Jump to content
Search In
  • More options...
Find results that contain...
Find results in...

Psyrus

Members
  • Content count

    411
  • Joined

  • Last visited

Posts posted by Psyrus


  1. Ed said:

    Here's the original audio data/samples.

    Just so you know, PSX Final Doom reuses all of the ambient music pieces and its samples used in PSX Doom. However, it also includes a few extra pieces and samples that are not found in PSX Doom. These are equally interesting to mess around with, so if you also happen to have PSX Final Doom, I have a request that they also be included. If not, well.. blast, and don't worry about getting it for it's nowhere near up to par as PSX Doom.

    If I still had it, I'd grab the samples myself, but the disc split into two a few years ago. Very nice.


  2. Ok, here's a few (minor) things.

    Screen 1: This may be a bit overly critical, but the impaled body appears to be too close to the edge of the sector from that particular angle. Look at the base of it.

    Screen 2: There appears to be a misaligned STEPLAD1 where the SSG is. Since the inner sector appears to be 96x96, and STEPLAD1 appears to have a strict 64-length appearance, set the X-offset to 16 or -16 for those sidedefs--whichever looks better.

    The rest looks nice.

    Edit: By the way, I've been browsing through Plutonia recently to see what changes were made based off of the screens, and a thought came to mind when I came across Genesis. One thing that stood out (in a bad way I may add) were those odd vertical SHAWN2 planks found at the left side of the map. It's just a bad mismatch with the rest of the map's motif. While thinking this is to be "Dark Plutonia," would this map provide a darker atmosphere if it meant changing those SHAWN2 planks to some kind of metallic arches, possibly much like the ones seen in the starting area?

    But again, this is just me. When this particular concept was mentioned, map02 and map31 of Vile Flesh came to mind as an example.


  3. Reckoner said:

    I have to agree here. The pillar on the right does not fit in at all, and the ceiling looks pretty poor. The other shots are looking good though.

    I must agree about the pillar. As for the ceiling, height variations, a few "poison water" falls, and/or slime stalactites would work toward improving it. At least that's what I'd do.

    Also, I think outlining that slime area somehow with a metal support (i.e. WOODMET1) might help.


  4. Reckoner said:

    Hah! The TC was a good effort, but there were plenty of significant changes. I remember at least one or two areas that were completely different and some others where the lighting was way off and produced a totally different atmosphere than the original (see Dark Citadel for example)

    I would guess some unique features just could not be implemented correctly without some kind of problem due to limitations of the Doomsday engine or whatever.

    The dart gauntlet protecting the blue skull key in Dark Citadel is one example that was completely scraped for some reason. That was a let-down for some since that particular trap contributed to the original map's level of atmosphere.

    However, from what we've seen I'm sure all this will be fixed soon.


  5. Assuming you know about dummy sectors and such...

    1. Be sure the monsters you want to teleport do not have the deaf attribute enabled.

    2. Use common sense regarding the size/height of the sector vs. the number of monsters. Keep them confined to minimize wandering and/or being stuck.

    3. This one relates to #1. Make sure the monsters are actually brought to an alerted state. Be sure the occupied sector is somehow linked or joined to another sector in the map allowing them to be easily alerted to sound (firing a weapon).

    4. Check for correct sector/linedef tags and actions.


  6. Well, I must say it's about time. I'm finally getting close to finishing this map to the point of uploading it to the archive. All that's left to do is a few fixes i.e. missed eye-piercing texture errors, stuck monsters, etc. if any such things still remain, which I certainly hope not, especially the latter. Otherwise, feel free to report them.

    Any limit-removing port with doom2.wad should work (I don't see why it shouldn't anyway), but I haven't tested this out with plain old vanilla doom. Feedback and suggestions are welcome as always.

    http://h1.ripway.com/Lutarez/hyprnod1-beta.zip

    Edit: For those who downloaded before this edit, the wad has been updated due to a previously mentioned error that has been corrected.


  7. Tango said:

    Yeah, true. That one was just ridiculous -_-

    The Amorbis is the easiest of them all. Plus, the number of missiles and energy units sitting around by the last third of the battle is ridiculous itself.

    I haven't played MP3 yet, but from what I've seen I believe I would dread the Mogenar battle regardless of how early it is.

    ...and the Helios battle music is disturbing.


  8. Jodwin said:

    X is blasphemy.

    I must protest.

    Nick Perrin said:

    I love the game strangely enough. I just find that it's tons of fun. The music is not the strongest though, that is very true...

    If the noise channel didn't have such a strong sustain effect, the music would probably be much more decent.


  9. Ryathaen said:

    You're probably right about 18 and 19 switching places. I'm not entirely sure why I put them in that order other than a serious ammo crunch at the end of Knightmire. I always end up having to weave my way past the last few Knights to the exit because I have no ammo left.

    Keep in mind that if all of these maps are to be combined into a megawad, you will still have ammo left over from the previous maps.


  10. Schereinwolf Fortress

    Poorly translated "Crying Wolf Fortress." This is obviously a Wolfenstein-themed map but with some ZDoom features here and there. I suppose this is the result of me experimenting with those features some number of years ago. If you're looking for eye-candy, look elsewhere; If you're a fan of Wolfenstein, I'd say give this map a shot. On the positive side, there are no highly-annoying SS soldiers in it.

    This is the only single-player map that I submitted to the archive. I am currently working on another map (nowhere near like Schereinwolf by the way) that I'll hopefully finish and submit sometime, but progress is very slow due to frequent mapping blocks.

×