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kittytaymar

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    23
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About kittytaymar

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    Warming Up
  1. kittytaymar

    let there be light!

    Ahh, the heart of it. What's the balance between subjectivity and objectivity? I'm prepared to compromise; I'll say 172 for default brightness.
  2. kittytaymar

    let there be light!

    Viles, then. I can see spectres because they appear all fuzzy and stripey. I like the sound of that, I'm off to make a dark maze.:)
  3. kittytaymar

    let there be light!

    What, and stick loads of spctres in it?
  4. kittytaymar

    let there be light!

    that sounds useful. So I could make the lights pulse from dark to bright uniformly as usual, but have it stay dark for a little longer than normal? How?
  5. kittytaymar

    let there be light!

    (Snigger)... I thought vanilla doom used lighting in steps of 8? I'm pretty sure that 200 appears brighter ingame than 192. I can't test this right now though, because doom builder's 3d mode is acting up, and the level crashes doom if I try to play it.
  6. kittytaymar

    let there be light!

    What, then, should I set the brightness to, so the player can *just* see the pain elemental before running into it?
  7. kittytaymar

    let there be light!

    What do you consider to be the base brightness of sectors in a level? For me, I use 192 as the base, with darker sectors being as much as 64 below this, and most outside areas being at 255. One of my biggest hates is WADs which are too dark. Cue IDBEHOLDL which ruins any lighting effects in a map. People need to know that TFT or LCD screen display brighter than CRT zmzonitors. DtAlrightt, that's myztd rant over with. What do you use as your base lighting level?z ---currently playdtd. Damn phone keypad, hope you can make out the message. ..
  8. kittytaymar

    distance question [autoaim]

    Do you know the distance if the player decides to fire a rocket or plasma at the enemy? Specifically, what's the damage area of these projectile attacks? Thanks again,
  9. kittytaymar

    distance question [autoaim]

    The player is at 0 unit height. In front is a building, at the top of which sits a chaingunner. The chaingunner notices the player, dealing heavy damage. The player returns fire, only to have their shots hit the wall... AAAAARRRGGH| What is the minimum level on the y-axis, which Doom's auto-aim works at? How high can I put an enemy so that the player's shots are effective?
  10. kittytaymar

    doom mus titles

    Perfect, just what I needed!
  11. kittytaymar

    doom mus titles

    Wow, that was quick! Thanks for the info, I'll check those out. :)
  12. kittytaymar

    doom mus titles

    I tried doing a search for this, but my lousy GPRS signal keeps failing. *sigh*. Who can tell me which .mus files correspond to what doom2 level? Then I can rename my files to play on the level they're meant to be on.
  13. kittytaymar

    Nightmare Mode

    Well, actually I was using "doom95.exe -basewad plutonia.wad -file kittysfx.wad -fast -respawn -nowarn -nodm -loadgame 4". Exactly the same effect as Nightmare, but you can still cheat... I wonder who else thought of doing it this way? Makes things much easier when it's just you against Hell.
  14. kittytaymar

    Nightmare Mode

    I think people should play Plutonia on Nightmare, if only to see how far they can get before hammering in IDDQD as fast as possible before that Revenant fireball hits. ;)
  15. kittytaymar

    [deleted]

    Go easy on the automatic doors; they can sometimes be really annoying. ICARUS, anyone?
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