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riderr3

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Everything posted by riderr3

  1. riderr3

    what are you working on? I wanna see your wads.

    Another WIP map for my mapset. I made this animated void sky specially for this map.
  2. Sky is looking weird, it seems not configured for this palette and oddly repeating. I like usage of skin-cracks for hex-floor. I think maps will look better with more custom textures. Especially outside.
  3. riderr3

    Final Doom The Way id Did

    IMHO the map feels overpopulated for this layout.
  4. Found more minor bugs in current beta. Caughtyard: This dude is keep teleporting on same pedestal while he should use another pedestal also. Black Tower: Behind the tower, it seems there are missing texture instead of dummy sector or blank texture. Through this wall it's possible to use switch in another room.
  5. riderr3

    Is Hexen (1995) a so complicated game?

    If you played and completed Eternal Doom 3 wad, Hexen will seem as walk in the park.
  6. riderr3

    What were your first Doom impressions?

    The first Doom which I played was PS1 Doom. And I thought the Doomguy should escape some kind of prison, because the exit sign at the end hints at it.
  7. Well, this two maps in this case will be like continuation of each other. Refinery can focus on multiple pipes, and devices that control this process. IRL refinery inside, just for inspiration:
  8. Heh. Almost the same nukage container with pipes I've made previously in CONTAINment area. Just check out other maps. Though I like Mt. Erebus concept above.
  9. riderr3

    How do you organize your mods?

    In my case I separated material to folders like this: -main IWADs, include Action Doom 2 and FreeDoom. -a ton of pwads also pk3's and DEH's. The subdirectories contain wad folders for different source ports. Sound and music wads are here too, in subdirectory. -different text files such as manuals, tricks and FAQ's. Even archived webpages from old doom-related sites which dead by now. Also I keep my ideas here. -Prefabs folder. Mainly parts to help creating a levels. -Resources such as custom textures, sprites and models. -Folder with source ports. Almost all modern source ports here, even Chocorenderlimits and Autodoom. -WIP folder - there is my incompleted stuff. I split map wads from resource wads. -apps folder which contains many Doom programs such as GZDoomBuilder, ZDL, WadSpy, Oblige, WAD2PDF, and many others. -many .lmp demos to watch. Prboom-Plus is best in that kind. Use ZDL mod launcher. It's simple to use. https://zdoom.org/wiki/ZDL
  10. Play more PWADs and you will not needed to ripoff iwad stuff. Later you will generate proper layouts and situations just with your imagination. But not every person have talent for mapping.
  11. riderr3

    Do you still have your very first map?

    No, but I've spent couple of minutes to recreate it, because I remember 95% of map. It was 2009 and I running Linux machine and used Yadex Doom Editor (predecessor of Eureka Doom Editor). The map even didn't have an exit. Huge dark starting room with inescapable nukage pit. The door with non-unpegged door tracks leads to room with "keen's jail" and "window to nowhere". To the left from player start was lift which leads to outside area with trees and imps. It was my very first map, though not finished and deleted then.
  12. Use search in thread henceforward. https://www.doomworld.com/search/?q=Dis&type=forums_topic&item=71144
  13. riderr3

    Post Your Doom Picture (Part 2)

    Yeah, because this maps in Boom format. Though real PSX Doom fire skies not just a set of animated images, they are generated by engine. Edit: @Gez that's right, the second one, though initially I made it shorter because I forgot fact that Boom support taller skies.
  14. riderr3

    Hexen Neural Texture Pack

    Maybe I've missed something, but is there available something like this for Heretic? Especially sprites.
  15. riderr3

    Post Your Doom Picture (Part 2)

    I extended MAP14 by adding new optional outside area, so the map will receive more interconnections. WIP part of area ahead.
  16. riderr3

    Is there a mod for playing multiplayer for d-touch?

    https://translate.google.com/
  17. riderr3

    Id software is 28 years old today

    Happy birthday! I remember I've played Dangerous Dave 2 at my grandpa's workplace back in 90's.
  18. riderr3

    Any advice for a first time mapper?

    Important thing in mapping - make sketches first. It's not necessary to make one room and waste time on detailing it. It's better make a sketches of few rooms and then connections between them. Also add an outside area, or two. Then adjust the height of sectors. Later, choose the textures, items/monsters, adjusting brightness, actions, e.t.c. Sure, you can pick another order, but I'm offering my option. Add windows, balconies, interconnections to spice up map design. Player must see what he is striving for. As example red key not just hidden in closet, but are visible through windows/cages, and player must find another way to reach it. Hide monsters between crates, behind corners/columns and in unexpectable places (not just in front of player's face). Roaming monsters is always interesting, so map layouts can be made to help enemies to do that. It is better to put flying monsters somewhere behind the cliffs or behind sector objects, so they are can fly over and create nice effect. Also check out the hotkeys of map editor, they can improve building a lot.
  19. riderr3

    Things about Doom you just found out

    Looks like Doomguy changing his haircut on the fly.
  20. @94's the best style correct name of my map is "Shelves of anxiety". Please fix that. Also seconded for Knightmare.
  21. riderr3

    The DWmegawad Club plays: A.L.T.

    +++ Deadly Standards, +++ Master Levels
  22. riderr3

    how do you place your monsters?

    As example hide monsters between crates, behind corners/columns and in unexpectable places (not just in front of player's face). Roaming monsters is always interesting, so map layouts can be made to help enemies to do that. It is better to put flying monsters somewhere behind the cliffs or behind sector objects, so they are can fly over and create nice effect.
  23. riderr3

    what are you working on? I wanna see your wads.

    The simplicity of green marble never gets old. From my WIP mapset.
  24. riderr3

    Websites you go to, but not very often

    http://192.168.1.1/
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