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Gebstadter

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Everything posted by Gebstadter

  1. Gebstadter

    B/\|_||-|/\|_|S

    I died on MAP02 because I'm bad at Doom, but wow, these levels look really snappy.
  2. Gebstadter

    SetebosStation - map for Doom

    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.
  3. I believe that would be "stainmapping". This sounds fun, I'll probably take a crack at it.
  4. Gebstadter

    doom = human body allegory

    I agree
  5. Yep, I'm a grad student in the math department here. Edit: Also, your FDA was fun to watch, although
  6. "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.
  7. Gebstadter

    Notebook - Testing

    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".
  8. Gebstadter

    Notebook - Testing

    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.
  9. Gebstadter

    Tiny Maps

    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.
  10. Gebstadter

    Tiny Maps

    Fixed it, thanks for the heads up.
  11. Gebstadter

    Tiny Maps

    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
  12. Gebstadter

    bollards

    that's quite a pick-up line
  13. Gebstadter

    How does Zdoom generate its random numbers?

    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
  14. Gebstadter

    Spawn Key When Killing Actor

    For illustration, see http://www.math.uiuc.edu/~puleo/doom/spawn.wad
  15. Gebstadter

    Spawn Key When Killing Actor

    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.
  16. Gebstadter

    Five Rooms of Doom: (32/32) - now on idgames

    That first shot in particular looks sweet
  17. Gebstadter

    Five Rooms of Doom: (32/32) - now on idgames

    Okay, I've got another version that takes into accounts some of the critiques that were posted in this thread. I think I'm pretty much willing to call this the final version, don't think I'll do much more with it: http://www.math.uiuc.edu/~puleo/5r_map7.wad
  18. Gebstadter

    Five Rooms of Doom: (32/32) - now on idgames

    Fair enough. It's intended to be played from a pistol start and I agree that it breaks down if you come in with enough weaponry to deal with the threats right off the bat. I'll consider whether there's a good way to deal with that without overcomplicating the map. (Even some way of delaying the elevator to the last room, to make sure that the mastermind kills you if it stays alive, would suffice.)
  19. Gebstadter

    Five Rooms of Doom: (32/32) - now on idgames

    Thanks! Curious if there's any reason you suggested reordering things?
  20. Gebstadter

    [noob] Best Linux Mapping tools?

    I use Linux and didn't succeed in finding much in the way of native utilities. Doombuilder 1 in Wine works pretty well for me, though (although 3D mode acts a little funky sometimes).
  21. Gebstadter

    Five Rooms of Doom: (32/32) - now on idgames

    That bug does suggest a neat gimmick for a map: teleporters that take you to different places depending on the difficulty level. Playing on easy? Teleporter takes you to a Megasphere. Playing on hard? Telefrag a bunch of barrels and die terribly.
  22. Gebstadter

    Five Rooms of Doom: (32/32) - now on idgames

    As far as the engine is concerned, the bars are locked switches that open a door in a remote sector to let a voodoo doll on a conveyor belt through. That voodoo doll then passes over a linedef that lowers the bars. It's a neat trick.
  23. Gebstadter

    Five Rooms of Doom: (32/32) - now on idgames

    Oh, here's your problem: the teleport destinations aren't flagged to appear on all skill levels. They don't appear on "easy" so if that's where you're testing then you'll have problems.
  24. Gebstadter

    Five Rooms of Doom: (32/32) - now on idgames

    It teleports just fine for me in ZDoom and PRBoom. Under what conditions is it failing to teleport? (Also, neat voodoo-doll scripting on those bars.)
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