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Everything posted by MasterofJKD
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I'm currently working on a space map...I was wondering if you had any space sky textures...I'm not sure on the details of the sky texture though.
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Oh sorry about that I didn't read that line.
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Ready to put my first map on the web
MasterofJKD replied to MasterofJKD's topic in WAD Releases & Development
I wanted the player to take damage, so that in the next level I could make you start off in a kind of prison setting and then you'd have to fight ur way out so it would make more sense but it was my first map and I didn't want to continue the wad if the map wasn't any good. Also I wanted to map in udmf so in future mapping I'd be more familiar with the engine, then I could get to the really creative stuff I have in my head, that I simply cannot do for lack of knowledge...but they will happen. I wanted to start off with udmf format so that my knowledge of the format would slowly unfold gradually as I learned more. -
it's my first map, I've been working on it for a few weeks off and on, just needed some helping posting it to the web, what site do you guys usually use? Also I would like my map to be critiqued by people on these forums, I would like some feedback on it, whether actually playing the map or analyzing the map on doombuilder, it is zdoom udmf format. Its map09 in doom2.wad, would like feedback on the things that you did like, and on things that you didn't find good or interesting.
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So I know many people have a certain style to there mapping, I was just curious to hear what other people do, what they do to make their pwads actually good. Or what traits they find in other pwads that really make the level good. I'm just looking for guidelines to make my maps really fun to play. Is it the amount of traps, the amount of rooms or detail?
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Ready to put my first map on the web
MasterofJKD replied to MasterofJKD's topic in WAD Releases & Development
well I used the zdoom feature for the walk over line ambushes, so that the chaingunners would teleport in. I thought I needed to script to make that happen plus I used the deep water effect in the room with the bridge, theres a rocket launcher there and its also a "secret" room also did you guys find the secret room with the backpack in it? its right past the deep water effect. -
Ready to put my first map on the web
MasterofJKD replied to MasterofJKD's topic in WAD Releases & Development
I took a look at it in doombuilder and play tested it again, are you on map01? When I took a look there wasn't an HOM -
Ready to put my first map on the web
MasterofJKD replied to MasterofJKD's topic in WAD Releases & Development
oh man sorry about that I guess I'll have to take a look at it in doombuilder2 also maybe you could help me out by opening it up as well and taking a look at where I went wrong. -
Ready to put my first map on the web
MasterofJKD replied to MasterofJKD's topic in WAD Releases & Development
Ok now use this link I fixed the map, there was a problem with script 8 anyways all good now. http://www.fileden.com/files/2011/12/22/3242075//1doomedmarine.zip.zip -
Ready to put my first map on the web
MasterofJKD replied to MasterofJKD's topic in WAD Releases & Development
Wait I didn't play test it enough I gotta change something I'll upload another file soon. -
Ready to put my first map on the web
MasterofJKD replied to MasterofJKD's topic in WAD Releases & Development
ok I uploaded my file: http://www.fileden.com/files/2011/12/22/3242075//1doomedmarine.zip.zip -
you don't actually have to type "idclev" into the zdoom console, you can also just type "map map09" or "changemap map09"
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dont need the advice I figured it out, sorry just delete the post, I tried to but I guess I can't.
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Is it possible if you could get me the link to that text file? I'm curious to see what he says.
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Well I tried both of those suggestions, and it still didn't work, then again I didn't really expect it to. I'm saving up for a new computer anyways so it'll be solved then, but thanks for the suggestions.
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I've been trying to make pwads for a month or so now, but one problem has always bothered me. When I go into visual mode, whenever I put my cursor on a wall/linedef, instead of highlighting with a kind of see-through highlight so you can still see the texture. My visual mode highlights and turns the texture black, so you cant see the texture. I don't know if this problem can be solved in the options for visual mode or not. I'm running DoomBuilder 2.
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I'm using a NVidia Geforce MX\MX400