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bejiitas_wrath

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Posts posted by bejiitas_wrath


  1. I am using this code in a UMDF Doom 2 map to try and add new trees, but they are not available in Ultimate Doom builder.

     

    ACTOR PineTree 8400
    {
      Radius 32
      Height 108
      ProjectilePassHeight -16
      +SOLID
      States
      {
      Spawn:
        TRENA A -1
        Stop
      }
    }
    
    ACTOR PineSTree 8500
    {
      Radius 32
      Height 108
      ProjectilePassHeight -16
      +SOLID
      States
      {
      Spawn:
        TRENB A -1
        Stop
      }
    }
    
    ACTOR PineSTree 8600
    {
      Radius 32
      Height 108
      ProjectilePassHeight -16
      +SOLID
      States
      {
      Spawn:
        BRPLA A -1
        Stop
      }
    }

    Is there something I am missing? I want to add all new items and have no inheritance. Thanks.


  2. This map for Doom 2 is a version of Hangar E1M1, this has a runway for planes to land or whatever landing ship they used in Doom canon, and a hangar to put it in.

     

    No screens, but I have a gameplay video to show the map and gameplay.

     

     

    Download the map here. Instead of trying to make a Scythe2 map, I am better at making a classic Doom map instead. I played with Text To Doom.wad just for fun.


    securitronlinux.com/arma3/hangar.zip

     

    I hope you like this map, it has more height variations and is pretty big as well. I even added landing lights for the runway. Gzdoom and doom2.wad required. I have been working on this one for a while, now I want to see what you think of it. Did I do Hangar justice?


  3. This is a new Gzdoom wad for Doom 2 I am working on. This requires the gothictx.wad file to load textures. This will be a Scythe2 early maps level of difficulty, this does not require jumping or crouching at all, this is classic Doom gameplay. I am still working on how to place monsters, so it is a bit sparse at the moment, but this map plays well with Brutal Doom. I am just looking for a tutorial on how to place new decorative items with Zscript, then I can finish adding new objects. All of the examples I can find are decorate instead.

     

    https://securitronlinux.com/arma3/vorpal.wad

     

    Screenshots.

     

    https://ibb.co/7y9LwXS
    https://ibb.co/0nz340q
    https://ibb.co/gjjYFP3
    https://ibb.co/YRPZ3BC

     


  4. This is a very cool trick, a transparent floor effect. This is done via the nuke24 texture aligned as shown in the screenshot and then set as a translucent line with the Boom engine. As you can see, the NUKE24 texture is lowered right to the bottom of the lower pit and it is set as translucent. This results in a fake 3d floor effect. Make sure it is only 1 unit away from the edge, this makes the illusion look as good as possible.

     

    doom00.png

     

    This seems to only work well with certain floor textures and only with a maximum wall texture of 24 pixels. But is relatively convincing.

     

    db1.png

     

    Above is the setup in DB2. This is really easy to do, and this is a very neat trick.


  5. Here is a new wadfile for Tnt.wad.

    http://one.fsphost.com/goten/cratnew.zip

    MAP01. This is a good map, and one I like to play.

    The darkness.wad has some problem with the blockmap I will give up on that one. I am better with the standard Doom textures. And I got a proper file host. You need Zdoom for my decorate monsters.

    [OFFTOPIC]

    For the Doomworld people here is a Yadex 1.7.0 rpm

    for OpenSuse Linux. With the preview patch merged in.

    http://one.fsphost.com/goten/yadex-1.7.0-1.i386.rpm

    Might want this for the utilities page they still have v 1.5...

    [/OFFTOPIC]


  6. I have decided to re-work the map as per your suggestion and reduce it to about 1300 monsters, I will just include MAP28 and change the map around. I am sorry I got carried away with the map without peer review.

    Look for an updated version just including the MAP28 soon.

    http://www.geocities.com/hungry_mancubus/darkness.zip

    This is a new copy of MAP28. Just load it instead of dark.wad. I just ran this map with BOOM v2.02 in xdosemu and it ran perfectly with monsters so give it a try. I have chopped out the chapel area, but sped it up considerably.


  7. I have just seen the Doom Movie on DVD and I have to say I loved every bit of it. There were scenes where they paint on the walls with paint sticks which is taken from the Doom novel. Mostly the movie seems like the movie version of Doom]|[ which is not bad at all and could be seen as a good move considering the popularity of Doom]|[. And the scene where Sarge fires the BFG for the first time is classic. Totally cool. And there are the monsters which are well done and the dark atmosphere of the facility. The only gripe I have with it is the Ark travel device which is totally unexplainable physics wise and I will leave that alone. But the action is very good and the monsters and other things crawling around in vents is good too.

    I agree with those who have said that the action and the overall thrill ride provided by the movie is the best thing and that we should not quibble over which things in the movie are not like the original story set in Phobos and Deimos. Because that is not what the movie is about. And yes I did wait a long Time until the movie came out before I watched it because I waited until I could rent the DVD. And it was worth it to watch the Doom Nation documentary. Speaking of that, why was the footage of Doom shown to have such a slow frame rate? and it had low quality 8 bit sound. Maybe they used v1.2? Can someone who has seen the extended edition help as I want to know which version of Doom they were using that would have such low frame rates and sound quality. And I thought the Pinky monster was cool, it looked exactly like the Pinky in Doom3 which proves my point. Not that Doom ever waned with the popularity of Quake and Counter strike but I think that the Doom movie can only add to the user base of our beautifully violent and gore splattered game. Long live the Doom movie. Even though Sarge never did the Peoples Elbow on Dr Carmack/Imp. But what happened when Reaper and Dr Grimm got to the surface. Sounds like they could make a sequel. Doom2 Hell on Earth. Or Maybe not. Anyway anyone who has not seen the Movie watch it now or I will send a Spider mind to your house.

    Go to my PSX Doom page
    http://members.tripod.com/bejiitas_wrath/psx_doom.htm for a gratuitous picture of transformed Pinky. One of the coolest monsters although the Hell Knight in the Jail cell area is the best.


  8. I have removed the DEH patch and I have added a new experimental map as E1M2. I hope you like this map now, I know there are not as many monsters in this map, but I think the Barons are still challenging. They can come from anywhere and throw plasma from some distance. And I put the matter transporter conveyor belt from the original version.

    E1M2 uses a bug from prboom, so I think it will only work properly in prboom 2.2.6 to 2.4.1.

    #define EDIT 1

    Just tested it in Zdoom .98 and the E1M2 \thing does work. Sweetness and light.

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