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Karnage

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    30
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About Karnage

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    Green Marine
  1. Karnage

    Vuvuzela Doom Weapon

    Haha, pretty funny. Great job!
  2. Karnage

    Ghost Grinder Updated 1.2

    Sky HOMs have been corrected, simply needed to add horizon to the lines. I guess they are not actual skyboxes after all, Wikied what a real skybox was. :P UPDATED Version to 1.2 and added some screen shots. The link in the main post has also been updated!
  3. Karnage

    Ghost Grinder Updated 1.2

    Than I am at a loss as to their cause, perhaps you can take a look at them and point out why they are causing HOMs. They worked perfectly before, but it seems the newer versions of ZDoom and GZDoom broke them. I was using a very old version of GZDoom back when I originally made these. Perhaps the method for creating skyboxes has changed since?
  4. Karnage

    Ghost Grinder Updated 1.2

    While I could have made it without the slopes, ghost Baron and added jumpy crates, when I began this map, quite awhile back mind you before I had done a lot of research on different ports and what not. I had only just discovered ZDoom and Doom Builder, and wanted to test out these newer features. Either way, I think that it will be more work to remove the slopes than I am bothered to put in, seeing as I have several other Doom Projects in the works. I do plan on making my next maps a bit more compatible with other ports. Since I only play ZDoom, I am not well versed in what breaks a map for Boom. I will do some research as of now on that very subject. As for the Sky HOMS, every map I have made in the past and started playing again with the new version of ZDoom causes these to appear, while they never had a problem before. These maps where originally created using Doom Builder 1 then imported to Doom Builder 2, I am unawares as how to fix them.
  5. Karnage

    Lost Temple Updated V1.4 WIP

    Hehe, I imagine there will be at least a couple more updates before I upload to the archives and you should have plenty of time to run through it at your leisure. After all the next update will have the map mostly completed at the least with the extra courtyard finished and another final area, which will of course require some playtesting in its own right :P Umm ya, so anyone find all of the current secrets without cheating yet?
  6. Karnage

    Ghost Grinder Updated 1.2

    I believe your referring to the red key with the cacodemons outside in the watery area. They are not the same ones that teleport into the conveyor chamber where the Fatso is. They are actually part of a secret area I am assuming you didn't find :P I may have to check up on it myself to see what you mean, I think there might be a tweaky teleporter that needs some tuning. I am not particularly fond of this map myself at times, but I spent enough time on it that I didn't want all the effort to go to complete waste gathering dust on my HD. It may be a bit flawed and I am working on moving away from the cramped mapping style I seem to have picked up. Must think bigger and better! Thanks for playing at any rate ArmouredBlood, I seem to have at least one fan, haha.
  7. Karnage

    Ghost Grinder Updated 1.2

    Here's a Techbase style level I have been playing with for awhile now, nothing to innovative or anything, but it should make a good quick run. Any advise you have on improving it is gladly welcome. [UPDATED to 1.2 and fixed the HOM effects that appeared outside the Red Key tower. http://www.mediafire.com/?gjhgyhoezym y!
  8. Karnage

    Lost Temple Updated V1.4 WIP

    Hmm, guess not playtesting myself and large quantities of alcohol are not a good recipe for mapping, :P I'll fix those real quick and repost... UPDATED Version 1.4 should fix all those problems! Give it a try and let me know how it goes! Crap, forgot to fix the sewer revs, damn hangover... I'll get to them in the next update.
  9. Karnage

    Lost Temple Updated V1.4 WIP

    I have updated to Version 1.3 and made some fairly drastic changes throughout the level. The Tunnel Archie should be a bit more manageable and should pleasantly surprise you all over again. Ammo, items, monsters and several other oddities have been moved, placed and tweaked. As well as some new scripts and reworked the text messages that popped up as I didn't much care for the current state they where in... Just play it! :P
  10. Karnage

    Community Project: ANNIHILATOR

    This looks very cool indeed! I would sign up but I am currently occupied with a few of my own projects, but after I am finished and if this kicks off nicely I'll happily join in and contribute. I would most likely be interested in level layout as I am to perfectionist to only devote a week to detailing work :P By the way is this going to be limit removing? Can we use slopes and bridges and what not? Have fun everyone!
  11. Karnage

    Lost Temple Updated V1.4 WIP

    Thank you DeathevocatioN! The ammo issue is noted and in the works as of now. I sometimes forget to place enough ammo to account for someone who has never played the map before. I know where all the hidden catches are obviously and so always have enough ammo as I move through the level. If others are also in agreement on the ammo issue I will try and tweak it a bit on the generous side. Also be aware that there is a great deal of extra ammo and health in the secret areas, although I have beaten it without collecting any secrets with a fair degree more difficulty. Also has anyone found the secret SShotty? I made it quite difficult to locate because the level is a lot easier once you obtain it. I may reconsider working the text a bit as it seems a bit to fast to read anyways.
  12. Karnage

    Lost Temple Updated V1.4 WIP

    I was wondering if someone would be able to pass under the red door as it closed, I was never able to get through it myself but I guess I'll need to increase the speed it closes. As for the sloped balcony, there will be railings on it so that will be fixed in due time. Thank you ArmouredBlood for attempting to break my map, helps out alot. :P
  13. Karnage

    Lost Temple Updated V1.4 WIP

    In the first courtyard you begin in, where you must raise the pillar then scale the cliffside and jump around the corner to get to the Temple Entrance. Specifically the area in screenshot 1.
  14. Karnage

    Lost Temple Updated V1.4 WIP

    I'll write up a readme when I am back home as I don't have access to my laptop right now. I should have included one on release, hindsight is always 20/20 :P It shall be done! @ArmouredBlood - Interesting to know, although you still can't get up to the upper balcony without jumping. If you figure that one out let me know, lol.
  15. Karnage

    Lost Temple Updated V1.4 WIP

    My apologies for not mentioning before, yes jumping is required to beat this level and one of the secrets requires that you also use crouch. I'll mention this in my main post for future referance. As for noone else having problems with the skyboxes in the courtyard especially... great! As long as they work for you guys, must be something wrong with my computer. Whatever, enjoy!
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