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Everything posted by NiTROACTiVE

  1. Not too long ago this year, I decided to make a new 32 map megawad, as it is my biggest Doom WAD I decided to make since Illuminatus. It's an unofficial sequel to TNT: Revilution (or at least, this could be one of many timelines), and I have plenty of cool ideas for this new megawad. It is of course made for the TNT.WAD IWAD, and it will be made to be vanilla compatible. It will also have new textures and flats, including some textures from Hexen 2. I will include music from the Doom IWADs, as well as some music from Duke Nukem 3D. I will make updates to this thread when necessary, and I will upload the WAD to Doomworld's /idgames when it's done. Progress so Far: 9 out of 32 maps done (8/30 normal maps, 1/2 secret maps) [28.125% Done] The story so far... Screenshots (may differ from final version)

    Imgur is about to purge unregistered image uploads

    It's a good thing all of the pictures I uploaded on Imgur are attached to my account. As for Imgur banning porn, it's Tumblr all over again. Imgur is convenient for me, as I used it to upload textures that I want to display on the forum. What do you use to host images on forums?
  3. I recall that you were able to edit lumps such as MAPINFO and DECORATE from Ultimate Doom Builder's script editor. However, according to an answer from a collaborator I got from this GitHub issue I wrote, they said it was removed since they felt it was pointless. I am aware I can edit those lumps from Slade, but I would have to be careful to see if there were any differences in the map loaded in Ultimate Doom Builder and Slade so that no progress is lost. So is there a plugin that returns that little lump editor panel in the script editor.
  4. I probably should have been a bit more descriptive before, but here's an alert message I would get if I were to try to save the WAD I'm working on in Slade as the WAD was modified in Ultimate Doom Builder: I'm aware that Ultimate Doom Builder has a Reload Resources feature, but what about Slade? Would I just have to close the WAD in Slade, and then reload?
  5. I've sort of gotten the hang of the Color Remap tool in Slade, but it can be pretty frustrating trying to find the colors the texture uses from the PLAYPAL palette. This is because I have to mouse over very tiny pixels in the texture preview window to find the colors the texture has. Is there an easier way to get all of the PLAYPAL colors used in a texture without having to mouse over all of the tiny pixels?

    Post your Doom textures!

    So I managed to make edits of the flats NFBRWN01 and NFBRWN02 (both from the Useful Flats Texture Pack) based on the textures N_BNGN01, N_BNGR01, and N_BNTN01 (both from the Recolored Doom Texture Pack). I didn't make an edit of NFBRWN02 for N_BNTN01, as that wall recolor doesn't have any rust on it. I also made Arabic language variant doors based on the textures BIGDOOR2-BIGDOOR4, as well as an Arabic language variant of the texture SHAWN1. The text of course translates to Union Aerospace Corporation, as I used Google Translate to translate the name, even if using a translator isn't 100% accurate. I tried to make an Arabic variant of the texture BIGDOOR1, but I couldn't fit the text into the small brown box the texture had. Also, if anyone has better textures based on this idea with better translations, then please show me.
  7. I have a question to ask when it comes to custom textures for a vanilla Doom WAD. Is there a limit on how tall or wide a texture can be for a vanilla Doom WAD? I'm aware that textures should at least be 128 pixels high to avoid the Tutti-frutti effect, but let's say I wanted to add a texture that was at least 256 px by 256 px, or even 768 px by 384 px. Would vanilla Doom, which would include the original MS-DOS Doom and Chocolate Doom, be able to support textures of those dimensions?

    The Official 'Trying to Find a Specific WAD' Thread

    Is there a Doom WAD that has all of the levels of The Shores of Hell that are modified to look as if Deimos wasn't corrupted by Hell? (which would probably exclude modifications of E2M8 & E2M9) What I mean is that maps of episode 2 in this WAD would not have what the episode's Doom Wiki page describes here:

    Regarding Texture Widths and Heights for Vanilla Doom

    Thanks for the answers guys, and according to @TheHambourgeois, @Uncle 80, and @SMG_Man, looks like I would have to find a workaround for textures higher than 128 pixels. I do have one last question. Just to be sure, the 128 pixel height limit also applies to patches in the PNames lump, and not just the textures in the TEXTURE1 lump, correct?

    Post your Doom textures!

    Does anyone have any alternative exit signs that could fit with an Egyptian-themed map?
  11. I'm glad to see more and more people becoming interested in this PWAD. Also, I didn't think of that before, so I decided to make an update to the beginning of the plot in the original post.
  12. It's made to be compatible with the classic DOS Final Doom TNT executable, but it can be played on classic and modern source ports. Thanks, and it's not everyday you find a Doom WAD made for any of the Final Doom IWADs. Also, can anyone please make recolors of the flats NFBRWN01 and NFBRWN02 (both from the Useful Flats Texture Pack) based on the textures N_BNGN01, N_BNGR01, and N_BNTN01 (both from the Recolored Doom Texture Pack)? I would like a "rust" variant of the NFBRWN02 recolors for N_BNGN01 and N_BNGR01, as no "rust" variant is needed for N_BNTN01. I also included the original BROWN1 texture from the original Doom game so you could have a better idea of what I would like. 2/13/2023 Edit: Never mind. I did those flat edits on my own, as seen here.
  13. I've been thinking of making a map utilizing the ghost monster glitch, as seen in MAP24 (The Haunting) of Icarus: Alien Vanguard, but I have some questions. When I tested out the map of the aforementioned Doom megawad in Doom 2 in MS-DOS via DOSBox, the ghost effect took place. I also tested the WAD in ZDoom and GZDoom, where it also took place. However, when I try to replicate the effect by making a test map, the Arch-Vile didn't resurrect the crushed corpses. I then read about compat_corpsegibs, which can be found in the compatibility options. I also read it can also be activated in the MAPINFO. When activated in GZDoom, the ghost monsters appear, but in ZDoom, the crushed monsters are only resurrected as normal monsters instead of ghosts. I have some things to ask. Does the ghost monster glitch mostly happen in MS-DOS Doom? How can I assure this can happen for a vanilla Doom map regardless of what source port I use without the glitch failing?
  14. I've been working on a new vanilla Doom megawad, and I was looking for three 1024x128 skyboxes that fit with the following ideas listed below: Skybox 1: A mountain landscape that takes place at daytime with a blue sky. (Created me with resources from here on 12/1/2022) Skybox 2: The Giza desert in Egypt with the pyramids in sight that takes place at night. Skybox 3: A hellish landscape with a red sky and mountains. (Created me with resources from here on 12/1/2022) Does anyone have 1024x128 skyboxes that fit those ideas?

    Looking For Three 1024x128 Skybox Textures

    Apologies for double-posting, but I have an update. I was able to create two of the three skies with a resource pack found here. However, I would like to ask something. Could someone please make a PNG of the Giza Pyramids (like this one or this one) look like it came straight from a Doom WAD rather than just a cheap image rip, so it could fit in with one of those skyboxes from that one page I linked? 12/3/2022 Edit: I decided to test out the Doom palette conversion in Slade with the pyramids myself. Does it look good to you?

    Post your Doom textures!

    I would like some help regarding converting textures to the Doom palette. I have converted some Hexen 2 textures to the Doom format in Slade as seen below. Most of them turned out fine, but some of them are those I'm not 100% satisfied with. Can anyone please help make some of these textures better in the Doom palette, such as making the blood more visible on the middle texture?

    Looking For Three 1024x128 Skybox Textures

    @ViolentBeetle That other sky is seamless, so that could work out too. Or perhaps someone could make a 1024x128 sky based on the image found here.

    Looking For Three 1024x128 Skybox Textures

    That looks really good, but it's not seamless, as you can see here. If anyone can edit to make it seamless, then please do.
  19. Ever since the beginning of 2012, I have been making a megawad for Doom 2. The megawad has a classic style to it with 32 maps (30 normal maps and 2 secret maps). I would also like some advice on how to make my megawad better. For some questions you might ask about this megawad, go here for a list of questions. For the skies in the megawad, go here for information on that. [100 Percent Done] 32 out of 32 maps done (30/30 normal maps, 2/2 secret maps) As of 12/20/2013, we are 100 percent done with the mapping of Illuminatus! Beta testing details will come soon after death match spawns and items are placed. 12/21/2013 Update: I have cancelled the death match option because of problems such as too huge of maps to play as well as MAP23 having a certain feature that might make it frustrating for players. However, the beta testing details have been released here. Go here for the YouTube video: https://www.youtube.com/watch?v=hlld1AX185I Official Downloads Official Download Link: https://www.doomworld.com/idgames/levels/doom2/megawads/illumi Alternative Download Link: https://www.doomworld.com/files/file/18859-illuminatus-v100/ Other Downloads Go here for the first episode of Illuminatus: http://www.doomworld.com/idgames/?id=16885 Go here for the first and second episodes of Illuminatus (older maps have been changed and/or have bug fixes): http://www.doomworld.com/idgames/?id=17317 Go here for the beta release of Illuminatus. Contains all three episodes, but has problems. Read this for more info: https://www.mediafire.com/?8ndg4o6qlru5r7a Go here for the older versions of MAP01 and MAP02 of Illuminatus: http://www.mediafire.com/?3g4bpc0opm919e5 Go here for the older version of MAP15 of Illuminatus: http://www.mediafire.com/?nbl432qk2ipdnnn Outdated Beta Testing Info: Level Testers (Bug Finders): 1. GreyGhost 2. Satori Komeiji (YouTube) 3. General Rainbow Bacon Level Testers (Game Players): 1. <empty> 2. <empty> 3. <empty> Texture/Flat Checkers: 1. <empty> 2. <empty> 3. <empty> Possible Future Beta Testers: Mr. Chris Obsidian

    Aquarius199 is calling it talking about calling it quits

    Since no one posted about it yet, here's a recent video I made relevant to this topic that explains my final decision:

    Aquarius199 is calling it talking about calling it quits

    Yeah, I'm sorry that it might end the way it could, as I never wanted to make that announcement. However, I made over 380 Doom WAD playthrough videos, which I still feel would be a good run if I end up stopping. Then again, if some miracle were to happen, then I would consider continuing. But we'll have to see.

    Post your Doom video! [but don't quote video]

    Here's my eighteenth good Doom WAD double feature, with one of them by @MEMEAIDS here on Doomworld: And here's a video where I play four random Doom WADs, which are by @Sambo J, @LouigiVerona, @Kevansevans, and @Peccatum Mihzamiz here on Doomworld:

    Post your Doom video! [but don't quote video]

    Here's a video where I play a dumb Doom WAD called gates.wad, along with a dumb bonus Doom WAD: And here's a video where I play the dumb Doom WAD named SpookyScarySkeletons.wad by @cotton0309:

    April 1st Speedmap

    That was a pretty fun Doom WAD, as it had nice designs and fun gameplay like your other WADS.

    Post your Doom video! [but don't quote video]

    Here's a video where I play the Doom BIKE TIME TRAIL DEMO PK3 file by @big smoke: And here's my 17th good Doom WAD double feature: