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Z86

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Everything posted by Z86

  1. I'm kind of new on these forums, and currently working on my own megawad, but I'm also interested.
  2. Z86

    Hellbound - Updated

    Just here with some update on the project: I fixed most of the bugs mentioned here as well as some minor enhancements on levels. Currently I'm working on MAP20 and MAP15. A shot of MAP20 WIP in the editor: This is going to be a large map, kind of a UAC outpost at the gates of hell. Top part contains some trenches and bunkers, and a major wave of enemies, bottom unfinished part is going to be the UAC front observation post right at the throat of hell. Also updated the first post, includes the actual M_DOOM gfx and a couple of screenies.
  3. Z86

    Hellbound - Updated

    The mid textures probably slipped my attention as I was testing it in GL ports. Thanks for reminding me of them. Also I might double check some alignments as well, DoomBuilder sometimes likes to mess with them. For the second screenshot that texture has already been swapped for the plutonia railing texture. I have decided to use a very few doom1/2-like textures from plutonia/tnt. IIRC these are: - railing (plut) - 16 and 32 brown boxes (tnt) - "poison" sign on rusty texture (plut) - UAC "glass" (similar to the blackwall thingies I used for cityscapes - tnt) - horizontal wood texture (plut)
  4. Z86

    Hellbound - Updated

    I think I have seen that trick. BTW does it work with sector edges? As far as I can tell to avoid walls being lit it needs a tiny edge around the sector at least. And from my mapping experience a flat to bleed over correctly needs to surround the "illusio pit" (or reverse pit) from every direction. IIRC I was able to go through the maps (at least most of them) with a pistol start, but yes, map14 has some issues, as you need to gather a shotgun from a SG guy from the toxic tunnel area (where you possibly take a lot of damage), and Hellknights just eat up your ammo. Usually I place a few shotgunners as kind of an "ammo buffer", so I might add a few to the start area as well (maybe even a secret SSG to keep ammo efficiency higher). It is hard to balance ammo with both keeping "twinked" and "non-twinked" play in mind. @KiiiYiiiKiiiA: Thanks. MAP06 was remade with tribute areas that are reminiscent of E2M4, actually, but IMO it turned out to be one of the best maps. I've been thinking about making the entire plasmagun area optional, so you can skip right into the left area (as it was originally before I revisited this map) to reduce linearity. I'll look into the alignment issues. I try to avoid tiling textures that don't have 128 height (out of vanilla principles), but I may have missed them.
  5. Z86

    Hellbound - Updated

    Heh, I myself was not sure about that music in the first place, now I'm getting pretty sure it was a bad idea. The music is by no way final at this point anyway (a lot of maps just run on default music). I might even consider adding some custom music to it (possible candidates are James Paddock midis and Duke Nukem music). Thanks for the feedback anyway. Hopefully next weekend I'll be able to release a bit more polished demo with maybe 1-2 new maps or something.
  6. Z86

    Hellbound - Updated

    Yep, that linedef was not supposed to be crossed, it leads into a monster room. Thanks for pointing it out.
  7. Well it seems to be too much work for me as of now. Since I borught it up, at least I contribute with something: I found a good way to locate the animating parts on the wimap picture, so I labeled the WIMAP0 ones. The numbers correspond to WIA00N--, with N being the number on the pic. The animating parts are inside the purple squares, excluding the squares themselves.
  8. Actually, I could try my hand at a WIMAP, but I am not sure I'd have time to figure out all the animations. The position of the WIAXXXXX lumps seems to be hardcoded, as they have zero offsets, so if one is to use those anims they need to figure out which animation is where.
  9. Z86

    Weapon pickup sprites

    I managed to be not lazy, so here we go with the updated sprites (thx for feedback BTW) Changes: BFG: shorter, cleaned up a bit (had a few off-colored pixels) Plasma: larger, made it darker and scrambled the pixels a bit Rocket: thinner front part, pixel scrambling, added more grit Chaingun: a bit smaller, brown parts slightly recolored SSG: very slight pixel scramble Wad: adjusted offsets, now all sprites are above ground level
  10. Z86

    Weapon pickup sprites

    Glad you like the sprites, i'm planning a minor update for them when i'll get less lazy. My plans include: - Add more roughness/grit to the hand made sprites (that includes all except the BFG) - A bit of cleanup on the BFG, and shorten it a tiny bit - make the plasmagun slightly larger and darker. I took the original sprite as a reference for size, but i guess it's kind of small compared to the rest. - make the chaingun slightly smaller (ammo feeder part up by 1 pixel, make barrels a bit shorter) - i actually like the brown, i'll try to imitate the color of the original chaingun maybe a bit more closely - IDK about the rocket launcher, other than adding a bit more grit i'm pretty much stuck with the shape due to the front part.. I'll see what i can do because i kind of find it too fat and want to make it a bit thinner. Also in the wad i used my usual setting of placing the weapons slightly into the ground (as if they were laying on it), but i realized it might look bad on some source ports, so i'll go with the doom style slightly above the ground for the update.
  11. Z86

    Weapon pickup sprites

    Hello, this is my first post here. I took the liberty of making a few weapon pickup sprites that look approximately appropriate to the 1st person view weapons. Here's the wad (all the above in Doom picture format) pics were made using paletted images. 1: BFG pickup: it's a modification of the current Freedoom sprite, added motifs that kind of reminescent of the original BFG (light and handles), made the front look like the 1st person view. 2: Plasma gun: made from scratch, just for the sake of completeness. 3: Rocket Launcher: looks a bit silly, but fits the hud sprite, also made from scratch. 4: Chaingun: inspiration from the original Doom, and the Doom64 sprites. Maybe a tad bit too big... Made from scratch. 5: Super Shottie: the handle is from the current SSG, flipped it to make the red lights appropriate on the side (SSG has it on the left side) 6: 4 shell: actually contains 4 shells :) minor edit for just something that bothered me.
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