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Gokuma

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Everything posted by Gokuma

  1. Gokuma

    Monkey Thread

    I got a Monkey skin for Winamp!
  2. I got a cool idea for the current Map12, Warp Routine by Cyber Emperor. It turns out SP_Rock and Fireblu come from the same source image. I would temporarily change the fireblu bordering sp_rock to all sp_rock. Align all those, and then change those ones back to Fireblu again. Might result in a cool effect. I don't how noticeable but I would try it.
  3. Looks and feels good! Yeah, I ran into that dilemma as well. Originally I wanted to use water in Interdimansia, but had no good animated wall texture for it, and we can't add animation to vanilla, so I had to go with blood. Still worked out well.
  4. If there's a couple small unfinished ones, you could conjoin them together into a Frankenmap.
  5. Colonel Sanders' Bucket of Mutant Rooster Tentacles. Nah, it's https://www.youtube.com/watch?v=lItXAvIjEQ0 Have the CD.
  6. You should delete texture1 and pnames from your serverroomonfire.wad using Slade. Then whateverdoom -file twangtxb.wad serverroomonfire.wad or whateverdoom -file twangob1.wad serverroomonfire.wad Or use Slade to copy all the flats, textures patches, and texture1 and pnames entries from a wad and paste into serveroomonfire.wad Just make sure you leave the sequence and order of entries of Map## through Blockmap of your map uninterfered with. So have blockmap highlighted while you hit paste and everything will go below it.
  7. I remember back when the purists were strictly about their Boom v2.02 and shunned stuff like ZDoom and Doom Legacy. You've all gone full reactionary!
  8. That wasn't me. Twangtxb.wad had your twango. Anyway, looking better there. That spot was losing a bit of the serverroom look for the fire, and now it has both. Have you seen the comptwan and other comp textures I put in?
  9. You could set the frame duration longer. Unfortunately this conflicts with having a quickly animated fireball.
  10. This might work. For a repeating frame of animation of the projectile have one with the code pointer that plays pain sound. And for the projectile thing, set its pain sound to the sound you want. (Note: Do not try to make a projectile shootable as that may crash or freeze the game)
  11. Gokuma

    What is Doom doing better than Duke Nukem 3D?

    Duke's monsters seem less life-like. Even though they actually have more points of view, they seem flatter with less lively animation. Never noticed them infighting either. People make a recent Doom conversion in Duke and they still don't seem as lively as in Doom. Multiplayer was less reliable with more frequent consistency errors. And freaking TWENTY YEARS LATER the official version STILL has instigib clipping errors. Definitely use Raze instead of their exe.
  12. Ok, I've heard that tune before but I don't think with his low vocals and laughing. Some movie has surely used that tune in its soundtrack. Never seen that guy before. His vocals are hilarious and most fitting, but the midi without them just doesn't carry over and is just irritating by itself. Here's zip of a ton of midis and some converted to mus. I didn't make any of these. https://www.mediafire.com/file/dhhcrxn4aqr1gdq/pileofmidis.zip/file There's two versions of Tom Sawyer. One that failed to convert and one that successfully converted to mus (so the original mid of it might work in Doom). The one that failed to be converted had karaoke-like lyrics with timed highlighting pop up in my old Winamp player I'm using. Never knew about that feature, ha! I actually found two versions of Addams Family. One is really simple crap with nothing approaching the right instrumentation and other one which I used but required converting to mus is freaking great, though it's only about a minute and 20 seconds. Another funny one is Reggae Birthday Death March. How's that for a fusion of genres? Also used some good midis in this which aren't in that collection (They can be cycled through with the stereo in map37, for Zandronum or newer ZDooms only).
  13. Did you try converting the Tom Sawyer midi to mus? I had to do that for the Addams Family Theme. I think around v1.666 Doom started supporting midis without them being converted to mus, but apparently it can't handle some, and the AF Theme crashed the game, but I think it can handle anything converted to mus. You can find midi2mus on idgames and run it in dosbox. Even Simpler is pretty awesome, especially with such a closer version of the Slayer South of Heaven. Vicious was nuts, and damn that music was a good remix of Into Sandy's City. Romero's void was great too. Good all around. A few switches and it's fully opened up. Nice use of the black wood textures and good music. Just at one point there's three secret sectors in a row for one secret and the exit needs an exit sign. I just hit that switch right away first time I checked out the map, and found out Oh that's the exit. LOL when I saw your title graphic for D5-04! I was going to put "Counterfeited by Gokuma" though, heh, since I can't take credit for the original idea and layout. What is the music for it though? I find it more irritating than funny. The troller getting trolled here. Seems to have a little bit of a tropical bit to it but I can't place it. I thought the Addams Family theme was hilarious for the map.
  14. Ha, funny choice of music for Quad Goal. I thought the music I put in twangok.wad would be more fitting for Dwango5-04 Redux though. @Redead-ITA Well my textures are in the twango beta 1 with additional textures I don't have. So that's the set of textures you want to use. But my latest uploads are in the lama0.zip. My map wad (replacing 1,2,4,12,32) which has the textures it needs and yours. And a wad of just textures and some resources. But it's better to use Twango beta 1's texture set as your resources (It has my current up-to-date maps 1,2,4, and 12 but as different map numbers.)
  15. Heh, we could use some more larger wide open maps. https://www.youtube.com/watch?v=jfE5ApizU6c
  16. Gokuma

    303 sucks

    Original author's mind would probably be blown by the amount of discussion their simple venting map has triggered over two decades later.
  17. Gokuma

    That one secret in Monster Condo

    Ah, bummer. That ruins my idea and one of the few sector specials will continue to go unused by me. Your post gets a sad Like. Pretend tears are coming from the eye in the blur sphere.
  18. Gokuma

    Some Screenshots From My New Wad

    Looking nice. Now in Doom Builder's visual mode, point to any wall texture and press A to autoalign it going around anything so you don't have just the first few pixels of the texture repeating around.
  19. LOL, now that's a server room on fire! Anyway, you could just move the DM start onto the teleporter pad if you want them to get & switch to a weapon upon spawning. At least they will be slightly further from the next start. There will be a higher chance of them getting telefragged, or the newly respawning player maybe telefragging someone who just teleported. Spawning on a better weapon, but more likely to get telefragged. I call that a fair tradeoff. To make an omelet you gotta break some eggs. How about combining your older and newer detail at this spot?: That's a nice touch you did with the rays of light in front coming from between the bars. Here I copied the sector with the lamp from your old version and pasted over that part of the new version. Then just changed the back wall to firemag again. I think it looks nice with the old tekwall and midgrate with the compblue strips on the edges and the lamp still in there, except it seems you currently reworked the light ray sectors for the newer midbars. What do you think? I haven't been submitting anything to idgames. I'm just taking precautions so that when this whole Twango mappack project is finished it won't get rejected. I didn't actually change your textures or their names. I just internally changed the names of the graphic pnames patches they access for the few Doom 1 resources so they don't get rejected from idgames. For example, for compblue I renamed its patches comp03_6 and comp03_7 to comp03_A and comp03_B to avoid rejection, but the compblue texture is going to look exactly the same with the same texture name. You can actually delete the textures from your wad and use the twangtex.wad with it. And then you could combine the two wads so you can work easier by not having to load two wads. You'll have some more comp textures and tech floor/ceiling flats to work with if you want them. (Really you can't just simply rename or delete pnames without messing something up. I'm actually giving them different names as I add them to my textures). Also doom2.exe is more robust than you think. Just if you really have A LOT of sectors and lines visible at once in a big area, the game will boot back to the dos prompt with visplanes overflow. In Doom Builder under Mode, try out visplanes viewer (which is a bit demanding and will get your computer's cooling fan going so don't leave Doom Builder sitting in this mode). See what areas show up lighter and put your mouse over to see the count of planes visible. In just one corner of your map I see 82 at most and you're way lower elsewhere. If it reaches 128 it would crash doom2.exe. Lamasery might reach 117 at some spot. I try not to go to far over 100 too much and definitely keep it under 120 for safety. Then if you do lots of intricate lines of detail somewhere, especially with more odd angles, you should keep checking it in doom2.exe to make sure a HOM graphic bug hasn't developed, despite being within visplane limits. ***UPDATE EDIT Reuploaded lama0.zip replacing twangtex.wad with twangtxb.wad including a bunch of added textures I needed for Interdimansia. Work on Interdimansia continues, but quick whipped up another map: Dwango5 - 04 Redux. Made an imitation of that ridiculous map from scratch with some improvements. Currently replaces map04 while I don't have a map03 in there. Got another original map idea though. Features a large floor texture by @Gifty
  20. Gokuma

    Some Screenshots From My New Wad

    The indoor foggy/misty areas are interesting and good atmosphere. The outside areas could use more detail and rock formations. The Wads and Mods forum would probably be better for your post than the General forum. Be sure to read the "New to Posting Maps" topic.
  21. Gokuma

    Conspiracy Theorists Make My Brain Hurt

    Real conspiracies actually hurt everyone's butt and brains really bad, whether they know it or not.
  22. Gokuma

    Super Ireland Day³ (Saint Patrick's Day)

    Patrick was British and allegedly had Pagan women thrown into the sea and claimed they swam away as mermaids. Still I celebrate Irishness and wore either green plaid and green&black striped socks that day, but I fell asleep way early being tired from work. Anyway, the last real old Irish holiday was Imbolc on February 2nd and the next is Beltaine on May 1st. I usually watch the original Wickerman close to Beltaine though I think the island it takes place on is closer to Scotland. Discovered a VHS of it at a thrift shop many years ago. The awful remake is only good for the total absurdity of Nicolas Cage running around in bear feet (not bare feet). Slainté!
  23. Gokuma

    303 sucks

    Maybe 303 is an awful highway route the author had to drive to work on. I've seen bumper stickers saying 422 sucks.
  24. No, you're not. After first renting the SNES Doom, I got PC Ultimate Doom and Doom 2. Then at some point when I tried the v1.2 shareware, I thought this is awesome! Why'd they take it out? Of course it's cool some ports give it as an option now.
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