-
Content count
485 -
Joined
-
Last visited
Content Type
Profiles
Forums
Downloads
News
Everything posted by Xindage
-
Nope :] There's edited stuffs in there but i'm still not satisfied, also i'm not so motivated in finishing that... maybe is lack of creativity.
-
Page not found Unable to find the page you are looking for.
-
I'm very lazy slow to work in same map for long periods of time, so I just go there, change 2 or 3 "areas" them leave and do another work later, that's the reason behind the map taking too long, it's a big map too. But I'm proud of it, it's one of my biggest map that I did from scratch, most of my work is based in editing something else, so this one is very original. Gadly that you like it.
-
Comments regarding about #3 Remix: Indeed your version is better than the original in my opinion, still i have one question, it's compatible with original engine? Just if you want to donate it for us later.
-
Ok from now on there's nothing that I want to change on main coop layout. Some examples of the main layout edits: So I'll focus on the difficult setting and probable balance the easy skill and make hard skill a little more easy, but in other side multiplayer is going to increase difficult in all skills, if you want a real challenge just go in hard skill with solo-net or multiplayer emulation. Final version is really close now. The dificult progression is can be considered in this order:
-
I really liked it, good work.
-
So I finished adding the dm spawn rooms, they contain the necessary weapons to make deathmatch playable whitout ruining the coop gameplay and here's the locations. (10 Dm spots and 1 Exclusive Dm Shortcut.) None of these areas appear on automap so it's safe to say that's not going to bother you in finding the all 100% secrets. I'll not release the wad right now due to a necessary thing that I have to fix before releasing it here, anyway I wanted to show you guys the progress of the map so far, there's not much new things to come aside from some thematic edits.
-
Nah, even if you fly cheat it wont work, I was already aware about it, there's intentional non textured floor blocking the key if you try to jump in any monster head and them going there, you're still unable to pick the key, the only way to release the key is going thru the green door, it's the only way to free the key. Edit: I just need to finish adding the dm areas and placing the last secret that i've planned to do and i'll realease a proper Final version.
-
Thanks for mentioning the door, I was about to remove that door, but somehow I forget about it, I'll deal with that next version. So you said about the zandronum play, did you tried to use jumping so everything was normal?
-
Ok the map is done, you guys can test or watch the in build demo1 from the wad, it's 12 minute longer of gameplay whitout spoilers of secrets, so you can expect that this map is big and non-linear. Jump and crouch is free to be used, it wont glitch the map so fell free to use if you want, it's not requiried to finish the map anyway. The wad is on the attachments, technicaly it's on e2m1 but it'll be e2m4 later on. (To run the demo use prboom or chocolate doom) Any feedback is apreciated. e2m1_p5.zip Edit: I'm already aware of certains bugs like: Crash in yellow key trap, seens like a bug with middle fake texture causing a crash in vannila engine. There's a random tutti frutti in a stair case on a optional upper path. No Dm spots are avaliable yet. All will be fixed on a next version, please use boom or an advanced engine to test the map. (boom with -complevel 2 or 3 is fine too)
-
I'm still progressing,map is now actually beatable from the begging to the exit, there's still some missing monsters placement oncertain areas and few empty areas, well i'm still trying to balance the things out, i just bumped into... a issue with an massive amount of linedefs... As you can see up there it's almost solved, except in the starting area, but fortunately there's not visplane overflow, just excess of lines, so i'm slowly solving this, laout was altered to help so, you guys can expect an new map soon.
-
[WIP] Some sprites, nothing impressive I'm afraid
Xindage replied to BethOfDeath's topic in Freedoom
these here was good too, very simple and you get what they are just by looking, blue = hp, green = armor, i liked these bonuses too -
I've found a donated unused map around this forum: Hell outpost and i'm planning to edit it to fit it on e2m2 and i'll start to move the maps around. And I've been planning this arsenal for episode 2, based on each map, i'm using the default doom name for comparison. S - Means Secret X - Avaliable normaly. You guys have anything to suggest?
-
[WIP] Some sprites, nothing impressive I'm afraid
Xindage replied to BethOfDeath's topic in Freedoom
i'll say my personal opinion i dont like the actuall hp bonus sprites... they look like hp kits of 5 hp from complex doom, i mean there not exactly but looks more for a hp kit than a little bonus, i still like of the first bonus hp presented there, just my opinion. -
For recearch and recycle, and i'm looking for the old version of this e2m1 that i have replaced, any tip where i can get the wad file of this map? https://github.com/freedoom/freedoom/commit/cbbb851d3643d3cad47846be2d41ba52af76b40e
-
Yes, and oh... I have already recicled this one too. it's the e2m3.
-
more works, now in the starting area, since this map is supposed now to be moved to another slot, this map now has a starting portal. So what you guys are thinking about this theme? It's a good theme for a starting slots of episode 2? i'm planning to move this map to like e2m3 or 4 since it'll have some more complex navigation and complexes combats. it's almost complete, there's just 2 places to rework before launching a test candidate.
-
More work on the outside area after the red switch location, it's brand new heh. (ignore the item placement, I'm just working on the layout of the map right, we have objects ever inside the void right now, i'll fix it before releasing.) And the old version to comparison:
-
[WIP] Some sprites, nothing impressive I'm afraid
Xindage replied to BethOfDeath's topic in Freedoom
the last one from the pixels version seens the best of them so far, i really like of your work on this item. -
using the basic trick of pushing monsters to the teleport line in this test wad works perfectly with imps but if i replace them by pain elementals, cacodemons or lost souls the trick wont work for them, someone has any idea why what i can do to make it work on them? Scrollmethod.7z
-
(Boom) How to properly scroll/push flying monsters?
Xindage replied to Xindage's question in Editing Questions
boom support wind currents but i'm not sure if i can apply them in monsters/objects, back on topic they spawn in floor they was supposed to be affected by it, they're touching the floor. -
about the dificult i'm sure now, i'll move this map to e2m3 or 4 but now i'm thinking something else, what about making this map non linear? Player can choose any path and have to find the three keys to unlock the final door, or keep it linear? Actual linear pogression (there's no way to avoid this path):
-
i'm sure the e2m1 is not like this, aways before releasing a map i do 2 demos, a normal demo run whitout spoilers and a full demo run 100% everything as proof of gameplay, only map11 got released whitout my testing, like i told it was my wip that someone finished. Anyway progress shots from e2m1, just need monster placement here and some detail works in outside:
-
Please guys keep this on topic, or else you know what's going to happen.
-
Heretic community chest, Curse of d'sparil, Hell revealed, Equinox, Back to saturn x 1 and 2, uac ultra 2, plutonia 1 and 2, going down, dynamite dm, well it's not so uncommon i think. Quake 2 if you're very good in glitching you can reach place that was supposed to be avaliable just in dm and ever caught an ealry gun. I just do it in my map becuase i want it to be interesting in dm and dont be so unbalanced too. It has on easy skill, it crusher few barrels, making the monsters "weak"in easy skill. Dm Closets is going to still exist due I making all areas playable, I need to balance the dm gameplay too. e2m3 is great example of it, the map slight changes to accomodate dm gameplay but it dont have so much unreachable areas.