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Everything posted by Darch

  1. That would be perfect, can you show me how to do it?
  2. That helps, thank you. Unfortunately it still has no gravity. So, if I'm standing on a higher floor when Arch Vile starts his attack, then go down in the middle of it, the object will still be spawned in the air.
  3. Darch

    Adding new face sprites to hud?

    You mean grittin teeth + invulnerability eyes? That would require extra frames. As far as I know, you can't add frames, only replace the existing ones.
  4. This was the first Doom map I couldn't beat with iddqd. I became indeed an "imortal smoke trying to reach the moon" as the map title says, and couldn't get back to the floor. Later I figured it out and beat it properly.
  5. Watching my 6 year daughter learn how to write, what does not make sense for me (in any language) is that C sometimes is pronounced as S, and S sometimes is pronounced as Z, G sometimes is J, etc etc. It would be much simpler if every letter sounded always the same. Most of her spelling errors happen because she writes the words exactly as she hears them, and it makes more sense to me.
  6. Darch

    Textures - keeping track of what is used

    @RDETalus the problem with this "delete unused textures" option is that it also deletes frames of animated textures, since you generally don't place them all into maps, breaking their animations. If I had few animated textures, I would make some walls outside of the map with every frame of them. (didn't test it, but should work) @TheGreenZap I look at doombuilder which textures were used, exactly as @RDETalus mentioned above, which can be a slow and painfull task if you have lots of textures. I was just about to ask the same as you, if there was an easier method.
  7. The above, is it possible? I get a "texture not found" error whenever I use a texture from another wad, and PrBoom closes. I have to use ZDoom to test my maps, even when PRboom is the target port. I'm using Doombuilder DBX2019.1, because that's the latest version my pc could run.
  8. Played the first and second episodes and this is fantastic so far. The new balance works perfectly for fast paced dooming.
  9. I play nuts.wad way more than I should
  10. Darch

    He Came From Beyond

    It looks fantastic! Nice to see innovative and well made mods like this.
  11. Darch

    Visual Glitch In Slade

    That might be the cause, thank you. Guess I'll stick with older Slade versions
  12. Darch

    Visual Glitch In Slade

    I'm having the same problem here. Weirdly, Slade was working fine in this same computer. I have both .Net Framework and Visual C++ installed. I uninstalled Slade (with unins000.exe), and reinstalled it. I got this white background, some graphics display fine over it, but some are just a white square. Did you manage to solve this?
  13. My computer is quite old and I need a new one (or upgrade this one), but I don't really know much of what I need in terms of system specifications, video and audio cards. What I wanted to do with it: - record and mix music (not heavy recordings, around 16 tracks or less) - video edit (around 10 tracks or less) - run latest versions of GZDoom (currently it doesn't run anything past GZDoom 1.9) - run games like Dark Souls I'm aware lots of people use mac for audio and video edition, but I owned a mac and really didn't like it. So if you guys work with some good audio and video editing programs for windows, Id like recommendations of those, too. actual system: processor: Intel core Duo Cpu @2.93 Ghz RAM 4 GB Operational System 64 bits Thanks!
  14. Darch

    Multiple texture edit

    Can I resize multiple textures at once at the TEXTURE1 lump? For example, I have tons of textures sized 90x45 that need to be resized 128x64 (just the texture sizes, not the graphics) and apparently I have change them one by one. I'm using Slade 3.3
  15. Preacher MAP 09 - Crown of Thorns This is almost an "open world" doom map, with basically everything we've seen so far taken to gigantic (or ridiculous) proportions. Call it repetition, or cohesion :P There are tons of starting spots for the initial teleporter, platforms going up and down, and more than 800 monsters that can move anywhere in the map. There is one single Baron of Hell placed in this map, and I've meet it at many different locations while testing. I don't remember exactly, but I think it took more then 8 months to build this map (yes I'm slow). It was long and painful for me too, pals. The last fight was an attempt to make a dynamic IOS fight, so it moves up and down, and bars also move protecting it from mouselook players, hehe Sometimes, rockets don't hit IOS properly. I didn't notice that while testing, I probably should have raised its height in dehacked, apparently it doesn't match the sprite size. Preacher MAP 10 - Judgment Day A credit map. When I was a kid a loved a Sega Genesis game called "Toe Jam and Earl", and was amazed that I could still control my character in the ending sequence, instead of cutscenes that were shown at the end of 99% of the games. That works fine in Doom, IMO. So that's it, thanks for playing and sharing your opinions here at the megawad club!
  16. Preacher MAP 08 - Witch Hunt This map takes monster mobility to a cyberdemon size, so cyberdemons can move anywhere in the map. There's a cat-rat chase here (hence the map name): You start in a small room, along with a Cyberdemon and not enough ammo to kill it. Your only choice is to flee out by the teleporter, and the cyberdemon will follow you. So you start as the rat. After you find some keys, you will be able to grab ammo for weapons 6 and 7, then you can chase the cybers left in the map. Basically all health is placed at the center of the map, so hopefully you can't camp at the corners for too long. In the center there's also an annoying platform that allows monsters move in an out those blood pits, but is also about chaos and players not having much control of the environment.
  17. MAP 07 - Sanctuary More ICO references here (pics below): The stair steps have been resized so monsters could move freely. Monster mobility is something has been taken care overall, even with hidden switches designed specifically for monsters, and a few teleports when there was no other way. I tend to play my own stuff a lot while making it, and knowing where every monster was got boring quickly. So maps are designed in a way even I could be surprised sometimes. But hopefully it also rises replay value, along with the random start spots. By the way, this is a berserk punch map. That's why there's no chainsaw so far, it would get in the way when you switch weapons. Pistol starters won't probably survive without punches, but continuous players may not notice it until they got their ammo stripped down. Or not :P
  18. hehe if by dual-action lifts you mean lifts that can be triggered both by walking near them or pressing use on them, that's because I believe things flow better when the lift is already down when you walk into it, but it would be weird if they couldn't also be triggered by pressing use, as it is the standard method. And yes, since I didn't have a specific lift texture, it's easier to identify them if the thing moves by itself. By the way, MAP 05 music is an "arabic" attempt, so it feels like Jerusalem desert instead of western America desert. Not sure if that worked :P Preacher MAP 06 - Noir This one is inspired by American Mcgee's Alice "Pale Realm" map, and there are even some textures from it: Near the yellow key, there's an "arachnotron tower" with a defense mechanism: it closes when it's shot by hitscanners. It can be hit with projectiles, though. Some players didn't like it, but I kept it, it felt like an RPG where you have to use the right weapon to take an enemy down. The 3 key secret is reminiscent of the two exits previous system. The "real" exit was once there, and the normal exit used to be a death exit.
  19. Preacher MAP 05 - Forty Days in the Desert For those not familiar with christian mythology, there's a passage in the bible where Jesus spends 40 days in the desert, being tempted by the devil or something like that. That's the reference. The Spidermastermind fight was inspired by this: Shadow of the Colossus' dirty / rusty / abandoned locations are a huge influence in this whole mapset aesthetics. Also, there's a slightly different kind of monster closet along this map: they also change layouts a little bit. And this was the first map made in an order that later became the standard method: layout - gameplay - lightning - texturing - detailing. I used to place things when everything else was done, but then there was not much room left for for traps and things like that. Now I place things as soon as possible. In my case, that lead to more interactive designs.
  20. Preacher MAP 04 - Dark Tower The random start spot idea came while playing @cannonball's Thy Flesh At a Draft Excluder (https://www.doomworld.com/idgames/levels/doom/Ports/d-f/draftex): After I died, I restarted at another spot. I thought it was a great concept that fits perfectly with non linear layouts. But then I died again, and the spot didn't change. And again. So I checked it out, and there were no random starts, I had probably mistaken two different maps. So, I tried to make a map with such system, and it worked. It was map04 (Dark Tower) This gimmick was kept at all next maps, and the previous two maps were deleted. Difficulty is hard (at least for me), so player hopefully dies at least once, and restarts at another map spot. There are videos of the deleted maps: There's a secret at the end that requires a key. This is reminiscent of a concept that was thrown away: every map had a secret exit, and the standard exit was a death exit, forcing pistol start at the next map. You had to find the secret exit in order to keep your guns and ammo. This kind of locked secret will also appear at the next 3 maps, as they where the first ones made, before this concept was discarded.
  21. Preacher MAP 03 - Sacrificial Altar This was one of the latest maps made. There were some nice and unused Shadow of The Colossus textures which still needed a home, so two small / medium maps were made with them (maps 03 and 08) The last fight is an attempt to reduce player's ammo and armor, trying to bring them as close as possible to 50 bullets and no armor. Yes, pistol start; that's the intended gameplay. But to keep both options balanced, these final fights are an attempt to prevent continuous players from getting filled with ammo. They happen at every map. Here you have a chance to get the super shotgun for the first time, and Preacher guy will yell even more, because there's some shouting attached to the Super Shotgun sound. By the way, all his voice clips are joined with sounds that play at full volume. (Baron of Hell death sound being the only exception). Some people find it annoying. They're ridiculous, but it's part of the fun, IMO. Same for the other little dark humor bits here and there. But those sound clips are one reason why this wad is only one episode, his yelling starts getting old at the end. Maybe five maps would be more appropriate, but again, there were so many unused good textures.