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Psyrus

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Posts posted by Psyrus


  1. I haven't had any problems with running out of ammo with the hell knights and barons, but I was forced to fist a few demons after getting the key. Ammo problems began to get serious at the area with the cacodemons especially with them blocking the way.

    On a more positive note, nice detail and layout.


  2. On the SNES was actually the first time I've heard music from Doom, period, but yeah, it has its flaws:

    1. The music lags a lot
    2. Sound channels cut out at random if a lot of other sounds are playing.
    3. Some of the instrument samples are horrid.

    Regardless, some of its music tracks are still memorable.


  3. Alien Vendetta has some nice hell themes. Maps 21 and 22 come to mind.

    Xenphire said:

    Doom 64. Dark Citadel, Altar of Pain, Burnt Offerings, The Lair, Eye of the Storm, Unholy Temple. Very, very good representations of hell.

    I think Burnt Offerings and Unholy Temple also fit well especially because of the fire horizon.


  4. First of all, do nothing to F_SKY1. You use that flat to display skies, period.

    If you're wanting to use the red sky from Plutonia, you may have to use all of the patches for that sky, in this case, SKYA1, 2, 3, and 4. Otherwise, the sky may not display properly.

    Don't take my word on that though. I haven't used skies using more than one patch a lot.


  5. I just tested the USB port the keyboard was plugged into, and the port still works. The reason why the new keyboard couldn't be detected is still a bit of a mystery, but other than that, everything seems to be back in order.

    I'll close this thread after posting this shortly (if a thread's creator still has that ability). Thanks for the help.


  6. I had an idea of making a E1-esque map-- maybe a mix in between E1 and E2M4. It's finally beginning to take some shape after a months worth of work give or take a couple of weeks. I'm trying to keep a gloomy atmosphere applied to the map with minimal changes to the theme.

    I have no name planned for the map yet. Most areas are still in the WIP stage especially player progression through the map.

    Screenshots:
    http://img288.imageshack.us/img288/1372/doom00014ms.png
    http://img185.imageshack.us/img185/9466/doom00129mn.png
    http://img288.imageshack.us/img288/1480/doom00082ez.png


  7. Planky said:

    Got any other usb devices you can use to test the ports?

    I just printed out a test page since the printer is also connected to a USB port, and it worked fine. The speakers work, and they're also using a USB port (the port beside the one formerly used by the keyboard). So, I'm relieved that the entire hub isn't screwed up.

    I haven't tested the USB port the old keyboard was plugged into yet. However, I still think that the computer should have detected the new keyboard on startup.

    We haven't noticed anything else unusual occurring with the computer yet besides a frequent memory parity error on shutdown, but that's unrelated to yesterday's incident.


  8. Yesterday, I notice one of our cats wondering around near my mom's computer, but I couldn't figure out why. I thought it was nothing at first until today when I found out that the computer stopped detecting the keyboard (it's using a USB port). Apparently, another one of our cats decided to piss on the keyboard without our knowledge...that is until the keyboard was turned upside-down. We bought a new USB keyboard, but the computer couldn't detect it no matter which USB port we plugged it into. It's now limited to using a PS/2 keyboard.

    Since the computer couldn't detect either USB keyboards regardless of which USB port it was plugged into, is it possible that the incident ruined the USB port which was being used by the keyboard(s) only, or did it ruined them all?


  9. Macro11_1 said:

    Damn, that sucks, whats going on with the next newstuff? its wendsay and I have been waiting since monday for you all to flame my wad because its bad! >_<

    The accepted wads have been added to /newstuff (at least that's what it seems), but nobody is reviewing them this week. I had a wad in there too, but that is pretty much what it looks like to me anyway, hence:

    NiGHTMARE said:

    RIP /newstuff Chronicles #229


  10. One of my old maps, The Grand Arising, has 666 sectors which was intentional on my part after I found out how close the number was to be during testplaying. The fact that E1M1 having 666 sidedefs was probably based on a similar situation, so there is a good chance that it was intentional. The one about the total number of imps is also a possibility. The one about the number of rockets in E1 totalling 100 is another.


  11. As I'm testing the map out and typing this at the same time, I immediately notice the extensive usage of SUPPORT3 as the main texture. As the posts above say, some texture variation would be good.

    The first door you come to has a lower texture that needs to be unpegged also.

    I was forced to fist a couple of demons after the room with all the doors. A berserk pack at the center of that room would be great imo.

    I'll stop there.


  12. I haven't built maps in a while, so I may be a little rusty.

    This is something I've been working on for about 3 months give or take a week, and I'm still trying to fix up some areas (more detail, more/less ammo, etc.), and I'm looking for other opinions on some more things that could be done. I think the map is okay except for the low lighting, its size, and the fact that it uses textures from plutonia.wad that I don't know how to add properly without making a mess and wasting unnecessary space. So until I resolve this, use Plutonia as the iwad if you have it.

    Screens:
    http://img93.exs.cx/img93/1691/doom00016zs.png
    http://img180.exs.cx/img180/7552/doom00023in.png
    http://img180.exs.cx/img180/866/doom00007wm.png

    D/L Link:
    http://www.geocities.com/lutarez82/wads/dmtest.zip

    Edit: I tried making an account over at wadsinprogress.info, but it's been refusing to load up over here lately. It seems to be working now though. What's up?


  13. One thing about the fake exit:

    Have the linedefs where the switch that lowers the floor have the "secret" attribute applied to them. By looking on the map, I could easily notice that the exit was fake. You don't want people to notice this.

    I also see that you changed the textures of the light pillars in the courtyard. I didn't notice the misalignments as easily as I did when they were METAL1 last time (I really had to look to notice), so that's a plus.

    Try and fix this as well:

    Nuxius said:

    Also, the lowering floor that giant arrow points to has it's walls set to lower unpegged; it shouldn't be. It doesn't look right having the bricks stand still while the wall lowers.

    Easy to do: Unpeg and realign manually.

    Overall, I have to go with dutch devill about more enemies, ammo (appropriate for the number of enemies), and detail, especially in the room with the fountain. All of that space should be utilized in some form: More pillars, lights, walls, or some other form of obstables.


  14. I just got around to testing out what you have so far. Some areas are not too bad, but some areas still need a little fine tuning. There was one thing in particular that got my attention even though I may be a little picky:

    Textures that scroll around a sector are a pain to perfect without having some misalignment problem once reaching the linedef where you started aligning the textures. METAL1 is an especially stubborn texture when it comes to attempting this. You could try and "hide" this misalignment by moving/creating some vertices to form a couple of beams that consist of METAL, DOORSTOP, etc. (with scrolling turned off for those linedefs of course). Personally, I would take the scrolling effect off, but the problem above would still have to be dealt with. You could result to more complicated procedures, but I won't go there.

    Be sure to fix unescapable situations as well, like when teleporting back to that area where the floor raises to the ceiling.


  15. Ok, I got the thing to count the kills and display itself. It's doing so not exactly as I planned, but it'll do for now.

    What it's doing differently is that it's counting the total kills made by all players instead of just one player. Due to this, having it reset itself on player death won't work obviously, but as I said, it'll do for now. Thanks for the help.


  16. Heh, you were right. I didn't have anything activating it. I changed it to an OPEN script, changed print to hudmessage, and configured it to display in the upper-right corner, but it only displays itself once. I'm wanting it to act like a scoreboard showing constantly in the specified corner. Is this possible?


  17. I'm wanting to have something that counts up how many monsters you kill, have it display (using hudmessage I'm assuming), and then have it reset when you respawn after death. It's pretty much just like a fragcount in a deathmatch game.

    The problem is I have no idea how to set something like this up even though it sounds ridiculously easy to accomplish. I looked around in zdoom.org/wiki to see what I could do, and it looks like using Thing_Count is involved. Still, I'm at a loss. Any help on how to get this started?

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