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skittles

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About skittles

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  1. Thank you for playing the map. That is odd that it runs so slow. I ran it in ZDoom and I was getting between 140 and 200 fps so I don't know if it is the map Quickly fixed those 2 issues. I kept missing checking the 'repeatable action' option for line defs all the during the making of the maps. I will have a look through your demos and fix any issues I see during it. I didn't even notice that 2 of the maps run the same music. I will need to change the music of one of them. Thanks, maps 1-3 were originally made 4 years ago and recently updated while map04 was brand new (started on it about 10 days ago). I put a lot more thought into it that I have my older maps since it was the first map I had made with 3d slopes and floors. There are 2 custom textures in that map but both are just edited Doom textures (COMPSTA1 + SILVER1) where I just added little animated bits to it. I made them because I kept trying to make my own custom textures but could never make anything that I felt could fit in with the existing doom assets so I just edited existing textures. That was intended to be a rocket jump type shortcut but I forgot that people can actually jump in ZDoom so I will probably just remove that position where the arachnotron is or revert to the way it was earlier in the map's development. It kept feeling out of place to me when I first changed it. It used to look like this: I will probably drop the amount of shotgun shells on the map. Ammo and health balance always difficult when I have been the only one playing the map. Killing the cyberdemon from the water wasn't one of the tactics I envisioned on this map so I will need to keep that in mind in the future. Ok, I gave that one a tag so hopefully it will run better with older machines. Can't really test to see if there is a difference since my machine can get fps of 160+ on that map and in the room where the linedefs are. Here is a Download of the change so hopefully it runs better. Also fixed the other minor issues you mentioned (slime lift and MAP03 exit).
  2. It runs in ZDoom 2.7.1 which isn't the newest version and it runs properly (3d slopes and floors show up correctly). Only issue I saw was that on MAP04 I used coloured lighting which didn't display correctly in ZDoom (turned random parts of the textures blue). Other than that it runs fine. I made the newest map in the wad with GZDoom builder and tested it with GZDoom which ran the map correctly. I have not tested it with other ports so I don't know if it will work with them.
  3. Hello, I have 4 maps which I have been working on lately that I would like some feedback on. The first 3 are older maps which I originally made 4 years ago but recently updated them which were mainly texture alignments but MAP02 received significant changes. The 4th is a new map that I have worked on over the last 2 weeks. All maps can be beaten with a pistol start. MAP01 - Shoreline Base (Video does this map more justice.) MAP02 - Central Facilities MAP03 - Refined Disaster MAP04 - Distribution Centre Imgur Album with more images here. Youtube videos of a play through of each level: MAP01 - Shoreline Base MAP02 - Central Facilities MAP03 - Refined Disaster MAP04 - Distribution Centre Download
  4. skittles

    *** The "ask a miscellaneous editing question" thread ***

    Thanks, found the offending sectors with that. It was. I had added a little sector to act as a light fixture to the wall of a sector with a secret on it so it became a secret as well.
  5. skittles

    *** The "ask a miscellaneous editing question" thread ***

    Is there a way to highlight sectors that have special effects on them in GZDoom Builder? I have a map I am working on which has 8 secrets in it but in game it says there is 18.
  6. skittles

    *** The "ask a miscellaneous editing question" thread ***

    Is is possible to increase the font size used in the 'Print' function?
  7. skittles

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

    I have been working on updating 3 of my old levels that were originally made 4 years ago. MAP01: Shorline Base - https://www.youtube.com/watch?v=Xg9j3xkV1sU MAP02: Central Facilities - https://www.youtube.com/watch?v=7xCbCCQA-xM MAP03: Refined Disaster - https://www.youtube.com/watch?v=QICRHFxWKdM Download There is no real theme tying these 3 levels except that they are in the same wad together. Feedback welcome!
  8. skittles

    *** The "ask a miscellaneous editing question" thread ***

    That allowed me to do what I wanted to do. Thank you.
  9. skittles

    *** The "ask a miscellaneous editing question" thread ***

    Hello, In my level, I have a switch that requires a red key in which I want to use to open a door and spawn in ambush enemies at the same time. I have a problem that the switch in game is spammable (it switches states and plays sound, doesn't open door) without the red key. How do I make it so the switch won't change or play sound in game unless you have the red key? script 3 (void) { If (CheckInventory("RedCard")){ Door_Open(19,64,19); Thing_SpawnFacing(22,T_SHOTGUY,false,0); Thing_SpawnFacing(23,T_IMP,false,0); } Else { Print(s:"You need a red keycard to activate this switch!"); } }Thanks in advance.
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