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Dave_Billing

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About Dave_Billing

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  1. Dave_Billing

    MP map not showing up in multiplayer map list

    Yeah will do, just working out a few bugs at the moment. It takes a while when there's not much documentation around and you're essentially reverse engineering things to find out how they work.
  2. Dave_Billing

    MP map not showing up in multiplayer map list

    Woops. Minor typo caused all that grief. The .def file had an s on the end of it. Problem solved.
  3. I'm finishing off a multiplayer map for DOOM 3 that has been sitting idly on my hard drive for 3 years or so. I am currently trying to get it to show up in the map list. It won't, despite the .def file being correct. I have even followed the video tutorial and it still doesn't work. Help!
  4. Dave_Billing

    DOOM: The Phobos Incursion Released

    Yeah health distribution is very scarce in UV mode. Plenty in HMP mode though. I will revise it if there's enough demand for me to do so. I want players to be on edge in UV mode.
  5. Dave_Billing

    DOOM: The Phobos Incursion Released

    Thanks. A lot of people complained about Spawn, they reckoned it was too easy. I'm messing around with it again, and I may release a remastered version if there's demand for it. I've fixed a couple of bugs, upped the difficulty level for Hard mode (the previous hard mode is now normal mode, and hard mode will be like pushing a turd up hill with a stick) and I've added key bindings for power-ups. The end boss is a problem though. Too easy. End bosses are probably my biggest weakness, if my Duke 3D episode was anything to go by, lol. Oh, and the boss health meter sticks out like the dog's proverbial, so that might be subject to revision.
  6. Dave_Billing

    DOOM: The Phobos Incursion Released

    I've released an updated version that should fix the E1M8 bugs, as well as a slight architectural change on E1M4. I won't be doing any more episodes at this point. And yes, health is meant to be scarce on UV.
  7. Dave_Billing

    DOOM: The Phobos Incursion Released

    I initially looked at using a Dehacked patch, but in the end decided it wasn't necessary. I could add it should I decide to make a later revision. I also contemplated making a ZDoom format version of this WAD, again, I decided against it.
  8. Dave_Billing

    DOOM: The Phobos Incursion Released

    The texture misalignment in the first picture is deliberate, as are most of them. They are clues ;). I deliberated over the double switch issue for some time and came to the conclusion that I should keep it, as it does indeed look odd, but in a quirky kind of way, and I liked that.
  9. Dave_Billing

    DOOM: The Phobos Incursion Released

    My DOOM 1 episode, DOOM: The Phobos Incursion, has finally been released. You can download it from my website, http://www.fatangus.nz, or alternatively, from the MODDB page, http://www.moddb.com/mods/doom-the-phobos-incursion Cheers
  10. Dave_Billing

    DOOM 1 Episode Project Beta Testers Needed

    Changing the center stairwell to the BROWN1 texture and raising the first sector up looks terrible, IMO. It stands out too much and doesn't blend in particularly well. However I have made both sides of the stairwell symmetrical and have shifted the exit room to be on an angle and centered with the staircase. The angled windows look better in my opinion, although the circled corner on the right looked off from a top down perspective and has been made symmetrical with the other side. I would upload an image here but I've forgotten how to do that.
  11. Dave_Billing

    DOOM 1 Episode Project Beta Testers Needed

    I think it looks fine. It would look worse if it were lined up with the staircase. In any case, it's not essential.
  12. Dave_Billing

    DOOM 1 Episode Project Beta Testers Needed

    How does it not look good?
  13. Dave_Billing

    DOOM 1 Episode Project Beta Testers Needed

    I was initially planning to do that myself, but I wasn't satisfied with the result, so I stuck with the status quo. Might revisit it however.
  14. Dave_Billing

    DOOM 1 Episode Project Beta Testers Needed

    The stuck things aren't a problem in ZDoom, however they did present a problem in BOOM, so I've fixed those. I've shifted the yellow key doors to the front of that particular area, rather than right where you go to find the red key. I may set a monster trap to spawn in monsters on the way back to the red door, but I won't be shifting it's location.
  15. Dave_Billing

    DOOM 1 Episode Project Beta Testers Needed

    The door key textures are at that height deliberately, as I wanted to keep some of the doors at a height of 72 units. There is a secret rad suit not too far, but I've lowered the damage factor anyway, as I have with some other nukage sectors. There is only one compmaze in the entire WAD, although like Knee Deep In The Dead most maps contain computer areas in some form or another. Repetition I feel isn't necessarily a bad thing, provided each map has a diverse texture set. The lights are a bit overdone, IMO. But I won't be changing that now. Big big thanks however for the red key door. Luckily you spotted that.
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