MisriHalek
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Everything posted by MisriHalek
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The Shores of ZDoom. Interception 2
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Lets collect boss maps and make a GZDoom megawad with a boss in the end of each map. Here is the first and sixth maps (new from scratch, requires GZDoom) https://www.dropbox.com/s/rrquub01w6tln69/ExBoss.pk3?dl=0 Mediafire link: http://www.mediafire.com/download/25a3wusple72tex/ExBoss.pk3 Mappers needed. Bosses may be models, sprites or mere decorate edits.
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No feedback on my new map? The mediafire download link on the OP Wad with map01 & map06 for now.
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What about this? Added a new map map06. Difficult to unbalanced. I use freedoom so there may be missing textures, please report them so I can include them from freedoom. EDIT: Added a plenty of medikits and stimpacks. EDIT: Made a Mediafire link and decorated the boss arena a bit.
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Oh no! I use FreeDoom. So it seems that some FreeDoom textures are from Doom 1. Not Doom 2 compatible. Sorry, I'll try to fix this.
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What about the map now? Decreased boss health. Tweaked the boss attacks. Added light variation. Fixed pressing sunken switches bug. Some gameplay fixes. The download link is the same.
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I can get the point. I'll try to improve.
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Sorry for the ugliness of the boss and that no light variations. The level is like a shooting gallery because it is map 1 (Do you like a map with Cyberdemon and a Spider Mastermind in map 1?) The sunken switches in this map is made using SetLineSpecial. So when the switch is resunken, the special is removed by the sinking script. Anyway thanks for the feedback, I'll try to improve. I'll decrease the health of the boss a little. And try to add some light variations.
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Very good. (Except for weapon 1st person models) I'd ask 2 questions How can one make those cool skins? May I try to convert this to GZDoom format?
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Randomness is a very very good idea. Are there any maps till now designed that way?
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S.U.P.E.R Natural
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You have one chance to get a modern FPS gamer into doom. Which wad do you show them?
MisriHalek replied to invictius's topic in WAD Releases & Development
Doom is an old game, so if u want to get new people into it I think the best way is to invoke their nostalgia and curiosity to know how FPS evolved from Catacomb 3d to the modern games. But I think there is something other than that. Hardcore wads. Because I don't think that there is any modern game has slaughtermaps. -
i'd like to script boss maps
MisriHalek replied to Pure Hellspawn's topic in WAD Releases & Development
You could take some inspiration from Vergil's Claustrauphobia. There are about 4 scripted boss fights WITHOUT NEW SPRITES (except for the final boss). -
Global Death Ruins of Humanity------ WAD FINISHED!! on idgames
MisriHalek replied to Unholypimpin's topic in WAD Releases & Development
Sorry. This wad is made by a female? (The email has some QUEEN stuff?) It is obvious. This wad is very easy even for a beginner like me in the hardest skill! Needs (I think) some more difficulty But. The architecture is really impressive in most of places. Idea is very good. The new monsters are more than good (need more bosses). Only some difficulty is needed. -
https://www.dropbox.com/s/hfpcb63adpc40g7/Boss.zip Not sure about vanilla compatibility Hoping to be final of Interception2 after some difficulty manipulation
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Bossed, is a very good PWAD for ZDoom which has 5 good boss battles. Also KDIZD (Knee-deep in ZDoom) has a final level full of epic boss battles.
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How could a modder get music for his maps and mods?
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This is not possible in vanilla doom. But it is easy in hexen and zdoom using ACS scripting. If you want an example I could make you one.
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The Stars of Styx - Something a bit more serious this time
MisriHalek replied to MFG38's topic in WAD Releases & Development
Couldn't download. Is the link ok? -
Isn't there a chance for KDIZD to make episode 2?
MisriHalek posted a topic in WAD Releases & Development
I recently played KDIZD and enjoyed it especially map08. I think maps like map08 are the most convenient to convert to ZDoom format because of the effects of transition between human and hellish environment. And episode 2 of Doom is entirely like that, so it is in my opinion the best episode to be made in ZDoom. -
I recently played demon eclipse, endocrine of Obsidian, bossed and other (g)zdoom wads with bosses, and I noticed that many of those bosses was very hard to me. Is it my noobness or those bosses are really unbalanced? And what are the keys for designing good balanced boss battles? Hard bosses I couldn't defeat: Archon of hell in bossed map02 Azazel in endocrine Hellsmith in demon eclipse map12 Sir Enri in DTS Major Rayner in DTS The boss I could defeat only by savespamming: Demolisher in bossed map04 (due to helper chaingun arachnos appearing with time)
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Sorry, Sir Enri was really easy when you have enough ammo (like if you played continously from map01). @Obsidian: This is my try to balance Azazel in your map. Added a SSG, I found Azazel's selfhealing ability makes ordinary shotgun nearly useless. So a SSG should balance the battle. The alternative is to remove the selfhealing ability from DECORATE. To play, you must delete map01 from the original package, and play this wad along with the resulting package. https://www.dropbox.com/s/w1dkyc6pzczmij0/endo2.wad Contains a lifebar inspired by that of DTS-T.
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@Obsidian: Azazel's difficulty for me is because of its self healing ability. I have added a boss lifebar for endocrine, and found that it self-heals when it throws its landflames. To balance the fight (according to my point of view), either put more rocket supplies, or remove self healing ability. I prefer the second solution to preserve the boss battle duration. @others: Yeah, boss level design is a common source of unbalance. I think I can defeat the Archon only if the arena was wider (like the pyrolord arena for example), and the ammo supply was slightly greater. Also the Demolisher will be beatable if there were no monsters spawning by time. For Sir Enri and Major Raynor, I think that their very high health is the problem. Note: I didn't play DTS, only played the boss levels. So I played Sir Enri's level from pistol start.
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I was asking if it is allowed for this project to make models then rendering them into sprites for monsters that are not yet done.
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My vision for Interception II
MisriHalek replied to MisriHalek's topic in WAD Releases & Development
Sorry for making this vision a new thread, I thought that the original thread is dead, also this is a new vision for interception II, based on the first vision on the older thread, when it was planned to be a Partial Conversion. For who ask whether this stuff works in vanilla or no, this is tested on chocolate-doom using -merge parameter instead of -file, because it contains new graphics (to work on vanilla, I think manual merging with original doom sprites is needed). Anyway, I have re-posted this in the interception II thread.