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rabiddoomer

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About rabiddoomer

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    Warming Up
  1. rabiddoomer

    Eternal Doom IV walkthroughs

    I have finished ALL video walkthroughs of the 7 maps. The process was actually kind of enjoyable to me despite the great sizes of these maps. I have also started to post text walkthroughs at Doom wiki. I was able to obtain high quality map diagrams for the wiki articles. Someone made a python script that extracts vector graphics map diagrams from a WAD file. Here is a PDF file containing a very high quality diagram of Map 27.
  2. rabiddoomer

    Question on broken teleporter

    I did listen to him. But after the initial helpful tip, he followed it up with BALONEY. He could've said, "Hey, the icons aren't showing; are you using an outdated editor?" Or, "You are probably using an outdated editor." But some people don't feel like they need to ask question or guess, do they. Btw, I got the teleporter to work with my supposedly outdated editor. So there goes his other conclusion as well: that my mapping skills are lacking. Yes, his tip helped, but his baloneous follow-up was anything but helpful.
  3. rabiddoomer

    Question on broken teleporter

    The icon wasn't showing because I didn't load WAD resource files, because I was at work and didn't have the WADs with me. My screenshot was just to show you SinglePlayer was indeed set. But I did use the latest 2.1.2.1553 version of Doom Builder, so there goes your conclusion out the window. See what your lack of patience led to? Is there anyone else who has more patience than this guy who isn't prone to jumping to conclusion and is willing to help some more?
  4. rabiddoomer

    Question on broken teleporter

    My screenshot does show the "teleport landing" thing to be type 14, so there's nothing wrong the editor (Doom Builder 2, used by many). I couldn't teleport to it even if SinglePlayer was set, as I said. And I already said that once I moved the teleport landing to another room, the teleporter would work. How would you explain that? Again, were you able to teleport to THAT ROOM at all?
  5. rabiddoomer

    Question on broken teleporter

    Setting the SinglePlayer flag didn't work (screenshot). I deleted the original landing spot and added a new one (which had SinglePlayer selected by default), and the teleporter still wouldn't work. Any landing spot created in that room doesn't work. But if I put the landing spot in some other room, the teleporter works fine. Something about that room. Kappes Buur, were you able to get the teleporter to work after you made the change at your end?
  6. rabiddoomer

    Question on broken teleporter

    I also tried moving the teleport landing to another spot in the same room. Didn't work. Once the landing spot is OUTSIDE the room, in another room, the teleporter works. There seems to be something about that room that renders a landing spot useless, but I can't figure out what.
  7. rabiddoomer

    Question on broken teleporter

    In Map 12 of Eternal Doom IV, there is an apparently non-working teleporter (video). I opened up the WAD in Doom Builder and saw that the linedef there did have a teleport action and a teleport landing spot properly specified. So I was wondering why teleporting didn't work there. So I used Doom Builder to move the teleport landing to another room. And the teleporter WORKED. I moved it back to its original spot, and it didn't work. Is there a reason why the teleporter behaves that way? Why can I teleport to other spots but not that particular spot? I've finished playing the map and never used the teleporter and never gone inside the room that it supposedly teleports to. For anyone who wants to look into this, the non-working teleporter is sector tag 231, near the player's starting point of the map. The teleport landing spot is thing tag 232, in a room at the north. I IDCLIP'ed to that room and saw another teleporter there, and ironically that one worked. The fact that I was able to finish the map indicates that non-working teleporter is not necessary to be used. Eternal Doom IV is an unfinished WAD after all, so maybe the mapmaker left an unfinished object behind. But I'm just wondering, from a map editing standpoint, why the specified teleport action doesn't work there.
  8. rabiddoomer

    Eternal Doom IV walkthroughs

    I added the Map 11 walkthrough. This map has over 800 monsters, and most of them are silently spawned. The mapper seemed to have figure out a trick that makes the spawning occur at different times, instead of all at once. This segment of the walkthrough demonstrates this. Several linedefs trigger spawning at the SAME SPOT. If the spawned monster remains stationary at the spot of the spawn (which could easily happen if it doesn't see or hear you), no more spawning will occur at that spot. The monster will have to move away, or die, before the next monster can spawn at that same spot. The end result is that spawning occurs at a slower pace: one at a time, or a few at a time. The intention seems to be to have a non-stop, steady supply of fresh monsters coming into the map, even late in the game. Map 11 is just a warm-up for Map 12, which has about 1100 monsters! And most are silent spawns as well. I'll be doing a walkthrough for it next, which will be a three-and-a-half-hour video that likely nobody is going to watch to the end. :) I'm not against silent spawning in dark, creepy surroundings, which actually adds an eerie feel that makes gameplay enjoyable. But in bright, open areas, having monsters suddenly pop up here and there just looks and feels ridiculous.
  9. rabiddoomer

    Eternal Doom IV walkthroughs

    I have made some video walkthroughs of the Doom II megawad "Eternal Doom IV" (WAD download page). This is one of the most memorable, challenging, sprawling, and complex megawads ever. I hadn't found any walkthroughs anywhere, so I made my own. So far I've made walkthroughs for Map 8, 9, and 10. I will do the rest soon: Map 11, 12, 13, 27. Map 8 to 10 can be started in any order. I chose to play Map 10 first, then 8, and 9. In these walkthroughs, I found all secrets and achieved 100% kills. EDIT Jun-08-2014: I finished the Map 11 walkthrough. EDIT Jun-29-2014: ALL video walkthroughs are finished. And yes, I had to use a map editor to discover some of the secrets. :) Like all the maps in the ED series, things could be pretty cryptic at times. I actually love the maps for it. One curious thing: when I open the EDIV wad in Doom Builder, I had to specify "Hexen" as the game, not Doom II, otherwise the map display would look totally garbled. Due to the length of the walkthroughs, I've added "chapter stops" for the videos. Look in the descriptions under the video window. From reading old forum posts, it seems development of future maps for the Eternal Doom series has stopped. I definitely hope someone would pick this up and give it life again. Sadly, my mapping skills are nonexistent (I've tried and failed), otherwise I would definitely lend a hand.
  10. rabiddoomer

    Eternal Doom Walthroughs

    Hey, I made a walkthrough for Map 26: Part 1, 2, 3.
  11. rabiddoomer

    Eternal Doom Walthroughs

    Thank god, I finally found the way. There was a hard to see face switch near the fireplace.
  12. rabiddoomer

    Eternal Doom Walthroughs

    Anyone can help me with Map26: No Parking? I was able to solve most of the puzzles but after I entered the area opened with the yellow key, got to the window where I could see the blue key, I was stuck. And I still can't find a way out of there. I used Doom Builder to look at the wad map but couldn't find anything that would trigger anything in that room. I enjoyed the challenges up to that point but this puzzles seems a bit hard. Anyone can offer a hint?
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