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Everything posted by CrazyDoomguy
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Level 9 done :) Walk
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Alchemy: Wanna know what happens if Tarakannik and Chillax mix? You will DIE!!!!! Most unfunny WAD, you will die!!!! - Wrong strategy = DIE!!! - Wrong dodge = DIE!!! - Wrong play = DIE!!! - Wrong think = DIE!!! - No Savescum? = Die!!! WAD Download this WAD style is a continuation from this WAD Tarachillax improvisation share idea here ---------- Name: Tarachillax Format: Boom Ports Tested: dsda-doom v0.25.6 Complevel: 21 IWAD: Doom2.wad Map: 1-9 Gameplay: Single player Build Time: 160 days Textures: Gothic, red/black style Jumping: No Crouching:No Freelook: No Difficulty: DIEEEEEEEEEEEEEEEEEEEEEEEEEE!!!!!!!!!!!!!!!!!!!!!! Dehacked file: Yes --------------- Red Recluse walktrought Map 1: Walk Map 2: Walk Map 3: Walk Map 4: Walk Map 5: Walk Map 6: Walk Map 7: Walk Map 8: Walk Map 9: Walk Decohack Info txt format (This script need convert in dehacked with doomtools): Decohack.zip
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I want create some map for Tarachillax and need some improvisation and idea. Has someone super extreme hard map fantasy and want share? I will create such stuff, even new monsters
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I do decohack doom tools and see this error. What does this mean? I tried make barrel because my old dehaked took original barrel and replaced to cacodemon, now i want barrel back. Fix old dehacked is not easy and take many time, so better create new thing
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Thank you! indeed, it miss mass. Now it works!!!
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Tarachillax improvisation
CrazyDoomguy replied to CrazyDoomguy's topic in WAD Releases & Development
No remake, just for level 9. Im creator of tarachillax maps. I need some ideas of battle fields -
Map 8 https://www.youtube.com/watch?v=q5ISTurrFag
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Note that since the original wow.wad contains no exit, speedruns use a modified version (created by Grazza), called wow_x.wad, which moves the map to the E2M8 slot so that the cyberdemon's death triggers the level's end
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wow is easy
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How can I understand this error? is there any list of errors? DSDA-doom-0.24.3
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Is that possible new soulsphere with 1000 hp and defense?
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Is possible create new megasphere with 1000 HP and defense?
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Why decohack SeeSound dont work properly? I used SeeSound "FRE005" Added "DSFRE005" sound into slade as "sound (Doom Format) 22380 samples at 16000 Hz" and still no sound while see... why?
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[MBF21] Weapon projectile only playing the generic "Woosh!" projectile sound
CrazyDoomguy replied to DynamiteKaitorn's question in Editing Questions
Sound as "doom sound" format? Name DSFRE001? (Decohack must FRE001) -
You need play with complevel 21 (MBF21)
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I dont see stair plugin in Ultimate Doom Bilder. Where can I download?
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Ultimate Doom Bilder no stairs function?
CrazyDoomguy replied to CrazyDoomguy's question in Editing Questions
solved... why i solve, if i ask? -
I am trying to add a new weapon, but to no avail... The weaponbullet is ignored, and I don't know how to add custom fire to weapons 0... Also, I can't add more spirites even with SPXX. Can I add more at all? Or is it limited to the doom 2 format? Can you send me your version so that I can orientate myself?
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Yes, now I've made a new weapon! finally! Here's the code if anyone needs to see how it's done. Later you need to put a custom DSSAWUP without sound or you do this custom music You have to use SAWG and extra stuff CSAW!
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This is similar to DECORATE, but for the doomtools compiler. It converts this script to a dehacked.txt file this is for new boom format - MBF21
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Which weapon number is chainsaw?
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I have an Ogg Vorbis sound file, but it doesn't seem to play in the game. I need it in the Sound (Doom Format). I don't see that Slade can convert music into the Doom format. I believe if I install a program like Audacity, it will provide the WAV format, but I specifically need it in the Sound (Doom Format). How can I achieve this? I experimented with an online converter that can convert WAV files to the 8-bit format required for the game. However, when I tried playing the converted sound in the game, it didn't work. It's worth noting that the sound is specifically intended for monsters in the game.
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Yes, both works, but there small difference. I found better code because the missile shoots at the enemy forever, which is not my desire.
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Seems, A_SpidRefire dont work properly I want the rocket to constantly fire after the death of a monster, but I have no idea how to do this because the function does not work. I have to take goto missile2 loop, but it returns to the loop see but not to death. Any idea?
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solved. I genius! :) Missile2: SP07 L 1 A_CyberAttack SP07 L 0 A_JumpIfTargetInSight(Missile2) Goto Death2 Pain: SP07 H 2 SP07 H 2 A_Pain Goto See Death: SP07 I 8 SP07 J 8 A_Scream SP07 K 8 SP07 L 1 A_JumpIfTargetInSight(Missile2) SP07 L 8 A_Fall SP07 MN 8 Death2: SP07 O -1 Stop Raise: SP07 O 8 SP07 NMLKJI 8 Goto See } }