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Echoplex

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Everything posted by Echoplex

  1. Echoplex

    Thoughts, and feedback

    http://www.mediafire.com/download/60ofpnonfw2vcgc/test.wad (ZDoom in Doom format) I've been working on my megawad "Hellgate" and this is my most recent map in the project. Its MAP09 in Hellgate which is why at the start of this test you get all the weapons and ammo and health, this is more to test level flow and monster placement Ammo and health is still a work inprogress, which is why there is only some in first 3 rooms, but the keys are in place and the exit has not been placed in the map. once again this is more to test level flow and monster placement. Thank you for your feedback and ideas. -L P.S. watch that first step, it's a bitch.
  2. Echoplex

    Thoughts, and feedback

    The objective of hellgate is to be like a Doom 2 throwback. Its not going to be a slaughter fest or "omg this is retarded hard" I want the feeling to be fun and tough. Thank you for the feed back. I can't wait to get level 10 done because then I'll post the wad of 10 on here for play. I'm still play testing and tweeting this and the previous 8. And some day all 32 will be finished. But right now my short term goal is 1-10 Map 7, "Home?" is the one I'm excited for everyone to play. That map made me stop building for a few months because of how long it took to make, detail and test.
  3. Echoplex

    Tiny Maps

    http://www.mediafire.com/?lg5wb5996f4zeuh It took about 45 min, and did a play test or 2. ZDoom (doom in doom format)
  4. Echoplex

    Hellgate Lotis (demo?)

    In my mind i liked to believe that they were done but i knew if i had people play them there would e thing that need to be fixed. And yeah this was built for Zdoom, i didn't know using flats causes issues with other formats? And yeah, i'm not sure how to fix that damn door in level 2 where it takes forever to open the first time since it starts at the ground. that's this made me smile i did make some switches for a way to cross the gap. the 2 floating skull rocks, the taller one raises a part of lava little by little and the short one drops it to the ground. I thought it was a pretty well hidden switch, and i guess it worked lol. And i'm glad it wasn't lame for me to put a IoS image in L2 I wanted the feel of an unfinised IoS being built by Hell in a UAC base. and i do need to put one or 2 more in there, its hard to forget, "oh i built this so i know where exactly to go...but people playing don't" I do want to fix Lv 5 more, because i love the idea of fighting the bruiser brothers again only its tougher with some health and low ammo, and you're in a lava pit. and i wan't to give the level more character, and make it not so bland at the start. thank you for the feedback, this is absolutely what i want.
  5. Echoplex

    Hellgate Lotis (demo?)

    I guess this would be called a demo, but anyway here is the wad or i guess soon to be (i hope) mega wad. its the first 5 levels of Hellgate. built using Doombuilder w/ zdoom (doom in doom format), only Doom II textures used, and meant for i guess vanilla style play (no jumping or gravity stuff) its a simple wad i guess you can say. I haven't been able to do anything other than build the levels (so no custom music or level titles.) and it has only one difficulty, i haven't expanded for anything higher than HMP (but its still pretty tough). for those that want to just play it here is the link, please offer feedback, i'm new at this. (side note: Lv5: They're Back?!, i know its a little like a slay fest but i have reason for it. It was the only way i could make the mini-boss at the end a challenge, just play through and see what i mean) http://www.mediafire.com/?o4l1l2fwax05za1 for those wanting to know some of the story stuff, here it is: L1: Failsafe (keep the UAC prisoners from escaping) L2: Hellgate I (stop the Hellgate and its gatekeeper from being built) L3: Normandy (its time to march on hells shores again) L4: Hellfire Point (A molten daemon spawn encampment) L5: They're Back?! (...and they haven't forgotten your last fight on phobos) After the stop of Hell on Earth, Earthlings began to rebuild. Meanwhile the UAC worked on ways to prevent those events that nearly wiped out humanity for happening again. But only 2 years after the HoE disaster, A UAC base holding some of hells captives is raided. It looks like Hell isn't done, and something bigger is leading a well planned attack on earth. thanks and enjoy.
  6. Echoplex

    so i'm almost ready

    I'm working on my 5th map and when i'm done with it, i want to realease my first 5 as a trial, and get some feed back them. so how do i go about sharing them for download?
  7. Echoplex

    Help with creating maps

    it might seem like quite a bit at first, but once you figure out the flow of "this is how i do this type of door" or this is how i do this kind of switch" its just 2nd nature, based from trial and error. the people on these forums are a huge help, even though they get the same questions repeated, there always will to answer it again lol.
  8. Echoplex

    formats and resources question

    when changing the resource in Doombuilder, what is the most common format? i've been doing Zdoom (Doom in Doom format) but should i use another? (i ask because i see people use zdoom (doom in hexen format) often) and right now i'm just using stuff from the Doom II wad, does it complicate the wad if i use textures and such from Doom, Doom II and Plutonia?
  9. Echoplex

    formats and resources question

    gaaaah i found the back ups!!!! :) thanks for the help guys. i think i'll just stick with Doom in Doom format, since i got it down pretty well
  10. Echoplex

    formats and resources question

    yeah, i have zdoom linked as my testing program
  11. Echoplex

    formats and resources question

    So im using this UDMF format, and i want to test my map, but when i click on test, it brings up an error saying " 'THINGS' not found in MAP01 " the only THING i have in my map is the palyer 1 start...any ideas?
  12. Echoplex

    formats and resources question

    Couldn't find it, but oh well...I can rebuild it, i have the technology.
  13. Echoplex

    formats and resources question

    no i changed the format of my exsisting maps, the warning that came up just said that some of my line defs may not work properly, so i assumed i had to redo some doors or switches which i was fine with. my 4 maps got cleared out. give me a moment to mourn. (1 & 2 weren't too bad, smaller starter maps, but 3...that one was a lot of work and i just finished it 2 days ago)
  14. Echoplex

    formats and resources question

    soooo...changing from Zdoom (Doom in doom format) to Zdoom (UDMF in Doom Format) can delete you maps...
  15. This helped me make mine. Easy to follow insturctions on the many options of the Monster teleport ambush http://forums.newdoom.com/showpost.php?p=433267&postcount=33
  16. Echoplex

    a few questions

    If i pull textures from Doom, Doom II, Plutonia and TNT, will that complicate the wad.? because i found some textures i like in those that I'd like to use. And gives me a little more to work with rather than just Doom II textures.
  17. Echoplex

    a few questions

    i looked around a for a little bit but didn't find an exact answer for what i was looking for so figure i would ask you guys. (btw noob builder here, started about 2 weeks ago, but I've started to really get the hang of it) my question regards level information and if it can be changed. I'm using Doombuilder 2 and I'm working on my 3rd map question 1: i have noticed that each map i build has the music attached to it from my Doom2 wad. Is there a way to use a different song from the Doom2 wad for the level I'm editing (example: say i want to use music from level 21 in Doom II for level 2 in my wad) and 2nd question: when making a skybox is the information on how the sky looks attached to the Doom2 wad info like the music has been? (example levels 1-19 have spaceport/city sky while 20-30 have the hell sky) because i would like my sky3's wall skin to stretch over head and be my sky and i could've sworn that in Doom II there was a hell sky thats red with all the faces in it thank you and i am sorry if this is a 1,000,000th repeat question.
  18. Echoplex

    a few questions

    cool, thanks guys. I'm trying to actually make something that's a worthwhile play. (now that I've gotten the whole "build a square box, now place all the cyber daemons" out of my system) I've been a huge fan of Doom since i was like 6 when it came out, so its nice to finally make my own maps for a game I've played for years. And honestly I have more fun building shit in a game, than actually playing it.
  19. Echoplex

    a few questions

    i got ya, so i can make my wad. in doombuilder or slade 2 (preferably Doombuilder since i just got the hang of it) then do like a post production with Slade 3 to edit the music, add intermission screens and what not. (btw i'm trying not to seem too much like a dunce at this, my map building skills extend as far as Tony Hawk's skate park editor and Halo's Forge lol)
  20. Echoplex

    a few questions

    so from what i gather, SLADE is like another map editor but can dig a little deeper, and do a little more than Doombuilder? btw i use zDoom SLADE might be what i want because it looks like i can make text screens, change the music and do more than just make a map
  21. Echoplex

    Describe your level developing process

    I'm actually very new to the level building process (and to these forums) but i'm about 2 maps into my wad. The first thing i did, was grab a white board and map out the entire journey, from level 1-30. I felt like i could build the maps better if i had the overall road and names for each place before the maps were made. but when its come to the map itself i kind of start with the entrance and build room by room from there. and if i feel it starts to have too straight forward of a path, i put in 2 or 3 rooms and make myself find a way to connect them.
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