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

DeathFactoryX

Members
  • Content count

    18
  • Joined

  • Last visited

Everything posted by DeathFactoryX

  1. Greetings fellow DOOMers, I am working on a Doom 3 themed mod for GZDoom and I have just finished the first Map. I have uploaded a video on youtube and I'd love to hear some feedback from everybody. link: http://www.youtube.com/watch?v=l0-Vz6kQiNQ There isn't a playable demo release yet, though there may be after 5+ maps are complete. The resource files are huge (300+ MB) so it seems best not to release just the one map with such a huge file size. Note: I didn't create the resources, I'm just mapping. Credits for resources go to Doomero.
  2. DeathFactoryX

    Slaughterfest 2011

    So is there a set deadline for this? I haven't been able to work much for the past 2 weeks on my map and it might be another 2 before i can finish it. Right now I am terribly slammed with my final projects at school so I won't be doing much mapping until after the 20th of this month. On another note, I have some custom textures that are acting wonky in prBoom. It's giving me this half-assed tutti frutti effect in-game even though everything is properly referenced, right palette, and whatnot. The one is a floor tile, the other is a wall tex of my own making. Does Boom not like 512x256 textures(the wall is not the floor tile, its standard 64x64)?
  3. DeathFactoryX

    Texture Website I Found...

    Imp, have you heard of Filter Forge? If your interested in texture art, this is a photoshop plugin you should look at using. It also works standalone, if you don't have photoshop, and it makes really clean custom textures. Look it up if you haven't used it yet. I highly recommend it.
  4. DeathFactoryX

    A couple small releases

    Great job, that map looks fantastic. I'm really digging the skybox. Sprites are awesome too. 10/10 in my book. I'm going to play the hell out of this tonight.
  5. DeathFactoryX

    Slaughterfest 2011

    Ok, I took some action shots inside prBoom so as to give an idea of where things are at (rather than post another orthographic preview inside the editor). Keep in mind that it's still very much WIP, I am experimenting with my monster selections/placement/numbers, and the map won't be so overwhelmingly BROWN when it's finished.
  6. DeathFactoryX

    Slaughterfest 2011

    Ok, I see what you mean there. Perhaps I was thinking a little 2-dimensionally about that point. After all, I habitually play and edit in a port that uses that feature, so I always design my maps with that feature in mind. I'm sorry phml seemed offput, didn't mean to put anyone on the defensive. I was just trying to get some answers. On another note, playing prBoom has shown me value of vanilla maps again. I've spent alot of my time and energy in (g)zDoom and it's kind of interesting getting back into a slightly more constrained editing mode. Tests the creativity really. I've had to take some different design directions on the slaughter map I'm working on. It's a lot different from anything I've made in a long time.
  7. DeathFactoryX

    Slaughterfest 2011

    First of all, thanks for giving me the heads up on this WAD, this is awesome stuff. I played map 30, and though I never use auto aim, i tried it and I switched between mouselook (my default) and with it off. Yeah, a little different, but again, this more of a PLAYER CHOICE than an EDITOR consideration. Mole hill bro.
  8. DeathFactoryX

    Slaughterfest 2011

    If the map is zDoom specific, blockmap issues and infinitely tall actors are a moot point since zDoom uses z height calculations for its actors, and any kind of zDoom editing requires a modern bsp builder like zennode or ZDBSP. Blockmap fix is a non-issue with zDoom. Autoaim and mouselook considerations are something easily addressed in a map specific zDoom config file, though most zDoom users would view that as quite unnecessary. Frankly, citing autoaim and mouselook as game breaking considerations is making mountains out of mole hills. That's a player decision, not an editor decision. If someone can't be bothered to spend 30 seconds reading a txt file before playing a WAD, well that's just plain lazy. Just sayin. That goes for making a 30 second download too. It's not like updated zDoom files are all that hard to find. But if that bothers you, then ok. Firstly, you need to understand that zDoom is the only source port I have ever used in my 6 years of mapping, so naturally I was curious about the Boom port preference. I'd never really used it. So I wanted to know why it was being preferred. My questions weren't a veiled slight upon Boom/Boom users or a "HERP DERP meh zDOOMZ fer teh WINZ" argument. And as I pointed out in the first column above, the arguments you made for making zDoom seem unsuited seemed kind of blown out of proportion. Regardless, my questions pertaining to Boom were answered and I understand why it is liked here, so I won't trouble you with my zDoom stripes any further. The only way you will "break" it is if you try to play it in anything besides zDoom. ;)
  9. DeathFactoryX

    Slaughterfest 2011

    That map IS Boom compatible. I never said I was making it for zDoom. I was just asking questions about the choice of port was all.
  10. DeathFactoryX

    Slaughterfest 2011

    I won't tell you how to build your maps, but I'm tempted to consider anything over 3k ludicrous. That's just me. Yeah, zDoom won't handle 10,000+ , so if pure monster count does it for you, then I can see why you wouldn't want to use anything else.
  11. DeathFactoryX

    Slaughterfest 2011

  12. DeathFactoryX

    Slaughterfest 2011

    And zDoom is incapable of being host to good, competitive slaughter maps? I'm not being obtuse, I'm just trying to get the reasoning here. So far, the bit about demo compatability sort of made sense, but other than that I don't see why zDoom is viewed as unviable for such a project. Bear in mind, I'm not saying that your pack should be changed, I'm speaking hypothetically here.
  13. DeathFactoryX

    Slaughterfest 2011

    You know, as I have been reading the last several posts, a question comes to mind: why insist on prBoom? Why not use zDoom or gzDoom? You don't need to know ACS or DECORATE to take advantage of the more numerous linedef specials, and the rendering code is more stable to boot. I know it's too late to have everyone switch port in the middle of a project, but I'm just curious about the prBoom preference.
  14. DeathFactoryX

    Slaughterfest 2011

    Here is an updated screenshot of my WIP slaughter map, which I have renamed to "Devil's Warehouse". If it seems a little bland from the top, it's because I am only about 50% finished with structural and texture detail. It will more colorful by the time I am through. Right now it has about 1200 monsters, but I estimate by the time its done that should be closer to 3500-5000 range.
  15. DeathFactoryX

    Slaughterfest 2011

    Here is a snapshot of my map so far. I chose a wooden theme for the map, hence the name "Devil's Attic".
  16. DeathFactoryX

    Slaughterfest 2011

    After looking into the matter I've decided I am going to try my hand at a slaughter map. Turns out I used to make those when I was first learning how to map, LOL. I'll make sure my submission is Doom 2 format. Meanwhile, I think I want to try a zDoom type slaughter house. I've only been here an hour and I already love DoomWorld!
  17. DeathFactoryX

    Slaughterfest 2011

    Not to sound green or anything, but what exactly constitutes a "slaughter map"? Sounds like a style of map I haven't tried yet, and I find it very intriguing.
  18. A vanilla friendly mod, huh? That's awesome! With all the source port WADs out there it is kind of refreshing to see some straight-up, old school vanilla love. That makes me want to try to make a vanilla map again. I've been zDoom/gzDoom exclusive for 5 years now.
×