Gebstadter
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Everything posted by Gebstadter
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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.
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Five Rooms of Doom: (32/32) - now on idgames
Gebstadter replied to Keeper of Jericho's topic in Map Releases & Development
That first shot in particular looks sweet -
Five Rooms of Doom: (32/32) - now on idgames
Gebstadter replied to Keeper of Jericho's topic in Map Releases & Development
Thanks! -
Five Rooms of Doom: (32/32) - now on idgames
Gebstadter replied to Keeper of Jericho's topic in Map Releases & Development
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 -
Five Rooms of Doom: (32/32) - now on idgames
Gebstadter replied to Keeper of Jericho's topic in Map Releases & Development
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.) -
Five Rooms of Doom: (32/32) - now on idgames
Gebstadter replied to Keeper of Jericho's topic in Map Releases & Development
Thanks! Curious if there's any reason you suggested reordering things? -
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).
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Five Rooms of Doom: (32/32) - now on idgames
Gebstadter replied to Keeper of Jericho's topic in Map Releases & Development
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. -
Five Rooms of Doom: (32/32) - now on idgames
Gebstadter replied to Keeper of Jericho's topic in Map Releases & Development
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. -
Five Rooms of Doom: (32/32) - now on idgames
Gebstadter replied to Keeper of Jericho's topic in Map Releases & Development
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. -
Five Rooms of Doom: (32/32) - now on idgames
Gebstadter replied to Keeper of Jericho's topic in Map Releases & Development
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.)