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EffinghamHuffnagel

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About EffinghamHuffnagel

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  1. EffinghamHuffnagel

    Avactor Second Update is out !

    Just finished MAP06. First, love the 'Bell Tower' nods to Hexen MAP01 in the previous maps. That made me smile. Wondered if hitting the bell would do anything. Guess not. But I did notice a semi-hidden switch on the ground from the top of one tower, so they are useful. Second, the forging animations in MAP06 are freaking cool! Outstanding. Only one thing: just before the exit on MAP06, there are two barred rooms. One can be opened and is a secret. The other can't be opened, but has an Invulnerability Sphere in it. So you can't 100% the map. Not that there was much of a chance of that, anyway. Way too many nooks and crannies with a random Potion or Helmet to find everything. But the Sphere room feels like a bug. Onwards. Edit: Forgot. The text after MAP06 says "no more mechanical objects will be build for resist." Did you mean "built for the Resistance"? It's not correct in English the way it is now. Edit2:MAP07 Lots of lava! One thing. The Cyber past the Red Key door teleports as soon as the door opens, but because he's monster-blocked into a box to force him to cross the teleport linedef, none of the other monsters can get past his box out the door to attack you. Picked them off easily. Not sure there is a fix for this. Moving the Cyber further from the door lessens the surprise effect. Have the Demon Shamans appear later, after you've passed the box? Instead of monster-block linedefs, would putting the Cyber in a shallow pit which rises to floor level after he teleports work? I don't know. It's not a big thing. Doesn't break anything the way it is, just odd. Edit3:MAP08 One monster failed to teleport in. The teleports in that closet are W1 instead of WR; don't loop; and the floor scrolls so if it's landing spot was blocked, there's no way it could ever teleport in.
  2. EffinghamHuffnagel

    Post your Doom textures!

    Here's a little thing I did. I re-colored the exit sign graphic and put it on a wood background (WOOD8, I think) for non-tech places. Then I darkened it so it could be animated. At a speed of 32, it has a slow pulse which is noticeable from a distance. The first graphic replaces EXITSIGN, the second is EXITSIG2, and the third graphic can be used for a back, a top or a thin-sign top. I made this for my copy of Avactor. The red/gray Eradrop used didn't feel right to me. I actually do that a lot. If I play a wad and something bothers me, I'll try and fix it for myself. Hmm. Maybe I should post some of those. Other people might feel the same way. What the hell. I've had wine. I'll look. Edit: Here's couple of things from TNTR. Some darker versions I wasn't as thrilled with. And the plain background I had to re-create. It's not BRWNTILE, just similar. PITA. I never like the original DOBWIRE from TNT. The first graphic below is the DOBWIRE from TNTR. The second is the broken version I made a couple of years ago. The third is the back side of the first. Not just a mirror image. I edited the pole and the barbed wire so they're on the proper opposite sides of where they are in the first graphic. The fourth is the back side of the second. My versions of SLIME4 and SLIME8 from Plutonia. I always thought the originals were too clean for a basement/dungeon/sewer. And here's the 'off' version of the lights. Can be used as a hint to a secret or made to flicker with the 'random' qualifier in ANIMDEFS. Wine. Tired. I sleep now.
  3. EffinghamHuffnagel

    Map from Japan - Exspiravit

    So it looks like 9 or 10 inter-connected Oblige maps, re-textured and populated with half of the Realm667 bestiary. Meh. I'm more annoyed with the 84Mb mp3 which reminds me of the background 'music' in 'Eraserhead'. It's 61 minutes of Dark Ambient. Probably could have found a 20Kb midi with the same mood.
  4. EffinghamHuffnagel

    Avactor Second Update is out !

    It's taking me a while to get through this, but I'm enjoying it. Still using GZDoom. MAP03 -------- Silent teleport, linedef tag 19, pissed me off. I thought those stairs were part of the empty monster closet. Ran around for half an hour looking for a path from the lower area back to the upper. It's also misleading that the steps in the lower area are leading down, but after the teleport you're walking up steps. The secret area, sector tag 108, can only be lowered from the alcove with the switch. If you lower the water lift and run into either of the other alcoves (to grab the Potions), you're stuck. When you grab the Blue Key, the bars go up in front of the pyramid, but you can get up on the step/railing next to the bars and get past them, skipping the Cyber fight. Don't think that was intentional. Linedef tag 112 lift - had a hard time getting out of the pit. I kept having to walk over a 112 FloorDown linedef. Couldn't get out to the N of it; blocked. Had to keep using the switch to raise the floor again until I'd used all four W1 linedefs. One of the times, switch didn't raise the floor all the way to the top. Kept testing this until I figured it out. It's because you have a sector within a sector both rising/lowering on one trigger. They don't always both move to the same heights at the same time. Sometimes the Hexen body doesn't lower with the lift; it just floats on the edge of the trigger sector which doesn't lower. Another time, the trigger sector lowered below the lift sector and I fell in; stuck. The linedefs which lower the lift don't have to be in a separate sector. You should be able to merge those two sectors and keep the linedefs working as is. At the very back of the big ship near the exit, you can explode a Red Jar and go over the side into the water. I thought it was a secret (actually, it would be an interesting secret exit to a secret map). No way to get back into the map. You can get onto the 'exit ship', but not back onto the dock to the exit linedef. Fun exploring the water, though, but no way back up after jumping off the waterfall. Also kind of expected the big ship's wheel to turn and reveal something. Onwards.
  5. EffinghamHuffnagel

    Post your Doom textures!

    How about something like this?
  6. EffinghamHuffnagel

    Avactor Second Update is out !

    Haven't seen this mentioned, but you have some missing/duplicate sprites for your Plasma Tank. You have BSPIL2L8, L3L7 and L4L6 in there twice. I think the first set should be K2K8, K3K7 and K4K6. It makes the Plasma Tank randomly disappear and reappear when in pain. Loving it so far. A real Hexen/Tomb Raider kind of feel. Way cool. Great work.
  7. EffinghamHuffnagel

    Avactor Second Update is out !

    Looking inside TEXTURE1, there are no definitions for any standard Doom2 textures, just the new ones. Only the original release of Avactor had the TEXTURE1 with those definitions. Not sure now that got edited out. So SKY3 is not defined.
  8. EffinghamHuffnagel

    DOOM BETA SEASON 7

    So I downloaded it. It's the original Doom2.wad, plus the last release of Doom64 for Doom2, plus the last release of OSJC's Major Crisis (which he only posted two days ago), plus Sgt Mark's Brutal Bolognese gore mod, plus GZDoom 3.6.0. If there's any original content in there, I couldn't find it. Please treat this thread appropriately.
  9. EffinghamHuffnagel

    Post your Doom textures!

    "Ya wanna see Da Boss? Sure. Just go right thru dat door."
  10. EffinghamHuffnagel

    Cyberdoom A origenes

    Original wad file is 106Mb. OP added all Quake2 patches and flats (including Texture1 and Pnames) to the wad twice. Also added most of the custom Realm667 monsters twice. Assuming I deleted them correctly, it reduced the wad by 17Mb. Then putting the wad in a rar brings the file size down to 56Mb.
  11. EffinghamHuffnagel

    Nanopineapple 2018: Megawad in 1 Month

    Still playing same version. ------- MAP21 ------- Music wouldn't play. I could play it in Slade, but not in GZDoom. Kept changing Midi devices in Sound Options. Nothing. Also tried it in an old version of ZDoom. Same. So I exported the midi, opened it in Anvil Studio, saved it and imported it back into the wad. It was 6Kb smaller but played fine. I've had midis only play once and not loop, but never just not play at all. Weirdest thing. ------- MAP26 ------- Missing textures, lines 1461 and 1540, one in each of the last two Imp cages on the path to the exit. ------- MAP27 ------- The Imp closet just SW of the linedef tag 1 switch does not have a sector tag to lower its wall. Edit: That's all of it. The only thing I didn't mention is secrets, because they're not bugs. Secrets are subjective to an author's style. Some give obvious hints, some give subtle hints, some give very subtle hints, others give no hints. Yours are in the last three categories. I noticed subtle wall depressions and mis-aligned textures, most very subtle blank walls where there was a door on the opposite wall, but there were a bunch of times I had to use iddt before exiting to find things. I swear, if there was a hint there to a hidden door or dropping wall, I couldn't see it. The linedefs were even tagged as secret on the automap. If they'd all been like that, it would have been really frustrating. As it was, it was just enough to be slightly annoying. Otherwise, for a 'map-a-day' megawad, outstanding work.
  12. EffinghamHuffnagel

    Nanopineapple 2018: Megawad in 1 Month

    Still playing. ------- MAP14 ------- Potions in second secret are all tagged Easy/Medium. Secret is completely empty on Hard. ------- MAP15 ------- If you take the secret path into the eastern room, you're stuck. The normal entrance can only be opened by a W1 from the outside. ------- MAP32 ------- You reduced the SSWolf height to 48, but you have Chaingunners in the closets, too. They're still 56 units high. They block the landing spot when they pop in.
  13. EffinghamHuffnagel

    Seeing Blue - Single Map! v1B

    Using GZDoom. I like this. Not too easy, not too killer. An enjoyable way to spend a few minutes. Two things. There's no reason to cross linedef tag 25, which opens the closet of monsters. You'd have to want to jump into the nukage. I just grabbed the Berserk and left the way I came. I'm not sure that the linedef tag 32 teleport loop is working properly. I ran through the map twice and both times one Chaingunner had gotten past both linedefs and was stuck against the south wall. Maybe it's too close to the first teleport linedef and the fast scrolling floor threw him past it? The second time through one Baron didn't teleport into the exit room also. His spot was probably blocked and their closets don't have loops. Good stuff. Nothing really felt odd or out of place. Fun. I'm guessing a one-man megawad is next for you.
  14. EffinghamHuffnagel

    Nanopineapple 2018: Megawad in 1 Month

    Yep, that did it. I turned on iddt and could see the monsters looping until their landing spots were free. Speaking of looping, just finished MAP11. One of the Chaingunners didn't teleport in. I clipped to see why. He had gotten past his teleport linedef somehow (landing spot probably blocked, don't know by what), and was trying to walk back towards it but couldn't because the floor was scrolling too fast. Don't know how rare an occurrence that is, but maybe teleport loops there, too? BTW, really diggin' the music. Videogame, classical, movies. Great choices!
  15. EffinghamHuffnagel

    Nanopineapple 2018: Megawad in 1 Month

    Just started the second version. Using GZDoom. Enjoying it so far. Don't know if you've fixed it, but I don't see where this was mentioned. I'm guessing I was running or holed up somewhere instead of shooting, so the first row never moved off their teleport landing spots to let the rest come in. I'm also guessing the second teleport linedef is meant to loop them or teleport them to some alternate spot. Don't know if you're missing sector tags or encountered a rare Doom bug - if two monsters hit the same teleport linedef at exactly the same instant (lined up with the same x or y vertices), neither one will teleport. Only saw it in a game once years ago where two Revenants were running parallel in a rectangular closet that was only wide enough for the two of them.
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