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arkore

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Everything posted by arkore

  1. ********************************************* NOTE: This thread is over 2 years old. ******************************************** My large doom2 map is done and delivers about 30 minutes of gameplay. Enjoy. Requirements: Doom2 Download: https://www.dropbox.com/s/1zbtgmhddyo28il/krsp1.zip?dl=1 (Updated: August 31, 2014) Map: MAP01 * What is included * New levels : 1 Sounds : No Music : MAP20 Graphics : No Dehacked/BEX Patch : No Demos : No * Play Information * Game : DOOM2 Map # : Map01 Single Player : Designed for Cooperative 2-4 Player : Designed for Deathmatch 2-4 Player : Player starts only Difficulty Settings : Yes * Construction * Base : New from scratch Build Time : 9 days Editor(s) used : Doom Builder 2.1.1.1466 May Not Run With : Vanilla ports Tested With : Odamex 0.6.0 Map is built on previous years of mapping(for quake) experience, and the advice from several threads and documents such as "What NOT to do in Wads", "How id Software did it", and "Traits/features you DON'T like seeing in levels", etc. My experience is with the quake engine mostly, however long ago--in the 90s--I did do a couple of test "box" maps in doom--using DCK--and I did a couple of small maps in duke3d--using Build. Unfortunately a harddrive crash lost all this data to the void. --- *************************** UPDATE August 31, 2014: *************************** Fixed some missing textures. *************************** UPDATE August 21, 2013: *************************** cleaned up krsp1.txt (as suggested by eiUACei) changed to map01 for map01's sky copied/using music from map20 adjusted the way shortcut teleporters are initiated/used, by having the start teleports open up only; and the exit teleports open from inside. (as suggested by eiUACei (above)) improved secret areas to be more noticeable. (based on what I saw from people's recorded demos, where it was a shame to see players miss so many of the secrets). removed additional colored walls(fake secrets) revealed/marked many(if not all) secrets on the map. reduced number of demons at yellow door improved the blue-key area so that it's more noticeable that a door is present(will open upon key pickup). improved start-room layout to help make shortcut-teleports(pillars) more noticeable. textured door parts of shortcut-teleports(pillars). (based on what I say from people's recorded demos, where a person did not remember that there are two pillars and should try going through the further pillar to be teleported further in the map) removed all blocking objects in computer/pillar maze room added more items to red-key room's corners. improved lighting (more lighting variation) throughout entire level: added more lights, and lighting areas, and dark areas inside and outside(mountains). fixed missing textures on rising stairs, in red-key room fixed so you can't get stuck between barrels and rising stairs, in red-key room improved progression of monsters: hell knight -> baron of hell. improved final room fight to be a little more interesting. fixed up end-room back-door path to two-way but only after one-way(starting at end room only) is initiated. (based on what I say from people's recorded demos, where a person jumped down but then had to run through the entire level again to get back to the end room). added more monsters, and ambushing; to make use of empty space and make level more difficult. will not split wad up into multiple maps (unless people convince me to). i was very tempted/close to doing this(i had it all planned out of how i would do it) but, after much thought and discussion, i decided to not split this up into multiple levels because 1) you can save your progress at any time, and 2) some people do not consider this a large map.
  2. Authenticity of game/level design, following a standard set of guidelines of planning, testing, and polishing.  Like the Nintendo 8-bit era.  Is your design authentic?

    1. Phade102

      Phade102

      They are 'guidelines' not 'must do's'. Its a typical way to go, plan, test, polish. however, in doom mapping you're forgetting one thing.

       

      building.

       

      Building the map, testing it yourself, making sure the map works to be tested by others, then taking peoples critique and deciding what to do with it is what makes a map good, but even if people dont do that doesn't make the map any less authentic.

  3. I've created a fan video of Complex Doom + LCA + RM; footage from a 20-man mission, lead by pro player, Demigod. As marines acquire gear and powerups, they become more of a threat to Hell. Higher tiered monsters begin spawning in place, in real-time. Note: Sorry about the audio at the start. If someone would like to make an index of scenes with #:## timestamps, that'd be great. For example, it can start with item: - 1:30 - True Legendary Cyberdemon
  4. arkore

    SLADE v3 - Audio Won't Play

    Okay, I found the problem. Someone added a line to SNDINFO that was meant to be $random, but forgot to $random at the start. The line was: Foo/Attack { FooAtk1 FooAtk2 } Should be: $random Foo/Attack { FooAtk1 FooAtk2 } --- This caused all sounds after that line to break. Either the problem was that, or something else happened on my machine (I rebooted?) that made Slade suddenly work and therefore this is one big coincidence. --- Thanks,
  5. Suddenly I have found myself unable to play audio files(.wav, .ogg, .mp3) in Slade v3.1.0.5. These were working fine days ago. I'm on Win10 x64. How do I troubleshoot this issue? FYI, I got MIDI working(which has never worked) now by selecting choriumreva.sf2 as my soundfont, thanks to the thread (mentioned below). There is a doomworld forum thread about this, and it's the only resource I found on the subject. "SLADE v3.1.1.1 - Audio Won't Play - https://www.doomworld.com/vb/newreply.php?action=newreply&threadid=88466"
  6. I don't see why an entirely new maps are needed to achieve "no keys/imps" Just edit previous maps, and make the necessary adjustments.
  7. arkore

    HD sprites from Doom 3

    Couldn't agree more. I prefer pixel art over high-res any day, because really, pixel art is an Art. Despite the conversions not being as crisp as hand-made, I would still prefer pixelated conversions of these sprites.
  8. Sorry it took so long, but I've updated this map now. I believe I've addressed everyone's feedback in this update. It's probably too late, but at least I know I addressed everyone's feedback and can now consider this map/project finished. Thanks,
  9. I see new projects starting, and they announce to mappers "must be Boom format" Well, I see "Boom" map format available in DB2 (from Boom.cfg), but I don't see it in GZDB. I copied Boom.cfg from DB2 to GZDB, but now GZDB shows error "Unable to load GLDEFS: Map type unknown" --- I understand that GLDEFS cannot be loaded for Boom format in GZDB, since Boom engine doesn't support opengl dynamic lighting. But, given the fact that the project can be played on other doom engines that are opengl and do display dynamic lights, it would be nice to see dynamic lights in GZDB as well, so I just know what it "would look like" for dynamic lights from Light Source Things such as torches. The only Map format that works (for showing dynamic lights in GZDB) is GZDoom map format. But GZDoom map format is not same as Boom map format, despite the fact that a map(saved as GZDoom map format) can still run in prboom-plus engine. Well, I've already started my project in Boom format. Should I continue using Boom format (from Boom.cfg) in GZDB? I won't have dynamic lights functionality in GZDB, but I guess I can live with that. But, should I continue on the route I've gone? Am I doing this right? I want my project to be, what's known as "Boom compatible"(which I don't entirely know what this means or entails), because that's what appears to be trending now and I believe it means that the project is vanilla-like in the sense that it will run on most engines. I'm essentially looking to have my project be vanilla(but still breaking vanilla limits) compatible in the sense that it will run on most engines today, and I'm not using UDMF or anything; my project will be a standard "Doom format" project with whatever linedefs that are available for that format.
  10. Thanks guys. Well, I guess so; that is, if GZDoom: Doom (Doom Format) includes all the features of Boom, then yes. I guess my problem with that, is I don't know which features are "Boom only" if I were to starting working in GZDoom: Doom (Doom format). For example, if I look at a sector's Generalized settings, the dropdowns/options available are quite different(when on GZDoom format) than what they are if I was in Boom format. My problem would be that I may start using a feature, and not realize it that that feature is not Boom. I suppose I can get around this problem by continously testing and testing, but I find it more comfortable to just stick with Boom format(config) and have only those features listed in the dropdowns and such. Would be cool if GZDB could label or highlight each feature as what engines it is compatible with, but I guess that would be difficult for the GZDB developer/programmer to do since it would require custom dropdown(select) menus and such. All in all, I guess I'll have to live with using Boom in GZDB and therefore not having GLDEFS(Dynamic lights) showing up in GZDB. Well, from what I can see, those support files already exist. If you look in Configurations/Includes/ folder, you see the Boom_*.cfg files there already. Strange that GZDB has those, but doesn't have Configuration/Boom.cfg to begin with(which is why I copied this from DB2). If I did that, then I would lose the GZDoom configs, based on this comparison report I see: http://d.pr/i/S6TU -- I don't understand why GZDB comes with it's only set of Configuration *.cfg files, despite the fact that they look very similar in nature(which is expect, since GZDB is based off DB2 anyways). Why GZDB doesn't have all the config files that DB2 has, and has only 3 config files that are called GZDoom. Is this because of what plums said (above) where "GZDoom" is only a name that GZDB uses to identify configs for mapping in GZDB? I thought "GZDoom" was an engine port as well, but I guess not. Either way, I think this is strange for GZDB to do. Why you need "GZDoom" branded config files for GZDB? lol. But even if this were to swap the folders like that, I couldn't possibly believe this would work flawlessly. I have to assume that this would inadvertently cause other hidden problems. Yeah. I just think it would be nice for GZDB to display dynamic lighting anyways regardless of what format you're using. I don't see why it's a problem. Would be nice to know what dynamic lighting would look like (in your Boom project) because you know your project will get played on other engines as well(that other people use). Exactly.
  11. Anywhere I go to find an answer, I end up back at the doombuilder.com website. So, when I click "Contact" there, it says to just go to the doom sites such as doomworld.com. I found: http://sourceforge.net/projects/doombuilder/ but it doesn't seem like an area where I can submit an "Issue" like what bitbucket or github are. --- I'm looking to suggest a feature of where DB offers the option to save settings & configuration to same folder as DB, rather saving to Users/AppData/Local/Doom Builder. Some software installers offer this option, and even the Zandronum (port) installer offers it as well. I have a bunch of portable software installed on my Dropbox, and having the configuration be saved in the same folder as the software would be great, as it then means everything is all backed up for me.
  12. "Most feature suggestions I get are not worth the trouble and many are simply ridiculous, so they are getting annoying. If you think you have some great idea that you absolutely have to post here, then make sure you back it up with a very strong argument why it is useful to all map authors (not just you and your friend) and why it belongs in Doom Builder." Heh. Also, I posted my feature request just now, and the board says that a moderator must now approve it. LOL. They seem to be mad with the whole "feature request" thing. Wish me luck!
  13. I feel so dumb. You're right, Memfis. I just realized/found this the same time you posted your post here. Feature Requests Forum: http://www.doombuilder.com/forums/viewforum.php?f=13&sid=6cbd997aa65b51f686955b6124e6be02 I didn't click "Doombuilder Forums" before, when I visited the DB contact page. lol
  14. In 2025, the global economy collapses, and unemployment and crime rates skyrocket. The government begins broadcasting a violent game show in which convicted criminals(players) fight for their lives and avoid certain death for a chance to be pardoned and set free. Moving from Area to Area within the studio/arena, players must shoot down hordes of enemies that advance from all directions, while at the same time collecting weapons and power-ups until a final show down. [LOGO] Website: [LINK] Server ONLINE: 108.61.83.66:15080 --- Updates: v0.6d - Significant changes. - Now based off: Smash TV, Running Man, and Cube. - Updated story. - Major changes to rooms. - New textures. (+45 themed textures / +75 patches.) - New texture naming scheme. - New music. (+5 professional purchased themed tracks, including Bonus Round track, and Ending track.) - Extended deadline. v0.5 - Major changes to rooms/encounters. - New textures. (+20 doom-themed textures / +33 patches.) v0.4 Changes to rooms. v0.3 Changes to rooms. Changes to rules. v0.2 Changes to gates and switches systems. v0.1 Based off Smash TV and Cube. --- --- --- Summary of this thread: This project is no longer limited. Each map is now a full unique layout of a series of rooms, corridors, etc. I say unique, because there will still be some limitations. 01-04-13 An example limitation would be the usage of the key cards Red, Blue, and Yellow. Key cards are no longer the focus in maps, but rather now a series of "Exit Gates" that are opened(unlocked) via switches throughout the map. 01-04-13 This is no longer a concern, because this project is no longer limited. This will be a unique and popular megawad, and I feel I can offer a nice experience over a course of 32 maps, divided into 4 sections/parts. The project is no longer limited to single-room maps. - There will be variation/fluxation in the maps; some short, some long. - The first map will be a Starting map, with stylish environment. - There is also a Bonus Round map(with no monsters), which is a nice break from the other maps. - There will be an Ending map(no monsters) as well, with stylish environment and custom music. 01-04-13 Very fun. However, I have received complaints from players that found it to be too restrictive to force 4 player coop. So, I've changed 4-player puzzles to be optional now. I add alternate path(or route) in the map for a player to walk through to bypass the puzzle; if a single player wants to play the map. As penalty though--for playing singleplayer--the length and difficulty of the alternate path/route is increased significantly. 01-04-13 1) The project is no longer restricted. 2) The concept is more along the lines of "traditional" now. 01-04-13
  15. Wow, thank you for whatever time you spent on fixing my wad. I feel bad about my previous response; and I really appreciate you taking an interest in my project and looking into my issues. I wish I could make this work for you (support vanilla engines), but I just can't find the time/energy to do so right now. I hope you're willing to play a modern engine and give this a serious play-through though. Thanks again.
  16. Oh I see. Strange. I followed a basic tutorial for adding custom textures to a wad, and it all worked. It seemed to me I was doing everything right--in a vanilla sense. It seemed like a classic tutorial, from vanilla days. So... I don't quite understand what you're saying, or what the problem is; and to be honest, I really can't be bothered to figure it out. I'm kind of getting sick of this. I thought mapping for vanilla doom would be easy; but apparently it isn't. I guess I'll just remove the "this wad is a vanilla wad" statement from my posts, because I don't have time to figure out stupid issues like this; isn't worth my time. Sorry for the inconvenience. --- See next page (PAGE 2) -->
  17. Sorry, I never heard of that texture, nor is it in my wad. I think maybe your port/engine is broken. I'm using "F_SKY1" for sky.
  18. Zandronum focus. v0.6 is now available and hosted at this server: 108.61.83.66:15080 This is a vanilla-like wad. It's not pure vanilla(so, it may not work 100% in pure vanilla ports/engines, or you may see a couple error mesasges). But, it also doesn't have any fancy scripting stuff either; therefore it does not scale down monsters/difficulty and such. Find 3 friends to play with, because this is built for 4-players only. The option to play it single player is available, but good luck. TIPs: - Elect one of your teammates to be the leader. - Movement (all teammates move together) - Focus target (all teammates should attack the same target as the leader does, to kill it fast.) - Monster priority (Team must plan which monsters to kill first) The idea behind this project, is that must NOT die at all. You MUST survive the entire wad. If you die, you lose your weapons/ammo/backpacks. If the entire team dies, you must restart from map01. In fact, if I could, I would script this wad to restart back to map01 once the entire team dies. So, I recommend you just callvote map01 if your entire team dies. Don't worry, the maps are fairly short for you to get through them again.
  19. I don't see the point of this project. Who would want to play this? Is it for people that have already played doom64 source ports(which are still unfinished, btw) and are bored and want something custom now? I find that to be a rare case scenario. I'm sure many, and myself would rather just want to be able to play original Doom 64 on PC. From what I understand, there is not one doom64 source port that is completely done, yet. I would suggest you stop spending your time on this, and spend your time contributing to one of the existing doom64 source ports. Other than that, good work on doing this type of thing; building a wad that brings doom64 to life. But, I'm not in favor of any customizations you do that "take away" from the original theme("look and feel") of doom64. I don't understand when you say "missing monsters"; who are you to say any monsters are missing--therefore, it's custom non-original doom64 you're building now.
  20. Anyone try this with 3 of their friends yet?
  21. So, here it is: Chapter 1. (DEMO) Yes, you get 12 maps now, and you get to experience new music, bonus maps, and the intermission map(an adventure map) that leads to the next Sector(MAPS 12 - 20). Be careful though, because the path leading to the next Sector is guarded by Cyberdemons. v0.6 Features: - Currently undergoing significant changes. - Now based off: Smash TV, Running Man, and Cube. - Updated story. - Major changes to rooms. - New textures. (+45 themed textures / +75 patches.) - New texture naming scheme. - New music. (+5 professional purchased themed tracks, including Bonus Round track, and Ending track.) - Extended deadline. http://tinyurl.com/zone-f-project (New download, new screenshots, etc.)
  22. *MESSAGE MOVED* See latest updates: main thread post
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