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Z86

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Everything posted by Z86

  1. Z86

    Hellbound - Updated

    idgames Link http://www.doomworld.com/idgames/?id=17259 Latest Download: Final (Zip): http://www.mediafire.com/?o3gi15c797ih40g Older Versions: Beta 3 (Zip): http://www.mediafire.com/?n951gorbf95rtob Beta 2 (Zip): http://www.mediafire.com/?1j33g3f4b1gcoau Beta 1 (Zip): http://www.mediafire.com/?di1907bpbky7841 Beta 1: http://www.mediafire.com/?msm822quddhmxu5 Demo 3: http://www.mediafire.com/?itdi3iomh19ouv3 Demo 1: http://www.mediafire.com/?c96sz9cvecy56wc Demo 2: http://www.mediafire.com/?5xa7xsa84l64be5 Videos: http://www.youtube.com/watch?v=_vWkF5lV-xc&feature=plcp http://www.youtube.com/watch?v=xP-Tl0eqxFc&feature=youtu.be This is a megawad I am making as some kind of a Magnup Opus of my vanilla mapmaking. Some maps are very old creations of mine, retextured, with added details to make them look up to par, and refined gameplay, and some are brand new. The style is semi-realistic on the base/earth maps, hell maps will be much more abstract. Since hell only comes after map20 some earlier maps contain "bits of hell" to make them more varied (MAP13 was created with this concept alone). Only Doom 1, 2 and some Final Doom textures are used. The difficulty is medium to hard-ish, non-pros can also hit the Ultra-Violence. The theme is basically a recreation of Doom 2 with the player traveling from earth to hell, taking the path of most resistance :) Limit removing port is probably necessary for a lot of complex areas. Freelook is also advised, but not necessary. MAP01 - Apartments - Done MAP02 - Canal Road - Done MAP03 - Testing Chambers - Done MAP04 - Processing Plant - Done MAP05 - Underground - Done MAP06 - Gateway Lab - Done MAP07 - Woods - Done MAP08 - Military Depo - Done MAP09 - Disposal Facility - Done MAP10 - Cistern - Done MAP11 - Venom Canyon - Done MAP12 - Power Station - Done MAP13 - Encrus Station - Done MAP14 - Doom District - Done MAP15 - The Vault - Done MAP16 - City Bounds - Done MAP17 - Starport - Done MAP18 - Computer Complex - Done MAP19 - Frontier Lab - Done MAP20 - Borderworld - Done MAP21 - The Gates of Hell - Done MAP22 - Stygian Depths - Done MAP23 - Fortress of Ages - Done MAP24 - City of Pandemonium - Done MAP25 - Bastion of Void - Done MAP26 - Forbidden Archives - Done MAP27 - Crimson Abyss - Done MAP28 - The Black Citadel - Done MAP29 - Ascension - Done MAP30 - Worlds Collide - Done MAP31 - Diabolus Ex Machina - Done MAP32 - Spear of Destiny - Done
  2. Z86

    Exploding barrel endings

    Oh, I'm guilty of this in Hellbound too. And this is the reason why I made it so that the barrel pushes you through an exit line instead of a Romero head. No time to restart then.
  3. Oops, leftover doom 1 textures. Removed them all, and ninja uploaded the file (has same name and url). PRBoom is way too tolerant with this it looks like. Also made some minor changes: swapped a bfg and a plasmagun, and added a radsuit instead of an unnecessary green armor.
  4. Z86

    The /newstuff Chronicles #440

    Thanks for the review! I have been waiting for it :)
  5. Z86

    Hellbound - Updated

    Yes, it was made way before it was brought up here - I just forgot to post it here (yes, I'm a lazy bastard) Anyway if that issue remains (that is it is not fixed within the engine) I'm willing to make a quick fix for that, just to make it a bit more playable in more ports - it is, after all supposed to be port independent. Also, those misaligned Supports are embarassing enough :) - idk how I overlooked that...
  6. Z86

    Hellbound - Updated

    Updated the Mediafire download link with the latest (bugfixed and slightly improved) version. It's the same zip name, but replaced with the new wad.
  7. Hi.. Just popping in to post my map: Infernal Alignment Theme: a mix of all E3 Maps, polished up and interconnected, while keeping a consistent style. Difficulty: AV-Hard (many archies and a few cybers - has 4 spiders at the end that can infight) It's on MAP21 (so that non-zdoom ports have the correct intended sky). Uses only vanilla Doom2 textures, Limit-Remver compatible (has a few areas in visplane-red) http://www.mediafire.com/download/wunkdtnfkgtt8ft/Infal.wad Edit: Forgot to mention, the music midi is from SilentZora's Project Doom
  8. This is correct. This is correct too. I understand the skepticism, this is a quite unusual measure. There was basically no problem implementing it. As far as I remember being a student has always involved a contract, they just added this to it. Originally they wanted to heavily restrict the amount of places that are allowed to each university, this would also mean less governmental subsidy to universities (they get it per enrolled student). Actually some universities did kind of abuse this by allowing a lot of students to enroll, and then just waiting for them to drop on the harder subjects, but this cut would have been pretty brutal. Because of student protests they took this one back, but not the contract (students protested againist that as well). First option will not work, but second does. You can find a job that is way under your qualifications and can spend your "time" that way. I don't think there's automatic employment for anyone here. The jobs that the government offers for unemployed people woithout condition is usually menial physical labor for below minimum wage, meant as a substitute for social allowances. These are not automatic jobs, you have to enroll to them, but it's basically just your decision, I think the only condition is not to have a job contract anywhere else. Job market is not super hard here. Some would probably disagree with me, but our unemployment rate it pretty much similar to neighbouring countries or western europe. Romania is in a much worse shape for instance. This measure basically has nothing to do with helping people to find jobs on the market. Hell, degrees don't do anything here, all the job interviews I have been here basically just acknowledged the degree exists and required to take their test instead. Only my current emloyer actually checked it, but only when they decided to hire me. What this is meant to do is to stop the very heavy emmigration of young people from this country to others. Basically a brain-drain as you described it. OFC this does not stop current people, I myself am considering leaving the country. I don't think Orbán is planning on retiring any time soon. He has been the leader of his party ever since it was founded (in the 1980's), and has been ruling that party with absolute power. He kind of think he's the king of Hungary right now. Also, the EU is quite powerless to stop Orbán. He has been basically playing a game with them - promising them changes and compliance - but doing only cosmetic measures or nothing at all that is in accordance with the EU rulings.
  9. Z86

    Hellbound - Updated

    An update to the wad will be soon coming up. Changes include: General - Lots of little texture alignment fixes MAP04 - added some stairs next to the first elevator. No need to fight on elevator anymore if you don't manage to get off from it. - Made some doors D1. MAP05 - removed secret flag from the Rocket Launcher room, added 2 extra rocket boxes here - added secret flag to Light Amp room - made some doors D1. MAP06 - moved trigger that opens the hellknight, imps and the cacodemons in the blue corridor to the stairs from the plasma pedestal MAP08 - made some doors D1 MAP12 - changed teleporter area around the exit, so that it is only accessable from one way MAP14 - fixed a clipping issue with the elevator to the rooftop - added slightly more health MAP21 - moved trigger line that raises hellknight a bit further back. Also extended said trigger line to the lava MAP24 - fixed some monster pathing issues
  10. I think I will kindly sign up and contribute something
  11. Z86

    Hellbound - Updated

    Well, it is personal preference for everybody, I guess. I think visually MAP03 was updated to a decent quality, but it still has some marks of very early gameplay design. After all, I think it was the very first map I did in DoomBuilder. MAP12 was kind of hard to update from it's skeleton, I mostly just added stuff everywhere to make corridors less boring. The infested part is kind of good, it did not neet that much tampering.
  12. Z86

    Hellbound - Updated

    Finally had some time to watch it. Thanks for the time and effort to play it. Feedback is definitely appreciated. I always found doom movement to be quite bouncy, so for me floor deviations don't feel that extra bouncy, but it is noted anyway, with the next projects I'll be a bit more careful with floor evenness. As for MAP03 and MAP08, they were some truly horrible maps. I almost threw them out, but I decided to keep them because I was too lazy to remake them. MAP12 is also a big offender with corridor stuff. Maybe I'm just too attached to my work to throw it out and remake it. Also I am less troubled by lift/stair fights, maybe because I oftentimes use freelook. I'll do some vanilla/limit remover maps in the future and try to keep this in mind. My next big project will be GZDoom only, so freelook is a given there (especially since I made decorate weapons for it with +pitch recoils), but the floor/trimming thingy is good to keep in mind even there.
  13. Z86

    Hellbound - Updated

    Yay I love UV max! I'll watch them when I'll get home. BTW my pipeline so far: - Doom64 to Doom2 maps - I want to do a little "expansion" to Hellbound, with an EPI3 and an EPI4 style medley maps - And a super secret GZDoom project...
  14. Z86

    Hellbound - Updated

    I'll advertise this here http://www.youtube.com/watch?v=xv0AJnw4AKI&list=PL-SY_UspBtHl5IzfR30nv0hyGBB1a-d41 pretty entertaining blind walkthrough BTW there will be a patch with some changes, including: - Minor texture alignment fixes - MAP12: shortcut teleport to exit now opens from exit and it is one way (so you can't avoid a part of the map) - MAP14: added a bit more health, fixed the glitchy elevator
  15. Z86

    Hellbound - Updated

    Well, I just realized that on MAP12 I left in an unintentional shortcut. Maybe I'll need to make an update eventually, so if something else is still fishy too, just let me know and I'll bundle it together in the next fix. BTW if anyone who youtubes let's plays or speedruns would choose to do this wad, just let me know to catch up on it (you can gain a subscriber :) )
  16. Z86

    Hellbound - Updated

    Post 1 is updated, final version is released. It is now up on the /newstuff Some changes from Betas: - bugfixes (ofc) - MAP17: added an extra teleporter that leads to the runway and back - MAP21: the trigger that raises the Hellknights at the start is now wider - MAP27: the teleport crazy cyberdemon now goes to the exit area after you get the blue key - MAP30: slightly changed layout of blue key area, added more ammo - MAP32: is now much more cross-port friendly and multiplayer friendly
  17. Z86

    Hellbound - Updated

    Thanks for the feedback, really appreciated! I'll do some fixing for the final release, and probably address some flaws that are simple to fix. MAP12 - imagine how bad it was before I put the shortcut teleporters there... This map had some really bad gameplay, hope I mostly scavenged it. MAP19 - has an experimental two-stage lowering mechanism for the red key, just find the two other keyed doors with the switches Also, you can find out all the influences and inspirations within the .txt file :)
  18. Z86

    Hellbound - Updated

    That is very strange. I never noticed that even though my primary testing port was prboom...
  19. Z86

    Megawads: You pick 'The Grand Five'

    In no particular order: - Alien Vendetta - Scythe 2 - Hell Revealed 2 - Epic 2 - Speed of Doom - Kama Sutra ... from the top of my head. These also had a major impact on my mapping as well.
  20. Z86

    Hellbound - Updated

    You are right. I put some markers on the teleport and the enterance to make it clearer.
  21. Z86

    Doom Real chainsaw

    Umm.. The point is that it uses fuel now... And If i saw correctly has a faster spin mode as well
  22. Z86

    Hellbound - Updated

    Beta 3 out! Lots of bugfixes, and finally MAP29 is now playable on a lot more ports. It is a heavily reduced version here, I'll include an extra MAP29, which is the fully detailed version, in the final release.
  23. Z86

    Doom 64 for Doom II

    Yay: http://www.mediafire.com/?iiug2g4g4iaiail MAP05 is here. Nightmare Imps are converted to Revenants (a bit less than NIs) Because of the double HP of lost souls and Revenants, more ammo is added.
  24. Z86

    Doom 64 for Doom II

    I agree with Gez, IMO that alpha sky is damn near perfect for a Doom64ish background
  25. Z86

    Hellbound - Updated

    Heh, looks like I hid the secret maps well... Though with iddt and idclip you can easily find the exits (they are both uber ingeniously hidden behind a wall of SKSNAKE), but opening them legitly is a bit more tricky :)
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