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Gokuma

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Everything posted by Gokuma

  1. Gokuma

    Monsters that you feel are undervalued

    If I was a mod, I would officially upgrade your name to SmartBunny. As far as Wolfensoldiers go, they're prime candidates for simple graphics and sound replacement, even simple dehacked to make them look/sound like marines or zombiemen and then they're perfectly fitting in place.
  2. Found tutti fruiti. Short graypois was used on tall walls and had a vertical offset in the loaded room in map24 Streets so fixed it in that tmap24b.wad. OR Here's another version of rev DD with practically all of the above if that's alright?: https://www.mediafire.com/file/qfm78vlvckv7ipe/TWANGO1_tripleD.zip/file Includes updated map19 Interdimansia Fixed up map24 Streets Updates of map02 Mr. Twango and current map29 Mr. Crunchy included. (Switched uses of twangom to twango1 again). (The 128x128 Twango was named Twango1 in the megawad long ago.) Changed megasphere in map27 Dethmatch Temple to soulsphere. Map31 D5M4 edited for no cell stuff on easy and no ammo on medium. Zmapinfo and mapinfo have sky2 (tiling episode 4 sky) slowly scrolling for any map that uses it in ZDoom ports. I have not done the following: Messed with dehacked intermission text for after map20 which may have a typo and doesn't quite make sense. Changed any map order. This requires editing the dehacked, switching the cwilv gfx, switching the music, and editing four different mapinfos. Maps19 and 20 must stay where they're at. Maps04,20, and 32 have demos recorded with them, so they must stay where they are and not be modified at all or the demos will break and desync. If you noclip around map17, you can see several missing textures. You won't see them missing during normal play but it's good to still put something there. I need to get some sleep now.
  3. Gokuma

    How do I get into metal?

    I saw Primus and Clutch together.
  4. Look at whether it's a DM start or Coop 1,2,3,4 start. Only DM starts matter. There's seven spaced apart throughout the map. Redownload for more texture alignment done. Added a missing texture on back of a switch. Moved northern chainsaw to the left out of the way so you're not forced to pick it up and switch to it when running behind the big crates. Mandatory switch to chainsaw or fist during a deathmatch would really frustrate people. UPDATE: Did some cleaning up. All missing textures fixed. Should appear the same but cleaned up several sectors. https://www.mediafire.com/file/ug98ffpvouq1a5y/tmap24b.wad/file
  5. @IggySqiggles Do you approve of these changes? https://www.mediafire.com/file/ug98ffpvouq1a5y/tmap24b.wad/file Moved that one start out of that room to center room by a SSG. Added a start with shotgun and shell box at big dead end. Added another start on top of big crate where they could drop forward and grab shotgun+box or drop backwards and go for plasma in corner. 7 DM starts total. Bunch of textures aligned all over. Floor texture on top of some big crates changed to appropriate color cratop but players would never be up that high to see anyway. Added player starts 2,3,4 for the heck of it.
  6. @NieMaMordy Hasn't it always been misaligned? We can't modify sprite offsets unless we put replacement sprites in or add them as additional sprites and access them with dehacked. Doomkid did make a good little cosmetic improvement with the dehacked by simply shortening the duration of the muzzle flash frames. Normally in doom2.exe you still see part of the gun pointed forward with the flash at the same time as a lifted frame of the reload. @OpenRift Well double D's are very good. Might want to check your intermission text for a typo after map20. Says Sk4. Maybe you meant Sky4? Still doesn't make much sense. Just make sure any modified patch loads alright back into dehacked again. Map27 Dethmatch Temple seems like it should play better now. I would change the megasphere to either a soulsphere or blue armor though. Megas seem kinda ridiculous for deathmatch, especially on lower skills where weapons hurt the players less. Map31 D5M4 Redux doesn't have the difficulties for ammo and cell weapons implemented. EDIT: Put this in twangoks.wad with skills 1-3 edited appropriately. Anyway, here's an update from me and I think I'm all good for RC1. https://www.mediafire.com/file/egmxxzt8gzoaq6e/twangoks.wad/file Updated zmapinfo and mapinfo to make sky2 (episode 4 sky) slowly scroll for the maps that use it in ZDoom ports. Tried to do it in emapinfo with skydelta but the results were not smooth so forget that. Some good improvements to map19 Interdimansia and feeling better about it. Took a cue from Hellbent and implemented a trick he uses in map08 BrownWar and used some of DCG Retrowave's textures seen in map25 Sadistic. I know I got carried away with the scale but it's a little hard to do anything about that now aside from the teleporters and passageways I added. It's just going to be a larger wandering hunting map opposed to the smaller vicious fragfests to change things up. A good frantic small map comes immediately after it. I'm really liking how this whole megawad is coming together now. Seems like a good mix of stuff that doesn't often happen.
  7. Wasn't sure about literally deleting all ammo or just most so was kinda leaving that up to you. I think the existing cell ammo for hard is a little much and should be cut down. Going to make another update. I know that 21-32 have a mountain sky that doesn't tile. That's why I had to move Interdimansia because it needs a tiling sky same as Engine 3000. And the mountain sky goes pretty well with Streets which I swapped it with. EDIT: Updated 11, 19, 23. https://www.mediafire.com/file/egmxxzt8gzoaq6e/twangoks.wad/file Should all confirm to your settings for skills 1-3. Reduced cell ammo in 11 and 23. Fine-tuned some light levels in 19. Could probably use more lighting detail but setting the red carpet to anything less than 192 looks shitty in doom2.exe. Literally just slightly lower at 191 and it looks awful. Tested way down in 160's upping and upping often by +1 until it looked alright again. Emapinfo is still in that wad same as last night's upload in case you didn't grab it yet.
  8. How about a Sandy Petersen + Tom Hall collaboration? Kinda interesting as it's happened before without both working at id at the same time.
  9. Gokuma

    Why is Doomguy super hyper fast?

    Saw that, but brought up my meme version from existing attachments anyway. But my question is that a mod or custom park in THPS3 made to look like E1M1 Hangar, or is that a map/mod in Quake 3 Arena?
  10. https://www.mediafire.com/file/egmxxzt8gzoaq6e/twangoks.wad/file Just three maps and two other entries. New flat gategold. Just copy that one resource to after the other gate*. No need to mess with any textures/pnames. Emapinfo updated. Since Eternity is demo compatible with doom2.exe, and I think demos can span more than one map, I made the level order act the same as it except ending map30 will go to map32 and then map01. So 15->31>-16 and then 30->32->01. Updated maps 11,19,23. Added Blue Armor and deleted a green in 11 and changed a hard to notice compblue upper texture to ickwall. So far have not edited 11 according to the no cell weapons easy, no ammo on medium, except I made the energy cells hard only. Changed a blue armor close to BFG to ten armor bonuses on one spot in 23. Threw just a few monsters in 11 and 19. In 19 and 23, every player start is on a weapon. Added medium/hard BFG to 19. Moved backpack and made hard only. Added a sequence of teleporters to warp around main hallways for quick hunting and maybe some more telefrags. Work on exit area. Brightened outside and have light shining in windows, but thinking of lowering main light levels inside and out. Interdimansia must stay somewhere before map20 because it needs a tiling sky and a demo was already recorded on map20 which also needs a tiling sky. Maps21-32 currently don't have a tiling sky for doom2.exe. Please delete the resource cwilv10n and just keep cwilv10. Noticed in map29 Mr. Crunchy. It would never be seen unlike you noclipped to look at the other side, but the switch revealed by using the big twango texture, has a missing lower texture when it's closed up.
  11. Exit switch isn't working in Refinery now. Linedef needs to be flipped. Otherwise, looks good. Also delete the unused resource cwilv10n and just keep using cwilv10. No replacement dssecret for ZDooms to replace the game lagging default? Credit pic is better now, except missing the A at end of Joe's last name. Nice thank you on endoom screen. Much appreciated
  12. Your Mr. Crunchy has already been in for a while since the map29 slot was opened up for it. Put your update with its textures in this version: https://www.mediafire.com/file/c6sofx2iqrk4jku/TWANGO1d.zip/file I changed your use of the texture twangom to twango1 since that's what it's named in the main wad. OpenRift had set your music to another version of Alice in Chains - Them Bones different than the normal Doom 2 map 23 one. So I left it like that for now. I found it here and it required converting to mus to work in doom2.exe Deleted the resource cwilv10n which was never in use and keeping cwilv10. Anyone have an opinion on this? On map11 Server Rooms on Fire, thinking of deleting that green armor (red arrow) and adding that blue armor (green arrow) but have not done so yet. Might shift the battle to take up more of the map. Or make it pretty brutal if a player gets the BFG and blue armor. Tried to make it the farthest point from the BFG. You can see a four player game in the current version at 1:05:30 of the video THEBaratusII posted.
  13. Gokuma

    What Doomworld thinks about my home made pizza

    @Decay @Decay, How would you rate my pizza?
  14. Gokuma

    What Doomworld thinks about my home made pizza

    https://www.youtube.com/watch?v=xRV6edOYAz8
  15. Here's a wad with just Dmapinfo for official Doom 2 classic and Emapinfo for Eternity (splitscreen branch) https://www.mediafire.com/file/rgrp2yvq28tlbnj/twaninfo.wad/file Or they've been added to a reupload of dwango1.wad in dwango1d.zip. I would copy them to the main wad to be right under dehacked, before zmapinfo. While the zmapinfo and mapinfo have d_evil (Rickroll) for map31. Dmapinfo sets it to d_evildk and Emapinfo sets it to d_evilrc. I set the same level order in dmapinfo as in zmapinfo, but it doesn't matter as you only play one map at a time and select another. For Eternity, I set it 15->31->32->16 and 30->01. With all but two intermission text screens disabled. Let me know if you want the Eternity order changed because it's really convoluted to do. Only mapinfo that it's missing is a Umapinfo used by PrBoom, GZDoom and I don't know if anything else, but nothing much multiplayer is going on in. EDIT: Cut map19 Interdimansia and 23 Silenced Lamasery down to 10 DM starts. The updated versions are both in twango1d.zip reupload and twaninfo.wad, whatever you want to grab them from.
  16. Gokuma

    Post your Doom textures!

    Good. Now those zombies have no excuse for their dirty clothes.
  17. Ok, updated https://www.mediafire.com/file/c6sofx2iqrk4jku/TWANGO1d.zip/file Still named twango1.wad so careful not to overwrite newer work of yours. I suggest you copy your updates into this wad as I added sky3blu and sky3red as textures but their graphics and pnames are rsky3blu and rsky3red. Made up zmapinfo and mapinfo for ZDoom ports. Tested even in ZDoomdos 1.17c (which requires files from zdoom122.zip and doesn't have midi or mus music) So in ZDoom ports, the map order will be 1-32 repeating (going 30, 31, 32, 01), but keep in mind Doomkid warned 32 would be a server killer and should be out of the rotation. My map19 and 32 will use the additional skies. Set 31 to use sky2 instead of sky3. 19 and 31 will slowly scroll their skies (but not 32). Set map31 music to Rickroll. Put a dssecret sound in there to replace the one in ZDoom ports since some use a high quality .flac or something that lags the game the first time it plays. Right now it's just the earthquake sound from Hexen. I suggest replacing it. Would be good to not have Hexen resources. Also watching a couple good chunks of that livestream, I was the one who did the mixing of your new gib sound with the regular. Thanks for streaming Server Rooms, @THEBaratusII!
  18. The Rickroll midi is less irritating and therefore preferable. You had it for map32 in the first 32 map build of the wad. I can get working on those mapinfos. In D1EntHng.wad I had about five different ones.
  19. Gokuma

    Ask John Romero Questions

    If you're talking about the first map listed there as Doom v0.5 map 1. That's not it. That's a heavy edit of Tom Hall's E1M1 from the Doom Alpha version 0.5 before it was replaced by Romero's E1M1. I did incorporate the E5M1 fragment into the Frankenmap map08 of this. Or E1M8/E4M8 of this. One thing that made it a pain to do anything with was as soon as you drag or copy and paste the E5M1 fragment, a bunch of older sectors and linedefs somehow still in there replace how it first appears and screws it all up, so I had to go fixing them all to how it looked before copying. I still recommend that Lost Episode though.
  20. Gokuma

    8th Doomversary- AMA edition

    Crap, I got some RPG characters older than you! Meet Gibbelicious. She's about 20, likes to explode people, and can almost legally buy alcohol. She won't make any Doom maps though.
  21. Gokuma

    Can someone link me the Original Doom?

    If you buy the more recent official Doom Classic on bethesda.net besides its new features, improvements, raised limits, and 4 player splitscreen, it seems you also get the option to install the original. Which you can then apply the 1.1 downgrade patch (hopefully). I prefer to then patch that up to v1.2, though I keep 1.1 around to see the older versions of maps. You could then patch that up to 1.666 which has notable improvements, but you lose some v1.2 stuff, such as its versions of maps, random sound pitching, and a few old unused alpha resources that then got deleted from doom.wad. Monster infighting is funnier in v1.2 and older in which monsters of the same type are more likely to claw each other or monsters even get mad at themselves and claw themselves to death if they exploded a barrel that hurt them.
  22. Rev D fixed: https://www.mediafire.com/file/c6sofx2iqrk4jku/TWANGO1d.zip/file Texture1 and pnames fixed with textures and flats in alphabetical order. Made this switch (including their music, dehacked text, and cwilv gfx) : Map19 = Interdimansia (so now it once again has a tiling sky and is spaced apart from 23 Silenced Lamasery) Map24 = Streets Made these edits Map22 Warp Routine - aligned red brick texturing on one building Map27 Dethmatch Temple - aligned white brick texturing in two rooms. (7AM Reupload: aligned exit textures centering "EXIT") Map31 D5M4 Redux - Rearranged teleporter lines how I originally meant to have them. Changed four DM starts to different pools of blood/guts so there's only 8 starts, giving equal chance of spawning on each platform in doom2.exe Put the updated cwilv10 from tmega11.wad and the possible cwilv10n from it. Redid twango1.deh and imported new version into wad. Also changed the intermission text for ending map 11 and for map15 secret exit. Updated txt file. Have not messed with skies, but there's still those various different colorswaps in skinsky.wad if you want to use one. Issues left: Gotta find out which cwilv10 to use. Creditpic's labeling of QC and tech support doesn't make sense. Maybe change more intermission text just for fun? Add a mapinfo (ZDaemon/Odamex) and zmapinfo (Zandronum/Odamex) and maybe dmapinfo (Official Doom 2 Classic with splitscreen), maybe emapinfo (Eternity Engine splitscreen fork). Could really use a zmapinfo to set NoCrouch for map32. EDIT: Regarding what NieMaMordy just said below, the testers might not be credited anywhere in the .txt file or creditpic, so people should be credited as mappers and testers as he said. Also it's good to insert the finished .txt file as just an entry named credtext or something in the wad. So when the wad gets shared without the original zip, the text is still included there for anyone who opens it up in Slade or whatever editor.
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