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Everything posted by Darch

  1. Darch

    Desolate maps?

    Alexander Eternal comes to mind. Voodoo Guns is full of desolated epicness: http://www.doomworld.com/idgames/?id=16645 Gravity http://www.doomworld.com/idgames/?id=15467 Hell Ground features a non monster map: http://www.doomworld.com/idgames/?id=15919
  2. Just watched the stream. Feedback is very welcome, actually the best feedback I can get is watch someone play this for the first time, especially with comments. Criticism is also welcome, I agreed with 90% of them. My only gripe is that nobody warned me about this stream, I would have loved to watch it live. About the critics: - Battleships map is easier now, ships are closer and player is no longer slowed down while holding the cannon; - Lost City: this is the one I don't agree, pirate monsters don't fit there. I tried to vary gameplay by making 3 kinds of pygmys, but they are very similar, except by their sizes and masks colors. Their behaviors are also slightly different, and I added those shooting stone faces to add another attack type to the map. (they can be killed, by the way). - Hell map: Oh, this map. I can't make abstract maps. I tried, but they suck. I wanted a ship sailing a lava river in hell, but everything else is me not knowing what to do. Maybe I can cut straight to the end. Or try to remake it from scratch. Or even if someone had a decent hell map to donate to his project, I could use. - Grog factory: I wasn't sure if the combination with stock textures worked, now I think it's clearer :) I'm replacing these textures. And thanks for the stream, this kind of stuff just make my day! If someone else is going to stream this, please let me know, so I can join!
  3. Thanks, Springy! :) I'd love to watch it!
  4. Alright, it's done! Last map and final boss are finished, so it's not a WIP anymore, here's the official version! DOWNLOAD: http://confrariadacosta.com.br/piratedoom/PirateDoom.zip First post is also updated with download link and info. Thanks to everybody who contributed to this! Hope you enjoy!
  5. Darch

    About us, mappers

    Me too! I also liked being in the "not defined" list. Maybe because I started as a "B" and now I'm trying to be an "A" :)
  6. Darch

    Things about Doom you just found out

    That armors absorb a fixed amount of damage, no matter how much percent is left. I always thought a 10% armor would absorb less then a 100% armor, and picked up new armors if I had 70% left or less. The fact that mega armor starts with 200% also influenced this.
  7. I agree.. and weapons 4 and 6 were only introduced in later maps, too. I would like to add some more maps, but for now, I think this is it. Its been one year and a half already. All monster will be back in the last map, and there´s an option to combine pirate doom weapons and monsters with any other wad. Added as alt fire for the cannon.
  8. That´s a great idea, actually! I´ll test it as alt fire for the cannon.
  9. Darch

    HE Mars & my other projects

    Lookin very good so far!
  10. What kind of script do you need?
  11. Last map is done, is someone interested in beta testing this before the release?
  12. Darch

    Thoughts, and feedback

    Really enjoyed this map, very creative gameplay, good job. The only break of flow was after I killed the arch vile, there was no clue where to go next. I wandered some time and when I finally found monsters, I died. good points: - very creative gameplay - not shotgun based action like 80% of the wads - good flow overall (except that section I mentioned) weak points: - no health in later sections (I had no problems with ammo, though) - some minor details like doortracks not lower unpegged and stuck monsters - lightning is a bit flat, more contrasts, blinks and glows could be used
  13. OMG I searched a lot of sprites to find that parrot, but not even tried to google "a parrot carrying a bomb".
  14. heh no, he just makes a bird sound, but I know what enemy you´re talking about. I thought about making the parrot shootable like this screaming bomb man, it would make it drop its bomb, but then I decided not to change original monster behavior.
  15. Thanks for the feedback! Rayman textures are from MSpaint´s unfinished Rayman Doom. Fixed those bugs you pointed, thanks Scypek! Revenants actually fire a parrot carrying a bomb: http://img402.imageshack.us/img402/6215/parrb2b8.png How about these jackets replacing armors? http://imageshack.us/g/802/px1j.png/ Fourteen. Final boss is done, and I´m starting to map the last level. There are some more things I´d like to add, but I better leave them to a sequel or something.
  16. Ahoy, here´s another version of Pirate Doom! download: http://www.mediafire.com/download/9tldkyczjjb7kfr features: - new map - new weapon (minicannon) - three new monsters! - a dash move that will make you feel like a true ninja, I mean, pirate! All weapons and monsters are now covered, can this be considered a TC? Still uses stock sprites, sounds and some textures. The dash move is performed by pressing alt fire while holding the cutlass (slot 1). Combine it with berserk (spinach) and keep it pressed to run at the speed of light. This move still needs some adjustments, it´s probably overpowered right now. This is the new map, Grog Factory: https://www.youtube.com/watch?v=tVxigG20tZE
  17. You need to update your GZDoom version. Version 1.6 is recomended; GZdoom 1.7 is out but it crashes on maps with ZMAPINFO fog density. I haven´t seen anyone else reporting this, so maybe it´s my machine.
  18. new version is done, download here: http://files.drdteam.org/index.php/files/get/K8mrIjzSOs/piratedoomv0.12.pk3 features: new items: - torch replacing light googles - iron boots replacing environment suit new map new monster new sounds (demon, fire, item pick ups) step sounds for player and demon Revenant now shoots a parrot bomb Also, there are two options, play Pirate Doom maps or play other wads with its weapon, monster and item replacements. To make this possible, maps are now numbered 41 to 52, in case someone wants to skip levels. Here´s a video showing the new map: http://www.youtube.com/watch?v=eqSznVieQsA
  19. Hey mateys, new Pirate Doom version is out! download: http://files.drdteam.org/index.php/files/get/EXywgQfNWt/piratedoomv0.11.pk3 Features: cartoon ricochets smoother animations on cutlass and shotguns player sprites new map new monster new ammo and explosion sprites par times all weapons replaced (slots 4 and 6 are beta - feedback wanted!) crackable glass (including your precious booze - take care!) new splashes Everything is credited at credits!.txt gameplay video of map 11 "Dead Men Tell no Tales": http://www.youtube.com/watch?v=JE4US3Q9uqU
  20. Darch

    Medieval castle/fort wads

    Schyte 2 first five maps: http://www.doomworld.com/idgames/?id=13600 I just opened this wad to check the theme and couldn´t stop playing for two hours in a row. It´s a highly recomended classic.
  21. LOL this is beautiful. The music is perfect.
  22. Pretty good mapping. I know the weapons are not final, but I suggest you put some muzzles and change the sound of the chaingun, it resembles a fan the way it is now. The textures are very nice, but the enemy sprites are too cartoonish for this kind of texture, IMO. I liked both, but they don´t fit together very much. Also, I didn´t find any medikit. Overall, looks like an very promising project, especially in the mapping department.
  23. hehe, thank you very much. The hell level was supposed to be a "boss level" (only the last room), but I ended up adding more gameplay to it. I felt that after the lost city map it would be nice to have a simple running and gunning level. I´ll add more detail if I can think of something. I will also add more "clues" in lost city. Did you have trouble to find the yellow card? This kind of feedback helps me a lot. And the underwater revenant, hehe yes it´s a bit hard, he´s some kind of boss, there´s even an autosave and a boss music for him!