zip I didn't get to try this till now. The layout for each map is very clever. I like any kind of designing restrictions like this, they make the designer come up with creative ways of making things they would have never thought of otherwise. Also I think there should be a place where all the Doom/Doom2/Final Doom tribute wads could be together because there are lots of really neat ones out there like this one that I or anyone might not discover.
  22. InvertCube

    Doom 2 in a Nutshell

    Hello we're back with a few more levels of the classic version! http://files.drdteam.org/index.php/files/get/zyyk9qAQ1m/smdoom2c.zip Sorry we've been lazy but we'll be doing more during the summer. Before you play these you should know that all of the project maps will either be 2048, 1536, or 1024 sized and some of the levels provided are in two sizes for you to compare them. However we will be using the larger versions in the final project. Also the last level here is grossly incomplete but we threw it in anyway. Don't forget to give feedback. Here's the map order in this download: map14 - Inmost Dens map16 - Suburbs map21 - Nirvana map22 - Catacombs map23 - Barrels of Fun map13 - Downtown (1536) map13 - Downtown (1024) map17 - Tenements (2048) map17 - Tenements (1024) map15 - Industrial Zone (1536) map15 - Industrial Zone (?) map10 - Refueling Base (incomplete) (PS you can always check our website to see any progress updates.)
  23. I have a query relating to the old abandoned project Scourge: Lunar Eclipse. Don't worry, I know the gist of why it was abandoned. My question has to do with the music. (In case you're not familiar with the project)- http://www.wadsinprogress.info/?a=listwads&wad=597 Back when TeamKill was making the project there was a website for it, and on that website was four or five music tracks. One of which was awesome enough to have me still searching for the artist who made them all these years later. Finally I've just came up with the ingenious idea to ask the Doom community. So, does anyone know who made the music on that website? (Or have any idea what I'm talking about?)
  24. InvertCube

    Custom Texture Brightness

    Hey everyone, I just recently got XWE and learned how to import custom textures but with some that I made in photoshop the brightness (or contrast?) is raised by a lot when I import them. Anyone know why this is or what I can do to solve this besides making the brightness really low before importing them? Maybe it has to do with the quality I saved them as?
  25. InvertCube

    Custom Texture Brightness

    That must be it. Thanks for the help.
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