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Phendrena

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Everything posted by Phendrena

  1. Phendrena

    [Resolved] Player Blocking [BOOM]

    Thanks for the idea Memfis. I need to cover a massive, massive area so while this would work for smaller encounters it would be impracticable on the scale I have in mind. Oh well. I think i'll use damaging sectors to encourage the player to not venture beyond the outer boundary :) Dave
  2. The door you choose decides your fate, so yes, the door you choose does make a difference to what enemies spawn in, however the boss monsters are keyed to the difficulty so playing on UV you will always get the Cyberdemon. I'll have a look at the Line_SetBlocking flag and see what happens! Glad you liked it and are going to play through it again. BTW... when you enter the healing sector a switch should've popped up in front of you. This is the switch that opens the unlockable door and also opens the door to the hidden armoury. Did you find the Rocket Launcher btw?? There is a visual clue in the room that it is in, a clue that suggests your walking over a bridge... Dave
  3. Crap Story.... For many years, our brave hero lived happily in a brightly coloured world. All was not well however as a malevolent force had discovered the vista and intended to stamp out brilliance once and for all. The evil minions of hell have moved in to eliminate the spectrum and render all landscapes drab and grey. So jump into your body armour and with the help of your faithful servant the Super Shotgun, defeat the evil minions of hell and restore your brightly coloured world to it's former glory!! Dave
  4. Monochromatic Nightmare v1.0.0 is now released. I am happy with the WAD in it's current state and I can't see anything out of place or buggy!! Enjoy!! Dave
  5. Black with fullbright is still Black and White with 0% light is also Black!
  6. Haha!! I'd forgotten about the switches!! I will be redoing them as they do look out of place and frankly ugly. **Edit** Quick update, the old switches are gone and have been replaced as are a couple of the text graphics. Version 0.6.1 Dave
  7. Right then, version v0.6.0 has been uploaded. This is my final revision baring and bugs and adjustments from feedback plus other stuff. I have adjusted the Soul Cube so you only get one soul cube joke now, this has meant an adjustment to that secret area though - hohoho :) I'm not sure which textures are blurry, I know some of the text was anti aliased when I originally did them so I will re-do those and the only other one I can think of, off the top of my head, would be the spray-painted 'X' to mark one of the secrets (that is also a door now rather than a fake wall). I haven't added anything after the lift down to the Yellow Key door so the key has been moved to a different area - I might move this depending on the feedback. Have fun, have a play, post your feedback and FDA's :) I'll wait for full feedback before releasing the WAD as version 1.0.0 Dave BTW, there are 5 secrets and not 4, it's not flagged as a secret but it is there - it's my 'hidden armoury' and it is very close to the start. The automap might provide a happy clue
  8. The button behind the red key door raises a wall along the ledge where there are loads of imps. The wall, currently, has two vertical white lines running down the wall but I might change this to make it clearer. That will give you access to the lift leading down to the yellow key and also, if your quick enough, a secret underground armory (it restocks itself too). The area with the yellow key will be expanded but there is a reason why you get stuck in the room, this will be be clear when I add in this section. Although I am in two minds about making the Yellow key a hidden secret as it would be interesting given what comes after you teleport out. Would five secrets be too many?? The music, I'm still pondering... The current midi is Stage 1 from the classic arcade game R-Type but I am thinking of perhaps something more comical, and British!! You do like to run around and randomly jab and shoot walls. Do many doomers do this?? I don't so I'm curious as to whether I should play with this trait to spawn some additional monsters.... ponder ponder Dave
  9. Right then..... While it isn't completed, you can play through the WAD to the end now. I still have some sections to add and a complete re-write of the end script (t can get stupidly difficult tbh)... Anyway, for you pleasure: Monochromatic Nightmare v0.5.5 It is fully scaled to difficulty levels so if you find it hard on UV or HMP then you can bring it down to ITYTD if you need to. Have fun and die well hero, Dave
  10. Oh, i keep posting updates about my map but as you can see no comments about other wads. When I decided to submit a map I wanted to complete my map first and then have a gander at the others as I didn't want to be influenced by those maps. I will be poking around all the other wads soon enough though as they are look rather interesting :) Dave
  11. Version 0.5.3 is available for you to have a look at. You can't get to the end of the level yet as I need to add in a final, small-ish, section. I've adjusted some of the layout in the second main area and also placed some nastiness :) Have fun. Dave
  12. Very close to having Monochromatic Nightmare completed and ready for a full play test. It should be ready for the weekend so I thought I would share with you this picture as a teaser, it is the direct lead-in to the final confrontation: Dave
  13. Hi, I have the following script, however when I try and compile the editor tells me i am missing a ')'. If I comment out the second part of the if statement 'Else if' then the script compiles fine. I can't see where or why it needs the closed bracket. Script 100 (void) { Door_Close (129, 128); Delay (1*35); Thing_Move (20, 133, 1); Teleport_NoFog (140); Delay (2*35); Pillar_Open (141, 8, 0, 0); Delay (10*35); if (Gameskill () <= Skill_EASY) ACS_Execute (101, 0); Else if (Gameskill () = Skill_Normal) ACS_Execute (102, 0); Else ACS_Execute (103, 0); } Here's a screenshot too: Perhaps I am just being thick but does anyone have any suggestions?!?! Thanks, Dave
  14. Phendrena

    [Resolved] ACS "Missing )" Problem

    Thank you!! I knew it would be something obvious that I'd overlooked!!! Dave
  15. Thanks gggmork. So mapping for Boom/PRB+ I'd need to use conveyor tricks and such like.... hmmmmmm... Not used them for awhile as i do like controlled scripting with ACS. I'll need to have a ponder and a fiddle once I'm done with my Monochromatic Map. Dave
  16. Death Egg Loving that screenshot, can't wait to see your completed map!! schwerpunk The whole map, ideally, is supposed to look very flat and plain. I'm going quite minimalist so there won't be any intricate detailing or anything else. If you open the map in Doom Builder 2 (or your editor of choice) there are two other flat brick textures. I'm not totally settled on the current one but I wanted the outer edge to look different than the rest of the map. I've not checked but I imagine that one linedef has been flagged as impassable when I moved the pyramid. Not had a chance to play tonight unfortunately - i have uploaded a minor update though v0.4.1, have fun getting the blue key now......... More to be added in the second area and also the climatic battle :) Dave
  17. I fancy submitting a map once I've completed my submission for the Monochrome Mapping Project. I do have a couple of quick questions though. I assume that a Slaughter Map has a massive amount of enemies?? I currently do all my maps for ZDoom (Doom in Hexen format) and I am clueless as to what 'Boom compatible' is, would anyone care to explain please? Sky Transfers - I edit the 'mapinfo / zmapinfo' lump to change my sky texture, is this the same thing?? Sorry if these are daft questions :) Dave
  18. Hi all, I've playing around with the map and I've added a few areas and changed some existing areas to better fit where the map is headed. Due to the layout changes I've removed most of the enemies although some still remain. This update is to demonstrate the numerous changes to the map. As you can see from the first screenshot I am making progress converting the existing indoor sections! Not all done yet, but i am getting closer to a completed map, layout is probably 75% done. Grab V0.4.0 from the usual link ::: http://sdrv.ms/135YxeJ ::: Dave
  19. schwerpunk: The chainsaw is in the same room as the SSG. There is a very subtle visual clue, look at the white piping on the floor.... MAP02 was a quick knock-up to visualise how it would look purely done in that style. I am tempted to do a small-ish map purely in that style. At the moment I am working to convert the indoor areas of the existing map and also alot on a large section I've been working on separately. I'll update more after the weekend :) Screenshot Gallery Dave P.S. I wouldn't worry about SPCDOOR as it was just a quick door i needed as I didn't have time to knock some up. I have now though knocked-up some better door and lift textures that fit the theme much better!!]]]]]]
  20. I did find it useful as it made me look again as I was getting carried away. Now, what do you make of these..... Yes, I procrastinate and go off at a tangent. This is purely to see how it would look. If your curious grab the wad and look at MAP02 - What you see in the screenshots is what's there. V3.25 Uploaded and can be grabbed from the usual link ::: http://sdrv.ms/135YxeJ ::: Dave
  21. V0.25 Uploaded and can be grabbed from the usual link ::: http://sdrv.ms/135YxeJ ::: Screenshots:
  22. Thanks again for the feedback. After reading and the reading again your points above I went back and had another look at what I've done so far and then re-examined what I originally set out to do - create a map using Da Werecat's Black & White textures. In the first room and also the first outside area there is a good and visually striking contrast between the two colours. Moving inside keeps the same contrast but adds the patterned floor texture into the mix. Moving into the second outside area and comparing it to the first, on first glance isn't that bad however I let black & white stripes move in and it doesn't match what I started with, this onslaught of stripes continued inside and frankly just looks crap with the way I used the texture. So, all this has changed. The overuse of stripes has gone and we are back to contrasting Black & White - it looks so much better. Onto some of the other points: 1, 5 & 6) Glad your enjoying these bits. There will be more of the black with white edging (I originally considered constructing a maze like map just with that style and I may yet). Ahhhh, the SoulSphere.... He get's around........ ;) 2 & 4) The Secrets - As you will see the arms of the upper section now meet the wall on both sides, but remember 'X' marks the spot (look at the entrance to the secret). The secret switch has gone. The secret area is still there but it should now be 100% clearer what that switch did. 3) The 'wrong' button - Pressing the button gives the on screen HUD message and spawns the baron. The other switch should raise the platform to allow you to exit that section. I've adjusted the platform and it should now work as intended. I've not uploaded the revision yet as the other half nicked the laptop and made me walk the dog so I'm typing this on my phone!!! I'll upload the revision and some more screenshots later on. Did you get the Chainsaw btw??? Dave
  23. Hehe, in one case 'X' marks the spot ;) v0.2 is available, no extra areas yet but I've made some changes to the existing areas - hopefully for the better. Some are more subtle than others, but have a look and see what you think!! Latest update is available from ::: http://sdrv.ms/135YxeJ ::: Dave
  24. Oh, did you get both secrets? If you did find them did you also get the chainsaw..........
  25. Thanks for the feedback! I suppose growing up in the 80's and having a ZX Spectrum helps the mono eye! I spend many many hours messing with the Freescape Construction Kit (see Driller & Dark Side for graphical examples). I do plan on adding more jokes and jibes at the player, the hero, not all of the will spring surprises as, I'm sure you'll agree, it would get predicable. I have avoided looking at what other people are doing to try and avoid being influenced by others design style. I'm not a great mapper but I enjoy it and this project has made me look more at how I'm structuring the level. Being a minimal colour palette I though right angles would work best, although as you can see there are some arcs and the massive circle at the start. I'll keep adding and maybe look at more detail as i get to the end of the project. Dave
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