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j_dickerson09

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About j_dickerson09

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    Warming Up
  1. j_dickerson09

    When an enemy is hit or spots you..?

    TimeOfDeath: I went with your solution and it works great. The linedef is only triggered when an enemy trips it. I'm still trying to figure out how to make the music return to normal, but I feel like there's a workaround to it. Kappes Buur: I'll try my best to read into making this function exactly how I want it to. Still green on ACS scripting. Thanks guys!
  2. j_dickerson09

    When an enemy is hit or spots you..?

    Kinda related to my "Scripted Music Stings" post. I found out how to script a music change when the player enters another sector, but I couldn't find anything regarding if an enemy spots you. Does anyone know how I can throw in a script where when an enemy spots you/gets shot by you, then the music changes??
  3. j_dickerson09

    Scripted Music Stings?

    Actually, scratch that. I was able to implement the "SetMusic" script with ease. Got it to do exactly what I wanted. Thanks again!
  4. j_dickerson09

    Scripted Music Stings?

    Thank you! Slight learning curve, but this is what I wanted.
  5. j_dickerson09

    Scripted Music Stings?

    How would I go about having certain music files playing at times when I want them to? To be more specific, when the player enters a certain room in my map, what kind of script do I need to write for the game to play a different music file?
  6. j_dickerson09

    I need better trees.

    This is all great!! Much thanks!!! Gez: THANK YOU FOR THE PROP STOP! Now my maps don't have to look so barren. I never knew this place existed!
  7. j_dickerson09

    I need better trees.

    Thank you! Much appreciated!
  8. j_dickerson09

    I need better trees.

    Does anyone know of a good wad that has some more colorful trees than the ones readily available to me in the doom2.wad? The jagged Tim Burton-esque ones just aren't doing it for me and they don't look right in the level I am creating.
  9. j_dickerson09

    Need tips from experienced mappers!

    Thank you, guys! I appreciate the input. I'll definitely take these thoughts into consideration. Although, I still may go with the MP3 idea, esselfortium. I think it's really fitting for what I'm trying to go for. If it comes down to it, though, I'll try and find some creepy MIDI's. I'm not great at creating my own :(. I'll take a look at Void also. Hey, if you guys wouldn't mind, I made a preview of the first map that I've finished (almost) and it'd be cool to get some input of the actual gameplay. Just finished uploading it to youtube, so sorry for the late reply. Severed http://www.youtube.com/watch?v=iJax9QQsItQ&feature=player_embedded#at=20
  10. j_dickerson09

    Need tips from experienced mappers!

    I was going to include this stuff in my "text interludes" post, but figured it'd be barely relevant to that topic. So, I made a different post. Also, it doesn't matter if you're experienced or not. Any tips from anyone would be great! :) Okay, I have seen some awesome WAD's come out from some very talented people. Great stuff to be honest. So, I had some questions about what would be wise to include/not include in a very short campaign I am making. 1) I am developing five levels (and two secret levels). I am trying my hardest to make these maps to be played in an unconventional way (for Doom anyways). Examples are: puzzles involving disappearing keycards, items, invisible monsters, platforming (using the jump feature included in the majority of Doom ports), free aiming and shooting out of reach switches Quake-stlye, non-linearity to the level structure (not so much to where the objective becomes obtuse), swimming in deepwater segments to get to an objective, etc. Is this a good idea to include this? I ask because some of the WAD's I see are made for new ports of Doom, but don't normally include things like this so I wonder if it's more of a popular approach to not include new features such as this when releasing your PWAD? (That was a long one, sorry!) 2) Instead of using MIDI files for the music in my WAD, I am using MP3 files for music. I know for a fact that this works on Skulltag/zDoom (which is what I will prefer my campaign to be played on), but maybe not on some other sourceports. Plus, the MP3 files inflate the file size a lot even when they're compressed. I'd like more realistic music for my campaign, but once again: is it wise to do this too? Will people care too much about the file size? Will they think it's an awesome WAD packed with goodies because the file size is large and then when they open it, they'll be disappointed when it turns out just to be the MP3 files? 3) My wad looks amazing with the Beautiful Doom Add on. In fact, some parts are specifically developed to show off the new gibs whenever you turn someone inside out (the player crosses a line def to grab a rocket launcher with ample ammo. This causes 50 zombiemans to spawn behind him and gore ensues). I am planning on including the three wad pack of Beautiful Doom with my wad with a seperate text file including much thanks and credits to the authors of the BDoom wad. Is this okay as long as I make it clear that BDoom is not my creation and I give credit to the real author(s)? 4) My levels have heavy sector coloring to emphasize the tone. This sounds stupid, but in my opinion I think it looks pretty cool. Then again, I'm not the most experienced guy making levels for Doom. So opinions other than my own on this pseudo-question would be great! :) (my levels are heavily influenced by Quake, so I am using the sector lighting to evoke the dark and creepy style of Quake.) Well, I suppose that covers most of my questions. Sorry if this post is horrifically long. Any input would be greatly appreciated!!! :)
  11. j_dickerson09

    Editing Text Interludes in Doom 2?

    I was wondering if it was possible to edit the text interludes that come periodically throughout Doom 2. I am developing a short five level campaign strictly to be played on Skulltag/zDoom. I am using the UDMF for my maps. Anyways, I was hoping to put a text interlude in between each level to help narrate a bit. I am also using Slade 3 to put it all together. Could this be done in the MAPINFO somehow or what? Sorry, I've made about a billion posts and the answer turns out to be something fairly simple that makes me look stupid. Any help would be appreciated! :)
  12. j_dickerson09

    Removing enemy item drops?

    Okay, this worked. Thank you!
  13. j_dickerson09

    Removing enemy item drops?

    Yes, I'm using Slade. I'll try that out and see if it works. Thanks again!
  14. j_dickerson09

    Removing enemy item drops?

    Awesome, thank ya! Would you know where I would put this under? Like under inside the MAPINFO, or does it really matter?
  15. j_dickerson09

    Removing enemy item drops?

    I've looked through the zDoom Wiki, and I can't find a script that would remove the ability of monsters (such as the zombieman, zombie sergeant, etc.) to drop items. Help??
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