Gebstadter
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About Gebstadter
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Green Marine
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I died on MAP02 because I'm bad at Doom, but wow, these levels look really snappy.
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SetebosStation - map for Doom
Gebstadter replied to Captain Toenail's topic in Map Releases & Development
Speaking as a not-very-good player who played on HMP: I think the map makes very good use of platforms and windows to keep the player under attack from all angles. However, given this fact together with the abundance of traps, I think the map really needs more health on lower difficulty levels. -
Stanimapping (Grindmapping) Exercise - GO GO GO!!!
Gebstadter replied to purist's topic in Map Releases & Development
I believe that would be "stainmapping". This sounds fun, I'll probably take a crack at it. -
I agree
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A Bridge Too Far (Short hell-themed level; Boom-compatible)
Gebstadter replied to Gebstadter's topic in Map Releases & Development
Yep, I'm a grad student in the math department here. Edit: Also, your FDA was fun to watch, although -
A Bridge Too Far (Short hell-themed level; Boom-compatible)
Gebstadter posted a topic in Map Releases & Development
"A Bridge Too Far" is a short Hell-themed level I made over the past few months. I'm hoping for it to eventually be the first level in a mini-episode, but for now this is the only level I've completed. Your feedback would be greatly appreciated. The level occupies the MAP01 slot, and requires the CC4 texture pack: http://www.doomworld.com/vb/community-chest-4/43409-cc4-official-texture-resource/ It is Boom-compatible and makes heavy use of Boom features. Obligatory screenshots (linked for size): http://www.math.uiuc.edu/~puleo/doom/bridge1.png http://www.math.uiuc.edu/~puleo/doom/bridge2.png http://www.math.uiuc.edu/~puleo/doom/bridge3.png http://www.math.uiuc.edu/~puleo/doom/bridge4.png Download link: http://www.math.uiuc.edu/~puleo/doom/bridge.wad Thoughts? Edit: Fixed some bugs & reuploaded. -
Yeah, E3M4 would be pretty terrible if the floors were actually damaging -- which is why I think there's not much to do except say "sometimes lava hurts and sometimes it doesn't deal with it".
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These levels are seriously badass! One thing I did notice: in E3M3, one of your DOORTRAKs is missing its lower-unpegged. Not sure which one, it'd probably be easiest to just search for all of them and lower-unpeg them all at the same time, since I don't think you're using it unconventionally in that level. It's also a little annoying how there's no consistency between levels for which fluids do damage (lava does 2-5 damage in E3M1, then 5-10 in E3M2, then no damage in E3M4). Not sure what you can do about that.
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I mean, I fixed it in my post, not in the post I quoted. I'll go back and fix THAT link too to avoid confusion.
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Fixed it, thanks for the heads up.
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http://www.math.uiuc.edu/~puleo/doom/thirty.wad Admittedly, this took me closer to 40 minutes, all told. Also it's not very good. Requires Boom. Edit: link fixed
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that's quite a pick-up line
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How does Zdoom generate its random numbers?
Gebstadter replied to Krispy's topic in Doom Editing Help
A little source diving in m_random.h suggests that it uses SFMT, the SIMD Oriented Fast Mersenne Twister: http://www.math.sci.hiroshima-u.ac.jp/~m-mat/MT/SFMT/index.html -
For illustration, see http://www.math.uiuc.edu/~puleo/doom/spawn.wad
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To elaborate on what Gez said, even to have it spawn where the monster falls, you can give the monster a ThingID (say 100) and then attach ThingSpawn to it with a MapSpot Tag equal to the monster's ThingID (in this case 100 again). Admittedly the delay looks a lot better, because with this method the key teleports in (fog and all) before the monster has even hit the ground.