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LightningBolt101

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Everything posted by LightningBolt101

  1. LightningBolt101

    WhoDunIt

    Anyone here really care for that? I know it's a Skulltag thing, and generally I see not a lot of people are Skulltag fans here, but I think it's really good and atmospheric. Too bad I suck at being the murderer....and killing the murderer. What are your guy's feelings on it?
  2. LightningBolt101

    Doom Builder 2 Update

    Thanks strangah Must of only released it a few hours ago because I downloaded the May 31st one around 3:00 PM.
  3. LightningBolt101

    Doom Builder 2 Update

    It got rid of Skulltag[Doom in Hexen format]? What? Why? I find this weird. And kind of obnoxious. Maybe it was just an error on my end or in the builder. Hopefully it's fixed soon.
  4. LightningBolt101

    Engine preference

    What's your preference for engines? Vanilla? Boom? ZDoom? Skulltag? Legacy? You get the point. Personally, I prefer Skulltag when it comes to new age gameplay, but love PR-Boom when it comes to getting that classic feel whilst still being able to play properly on Windows 7.
  5. LightningBolt101

    WhoDunIt

    Being the murderer is hard. Whenever I see someone kill everyone, I just say "How?!". Game is fun stuff. I really like the clock tower level. The music is great and the atmosphere is above par. Level design shows hard work. Wish I could make levels like that...
  6. LightningBolt101

    Custom colormaps and palettes

    I figure this would be an interesting topic to talk about. How do you make your own? I've seen some that use some very cool colors for blue and such, and think it'd be kinda nice to have, given the colors look much more faded. I think it fits Doom, and I'm curious as to how exactly they work.
  7. LightningBolt101

    Doomworld Mega Project - /idgames link is up

    Is only one texture okay? I was only planning on using a custom sky texture (only one patch) and nothing else. I don't think that'd be much of a problem. I don't wanna go too crazy with that stuff. I know just how difficult compiling a WAD can be. I make maps but I always edit them with XWE/SLADE3 for things like mapinfo, sndinfo, dehacked, textures, music, etc. If you need some help with compiling, I'd be happy to do it. It's not very difficult for me and I'd be happy to help with things like map names, music, and one or two custom textures that could possibly show up.
  8. I approve of this oh so much. Someone ATTN this thread now!
  9. LightningBolt101

    Doomworld Mega Project - /idgames link is up

    On a different note, why no new textures? I kinda need one for my sky, and I don't think it'd be that big of a problem given textures are compressed into the WAD itself, which I thought this project was just going to be a list of individual WADs. Maybe I didn't read the topic well enough. Doom 2's bright skies do not go well with dark maps.
  10. LightningBolt101

    Doomworld Mega Project - /idgames link is up

    Ya kept map 25 in there, bro. Also, people should learn about the DEHACKED lump and custom music. I really don't want all of these maps to be MAP01: ENTRYWAY with D_RUNNIN in the background. But that's just me. For some reason, little stuff like that annoys me. Maybe it just feels like the authenticity is taken away a little bit. Ignore my opinion.
  11. LightningBolt101

    Whack - A Doom II map

    I approve of this map. Though hitting the map button and seeing "Entryway" bothers me, that's just my personal peeve.
  12. LightningBolt101

    Doomworld Mega Project - /idgames link is up

    Create a room outside the map. Give the UPPER (keyword) texture on the walls the sky texture you're going to use. Next, look under actions, "Transfer", and choose "Transfer Sky Texture to Tagged Sectors". Tag the line with the same tag you gave the outdoor sectors. Ta da! Custom sky texture in Doom 2 without going all ZDoom on it. Note: I don't believe a tag of 0 will work, as Doom usually read things with a tag of 0 as having no tag at all.
  13. LightningBolt101

    Doomworld Mega Project - /idgames link is up

    Hmmm, funny, I've just started working on a Boom map and wanted to test my skills. I may just join this if I get the map done, which I probably will. Sign me up!
  14. LightningBolt101

    Vanilla death events

    Someone said they're hard coded into the game, which I get, but is there a way to put the feature on maps that don't support this? I wanna do some Vanilla mapping, and while I may not even use it, it's good to know.
  15. LightningBolt101

    Vanilla death events

    Which is better for this, DeHackEd or WhackEd2? (No bias reasoning, please)
  16. LightningBolt101

    Your most stupid editing mistake?

    My biggest mistake was when I made two areas that indirectly connected, there would always be an unwanted sector in the middle. I ignored it and it turned out that most of the monsters could see and shoot through the walls and I had no idea why. It wasn't till a while later I realized you could just delete the sector in the middle and fix everything.
  17. *MAKE SURE YOU'RE RUNNING IN SKULLTAG WITH OPENGL* http://www.mediafire.com/?9jgl2btyh346ytv So I had an idea for a new map. Here are some screens. These are just concepts. This is not an official map and I was just wondering how I could elaborate on this a bit more. That means design is very open for change. For those of you who hate OpenGL, I'm afraid to say you won't be able to beat this map without it. It uses 3D floors, so have fun trying to get that working in software (not to sound bitter, of course). Boss fight is just a concept. I'll change it up later. So, tell me what you think. Love to get some feed back on what I can do with each area. For those of you who love to complain about anything not vanilla, I respect your opinion, but I do not like mapping in vanilla. It really restricts creativity from a technical stand point. The use of ACS scripting allows for things like moving 3D platforms, messages, multiple actions for one line, boss battles, etc. While I respect those who make maps which are obviously greater looking than mine, I find the use of scripting to be very fun. As for the use of Skulltag, I love its textures and weapons. That is all (its monsters are cool too, of course).
  18. LightningBolt101

    New map *concepts* (Skulltag)

    By height variations I'm assuming you mean the floor. So, let's get down to the things you'd like me to add. >A ledge You'll have to be more clear. I've changed the floor area for the boss battle if that makes a difference, so you don't find yourself taking two steps and dying now. >A lift >Some stairs I'll tackle these both in one go. Maybe. I'm thinking of adding an ice area after the boss (or most likely before), so I may have some room for height variation there. As for the rest of the map, that's not the general direction I'm going for. >Some curves I may change the shapes of the cages to give players some additional room. For now, the map design is generally going to stay the same. Now let's go over things you don't want to see. >HUD messages These are not to alert you that a monster has just spawned there. It's quite obvious when one has. This is just to add a little personality to it. While as fun as monotonously running around shooting stuff is, I figured I'd add little messages to give a more old school feel to it (in a classic video game sense, not a Doom sense, hence the music). >Jumping sequences I'm sorry, but I find these fun. I've played lots of Jumpmaze, so perhaps this is where I get this idea from. This is a concept I'm keeping in the map, and my personal choice. Jumping sequences are some of my favorite (but I'll admit, can be aggravating). >Renderer I don't see what the problem is here. As to address some other things, I want 3D floors, not see-through bridges. While they may be cool, I'd like my players to be jumping on actual platforms, not sectors they can barely see. You're basically asking me to make the sequence worse by doing so. Instant death floors are not a scripting feature, they're a ZDoom feature. I will do this in vanilla, but only if you prove to me this entire map can be done in Vanilla without changing a single thing (besides the scripts, of course). Create the voodoo doll set up, the monster death event switches, the non see-through platforms, and a way to have jumping so the player does not immediately die as soon as he walks over a ledge. It's very common for players to call out things, but I need evidence for your claims. Scripting is fun. If you're using ZDoom, it does not affect you in any way. Since this map requires Skulltag, it is in no way hindering your performance. You're basically asking me to handicap myself when making these maps, which is highly illogical. Like I said, scripting allows technical creativity without making it a burden, i.e. your voodoo doll set up. You're allowed to call out things you find wrong, and I'm glad you do, but I'm allowed to call you out as well. I expect to see a vanilla version of my map that is unchanged since you claim it can be so easily done. By you, that is. I suspect you're a master map creator, so this should be easy, right? Also, do not tell me what I'm updating. I'll update what I wish to update, and if your ideas veer off the direction I'm going for, then I'm not doing it. While some things I can agree on, such as room and height variation, not everything you say is gold to me. Do not tell people what they are adding and removing. Suggest it. Just a little help since most of the people here seem to have this idea that in order to critique properly you must force your opinion on the mapper. Of course there are those who do not do this, and they're the ones I appreciate. A door and a lift will only go so far. This is where Skulltag steps in, and for that, I appreciate it.
  19. LightningBolt101

    Switching to Slade

    I'm saying your stuff should go at the top or bottom. Texture order is not all too important, but the order of scripts, things, etc. is important. Adding stuff at the bottom never hurt as if it goes at the top, XWE will automatically put it there upon seeing this. If there's no harm done in putting it at the bottom of the list of lumps, it'll leave it there (which rarely there is because the default lumps for your WAD were not moved around). I used SLADE3, and honestly, I saw no difference. All I saw was .ogg support. Other than that, the features looked to be the same. I was obviously missing something that I won't bother to tinker with (since I don't add stuff that really requires advanced editing), but in all honesty I prefer XWE. The only problem I've run into with it are those which were due to my ignorance with the program itself (which actually applied to all programs like these). Ironically the first time I used SLADE it ended up messing up my map real bad (it changed the lump order, despite me not changing anything nor adding anything). Was really weird as it never happened again.
  20. LightningBolt101

    Brutal Doom version 18a

    The rail gun isn't working unfortunately. It's just another plasma gun in-game and you can't reselect it once you've picked it up and switched. A minor bug, but can be annoying when you want to enjoy a good invasion map in Skulltag. Speaking of invasion, this makes my computer lag like shite in invasion, and I have an HD 5770 with an i7 2600K. Maybe limit the amount of gibs to be reasonable? Set a limit where it won't be noticeable on single player maps maybe. But for invasion, the lag can get a little unbearable (below 30 FPS).
  21. LightningBolt101

    Switching to Slade

    I get the feeling most people complain about things like XWE because they don't know how it works. Here's a hint: lump order is extremely important when editing your WAD. If even so much as one lump is moved a position, the entire WAD gets screwed over. The fix? Make sure if you're adding something it's either at the top before the MAP lump or at the very bottom after everything else. If you add it somewhere in between, your WAD will get messed up. Also, SLADE3, XWE, and Doom Builder 2 automatically back up your files to my knowledge. Every edit in XWE and SLADE3 creates a back up automatically and Doom Builder 2 creates a back up after every save. If this is not happening when you use them, I suggest you look into it.
  22. LightningBolt101

    Poly object error stuff

    Anyone know how to fix this?
  23. LightningBolt101

    Poly object error stuff

    This is all in the latest stable build of Skulltag. I think it's time Skulltag gets an update, even if through the community (the source code was released finally). I love it, but it's ability to render certain things can be quite obnoxious sometimes. It's ability to render reflective floors and apparently things like this is below standard from what I can see. Let's pray someone updates it, because I'm thinking working with Skulltag might be a worse idea than working with ZDoom. I keep this map in Skulltag format simply for the fact that it uses its monsters, weapons (which are easy to change), and most importantly, the textures included with skulltag_data.pk3.
  24. LightningBolt101

    Reflective plane issue

    So I'm getting this problem. Normally the floor is fine, but when some platforms lower in the room after picking up the key, this happens. A weird middle texture appears that is completely unwanted. Anyone know of a fix? It's quite the oddity.
  25. LightningBolt101

    Reflective plane issue

    Thanks. I'm gonna try removing the fade effects in this area and see how it goes. Detail on the map isn't extreme, but I'd say it's much better, map and balance wise.
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