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riderr3

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About riderr3

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  1. riderr3

    The 128 kb mapping extragavanza "challenge"*

    @Walter confetti Here is my updated map: http://www.mediafire.com/file/3lf1pdfmey2918a/infwharf_v2.zip/file V2 changes: - the sequence in the water zone has been made clearer - doors now remain open - sectors of these doors are brightened and visible better - added one more chaingun in the crushers area - monsters will no longer enter player-only teleports P.S. Also add the link to OP.
  2. riderr3

    The 128 kb mapping extragavanza "challenge"*

    I have an idea. To keep the layout and consistency, I'll keep these doors open ("s1 door open stay" instead of "sr door open wait close") and raise their sector brightness to make it easier to find. I confess I went overboard with this puzzle. The update will be released in the coming days.
  3. riderr3

    The 128 kb mapping extragavanza "challenge"*

    The candles in that area hints to places where the doors should be opened. Also is easily to guess just by the door sounds.
  4. riderr3

    The 128 kb mapping extragavanza "challenge"*

    Here it goes! Info: Screenshots: Download here: http://www.mediafire.com/file/oz65n31amljq0ps/infwharf.zip/file P.S. Feedback is appreciated.
  5. riderr3

    Doom Iceburg

    Heh... it reminds me of the another similar image:
  6. riderr3

    1994 redone

    Ahem... https://www.doomworld.com/idgames/levels/doom2/Ports/p-r/recycled
  7. riderr3

    The 128 kb mapping extragavanza "challenge"*

    Well you can add me then.
  8. riderr3

    The 128 kb mapping extragavanza "challenge"*

    @Walter confetti I'm a bit too late for the party. It seems that the map grid is full? In case if somebody quits his/her slot or just bored, add me to the mappers list.
  9. riderr3

    Rowdy Rudy II: POWERTRIP (Development Thread)

    For MAP07 it's Zombie Remix (D_COUNTD).mid by Viscra Maelstrom
  10. Personally I did not notice that in different beta versions there is a significant difference in sound volumes (neither on hardware, nor on an emulator). But I do not exclude that there is a difference, maybe I just do not hear well, or did not notice. Maybe more people can confirm this. As for maps, they separated on episodes in first menu. The Final Doom ones exactly. Still some maps is not finished. I am more looking forward to the possibility of a creating full mapset and updated tools. In the end, the sources have already been uploaded to github.
  11. @CoTeCiO already made such thing but we wait for full tools where is possible to build whole custom mapset.
  12. riderr3

    The 64 KB challenge (2 megawads completed and on Idgames!)

    I have a positive attitude to Heretic projects, but it will need fresh ideas that have not been used before (not just another mapset). Given that this game has a smaller audience.
  13. Just wait for @Erick194 or @Gerardo194 answer or at least some cheer up for us. Also more info can be found at GEC discord channel mentioned in @Gerardo194 profile. P.S. In the OP it would also be nice to indicate with a special icon the maps that received the update recently, or something like that (if these updates are significant).
  14. riderr3

    What is a Good name for a Doom Wad?

    The main thing is not to give generic names that have become boring to many, like "Hell cave" or "Dead town" Here are some names from the maps/wads I have created that someone can inspire: Recently, I noticed that as a mapper it was easier for me to choose a decent name when the map/wad is already completed.
  15. If you mean Dualshock with its support for analog sticks and smooth walking/aiming. It will be convenient and quite fit into the control scheme, as if the game came out later when this gamepad was available. But it will be more difficult to apply functions that were not originally supported initially - even if the code is decrypted. Perhaps backport it from Quake 2 which have DualShock support? And maybe even vibration feedback? For example, the fact that some options were backported from PSX Hexen, as shown earlier. If the possibilities increase the comfort and perform cosmetic functions, while not violating the physics and gameplay, this only benefits. (maybe except re-added monsters from PC version)
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