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EffinghamHuffnagel

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About EffinghamHuffnagel

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  1. EffinghamHuffnagel

    My WAD based on the Dexter TV Series.

    No. I played a couple (but not the Dexter one yet). They're on the archives. I'll leave it to OP to post links for his own maps. For 90's early maps by a young person they're not bad. Nice use of Hexen and Ikka textures. Secrets not hard to find. Wall humping required on an obvious texture. WAY too much ammo in most cases. Simple combats, then a sudden mass of one monster. Set up as "No Freelook, No Infighting" in Mapinfo. Made a swarm of Lost Souls a PITA. Running fast to grab what you needed and exiting the area was usually possible. I remember a low graveyard wall which kept probably 15 Barons bunched up and unable to reach me so I could spam them with rockets. Okay.
  2. EffinghamHuffnagel

    Glaive - a Scythe inspired Doom 2 episode (please test!)

    Are you in the middle of updating something? Clicking the link downloads a zero-sized empty zip.
  3. EffinghamHuffnagel

    Hellraiser updated

    It's not. AFAIK, Hellraiser was never uploaded to the archives. It is available at Doomwadstation, but the page changed over the years. http://www.doomwadstation.net/hellraiser/hr.html
  4. EffinghamHuffnagel

    Ultimate Doom The Way id Did or: 2014's Favorite Hostage Crisis

    Hard. Felt appropriately E4. Only issue I remember was a missing texture behind the lift you lower to get to the secret Computer Map. Nice.
  5. EffinghamHuffnagel

    Demonic Deviation - A limit removing wad for doom 2 (Episode 1 alpha)

    MAP09, linedef tag 7. You have three different W1 linedefs to close the door, but the switch to open it is S1. Should be SR. I went back to grab ammo and got stuck.
  6. EffinghamHuffnagel

    Demonic Deviation - A limit removing wad for doom 2 (Episode 1 alpha)

    Really liking this so far. Finally figured out that if I can't find a way into a secret, look around for a long-range GR switch. Every author has their own stylistic touches. Currently stuck on MAP07 past the Blue Key door. It looks like there's no way out without the Red Key. Which I don't have. I did an SR up the stairs to reach the Blue Key platform. I'm thinking now that was not your intent. Guess I'll clip out and go get the Red Key.
  7. EffinghamHuffnagel

    Atonement Episode 1 MARS + Episode 2 EARTH [Vanilla Megawad] Now on /idgames!

    Okay. Using GZDoom. ------- MAP01 ------- Music sounds really odd, like it's slightly out of tune in (G)Zdoom (using fluidsynth). The secret Chainsaw - I had no idea it was a lift to get there. The NUKESLAD texture is exactly the same as rest of wall. I kept trying to figure out how to walk along the 1-pixel wide ledge. Maybe make the lift SLADWALL instead so it's a little different as a hint? ------- MAP03 ------- Lindef tag 22 is an obvious wall switch inside a secret which opens a door to another secret. Should that switch be hidden somehow? Never liked two-fers. ------- MAP05 ------- Linedef tag 23 switch opens two secrets. That's fine, but the teleport destination of the exit from one secret is inside another secret. Another two-fer. Invulnerability secret has no hint. Not sure why I should think there's a secret inside the one glowing column when the other glowing column is exactly the same. No idea how to get to the Invisibility Sphere and two Potions near the Red Key. No lifts or teleports; the window sill above is too high to cross. ------- MAP08 ------- Secret Plasma Gun room tagged as two secrets. ------- MAP10 ------- Is there a hint for the Blue Armor secret? Wall looks the same everywhere. Why is there an S1 End Level on the wall past the W1 End Level? Was this originally meant to be MAP15? ------- MAP11 ------- Linedef tag 13 is missing so one Caco is never released from his closet. Is the Backpack supposed to be tagged as a secret? You have to shoot a hidden GR switch to access it. ------- MAP18 ------- There's a Box of Rockets (thing 225) on top of a ledge (sector 155). Don't think it can be reached. ------- MAP21 ------- Linedef tag 2 has switch textures on visible middle and non-visible lower. GZDoom will animate lower before middle, so switch doesn't visibly animate when used. --- Very enjoyable. Good stuff.
  8. EffinghamHuffnagel

    Harvest - on /idgames

    Not in the Doomworld database yet. http://www.gamers.org/pub/idgames/levels/doom2/Ports/g-i/harvestx.zip
  9. EffinghamHuffnagel

    hell house

    No. From the style of posts and wads, I get the feeling it's more than one person using the same ID. Or you're right and he should change his name to Legion. Or Sybil.
  10. EffinghamHuffnagel

    The Recycling Bin [2 Vanilla compatible maps - Now on IDGames]

    FYI: The file wouldn't open in WinZip, so I thought it was broken. Opened it in WinHex to check the header. It's actually a re-named .7z.
  11. Last bug report. Still using GZDoom. ------- MAP20 ------- I'm guessing the two sets of columns blocking the exit were originally opened by two switches, linedefs 11 and 12, and at some point you decided to eliminate the switch for linedef tag 12. There are two AVs in closets still released by linedef tag 12. They never teleported in. The Invulnerability Sphere secret - is that an AV jump? I wasn't quite able to get there from the upper walkway with an SR50 (which I've never been very good at). It may just be me. ------- MAP21 ------- Seat of chair by Red Key has a huge slime trail. Re-building nodes should fix it. None of the closeted monsters teleported in. Nothing ever wakes them up. Need a few joined sound sectors. ------- MAP26 ------- One SpiderMastermind did not teleport in. Sector tag 42 missing. Dude, this mapset is epic! The maps are beautiful. Architecture is amazing, texture use is outstanding. Some maps feel a little overwhelming for single-player, but I can see where a co-op team would have a lot of fun here. Except probably the hotel map. It's really nicely designed, just not very fun. It's just a normal hotel. Find the key and leave. Maybe three keys. Each one opens a separate 'wing'. Each wing is more hellish and harder. I don't know. Looking forward to the rest of the maps.
  12. Also started going through this, but more for bugs than gameplay. If a map got too slaughterish, I went to god mode and just looked for errors. Using GZDoom. Got up to MAP20 so far. ------- MAP13 ------- GZDoom-specific issue. The center of a monster (radius +1) has to cross the linedef before the monster will teleport. Since the SpiderMastermind's radius is 128 and the distance from the far corner to the center of the teleport linedef is only 96, they will never teleport out of their closets. ------- MAP16 ------- Deaf Caco (thing 1003), area south of linedef tag 28, never activates. It can't see the Player past the corner where it sits. ------- MAP17 ------- As soon as you use linedef tag 2 and open the monster alcoves, all the Shells near them rise and 'float' to the floor level of the closets. That puts them over the head of the Player. They can only be reached with an AV jump. Can't believe that was intentional. The blue teleport flat, FHELL01 - I've always seen it animated before. Was that a choice to not animate, or did you not find the rest of the flats? ------- MAP19 ------- GZDoom crashes when leaving map. Mapinfo error. Under MAP19, 'next' is set as 'MAP20STRGATE1'. Checked older versions. Error has been there in releases for the last year. No one noticed before? -------
  13. EffinghamHuffnagel

    Origin of this titlepic for Memento Mori 1?

    Did you do the same thing for MM2? I found the MM2 Titlepic with that same red logo in my MM folder. I know it's not in the original wad.
  14. EffinghamHuffnagel

    PLUTONIA 4 Released! (April Fools Megawad)

    I am torn. I'm not sure if these are early 90's Doom2 archives maps, re-skinned for Plutonia, or a really good mapper doing his best to make maps in the style of the early 90's; "if Plutonia had existed in 1994". I smiled. And isn't that the best kind of joke? When you're not sure if it's a joke? I miss Andy Kaufman.
  15. EffinghamHuffnagel

    BACULUS: 32 Map Megawad/Limit Removing _ Public Beta Ready For Testing

    I had just started playing this last week. I guess I'll have to start over. Two things, just looking inside the new version: you have the entries DOWHELL, RED SKY, and GREY SKY (with spaces in the names), but no Texture1 or Pnames. How will those be used? You also have two D_ADRIAN (same music, different numbers of tracks), but no D_SHAWN. Liked what I've played so far. Except for some forced pickups. I hate those.
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