Xindage

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Everything posted by Xindage

  1. freedoom is a little hard than doom so aside any crazy speerunner i doubt if someone did it
  2. surprising that no one wanted ep 2 yet... i'm still very personal busy until jan/fev 2018 if nothing happens i may take again...
  3. Since i dont want to share a history here i'll just be directly, i'm looking to praticaly give up in Czar of episode 2 in freedoom phase 1 and halt my work in freedm, i'll just do a final work in freedm to tell it ended after that i'll stop working on freedoom maybe i'll even contribute stuff but with a less chance so its that, i'm requesting @fraggle or @chungyto remove me of ep2 czar right, thanks, about freedm i'll tell there in my topic when i'm off.
  4. I finnaly have finished the layout of map11 and i want to discuss whit us good fights and stuffs for balancing the map for a final release, from what i remenber i cant use big spider in this map too, so lets discuss. Note: i dont applyed any balance near the end of map, good luck. (if the sczar want to control the balance of the map i'm fine too so i can record a demo of it spoiling all secrets) map11_p1.zip Some screenshots of the finished area, ignore the sky glitch you cant reach this places of i'm whitout noclip and look a boat.
  5. "Welcome to hell, where broadleaf trees prosper!" Freedoom logic, nothing else. Edit: Serius now, actualy changing it may make freedoom maps get out of place too, we need to carefullly look it.
  6. I need to set 5 random variables of scripts to i use so usualy i can do it by using "random(1;10)" but i want of each variable dont repeat the nunber used by the other so i want to aways z x c v b been diferent from each other, so how i can do it? My script sometimes make some var be identical to the other, plz help...
  7. For now yet i just dont found a way to make the script work has i intended, but i did a work around it creating varius pre-definied actions to each phase of gameplay for now i can consider this finished.
  8. let me just ask another thing (since your scripting is most complex than i expected) i'm planning a Last Man Standing minigame it work like this al players begin in a platform and they have to choose between 10 plataforms to stay before the main plat fall on acid after that half of these 10 plataforms is going to sink (the 5 random initial nunbers), them from these 5 remainin plataforms the survived players is going o choose between 9 and goes on until if more than 1 players get on final plat they'll get a plasma to finish the game off, so the variable numbers of i want to get is actualy the tag of floors ranging from 1 to 10 (5p) then 11 to 19 (4p) , 20 to 27 (4p), 28 to 34 (3p) and goes on, here is the example of the tree: So i dont need of actual 5 variables all the time, also counting the fact of i cant take 5 non-repeated nunbers from a range of 4 plataforms since i want only 2 to fall. i'll take a look more deep into it and figure if i can work around this script, if i set this has awsnered its because i figured how, else i'll back. also your script dont compile by default and the gzdoom builder dont show me what is wrong i'll have to take a bit more deeper look.
  9. Mutant space bats of doom. Note: Want something generic, use the name "Aeris" Can be both female and male name for the main hero to be used on title.
  10. but why not a discord server is fine.
  11. I'm trying to create a star shaped in doom builder whit his internal geometry based in an equilateral pentagon i'm having much dificults to do it someone can teach me drawn it in GZDoom builder or drawn me one? sorry if my inglish was hard to understand.
  12. Well since i love heretic i'll give it a try, also my first try in a community project, sign me in. also my suggetion please fix it: -Wings of Wrath (flying item): Make sure if you let a player fly to an area they would not be able to escape without flying, provide a teleport exit or another wings of wrath in case their wings wear off while in that area To [...] provide a teleport exit in case their wings [...] since if player take it and play around carelesss he may get stuck forever, and in multiplayer whiout itens respawn too, e2m2 is a good example of it.
  13. After seeing this i should kill myself, that was so simple and i having headcaches to drawn it, thanks so much. Edit: Done, i did the star from inside the polygon and it get finnaly at the shape of i wanted.
  14. New map14 coming from xduel map01 but edited. Also i'm going to update the others map in main topic and fix the map 11 too (actualy map11 is missing coop starts not the dm ones) http://www.geocities.ws/protox/FreeDoom/FreeDM/dm14.wad Sorry i'm having dificulties to upload sreenshots atm i'll try today at night.
  15. Welcome to in-dev FreeDM section! I'm Xindage, and i'm going to do a total rework in FreeDM, major target is Fix the themes of all maps but it include everything from replaces to minor fix. This is going to happen in all or mostly FreeDM maps. If you guys have suggestion post there, i'll read all, since any feedback counts. If you're not even a mapper you can help this topic sending me your personal review and it may be posted there. This topic will be aways updated whit new features! <<READ-ME>> I'm not wanting to be the ruler of freedm or something like it, i love this project and i CARE for it, but i really apreciate if i can work whit us guys, but i'm here to help only. >> Few maps dont here dont have screenshots because maybe it wont changed much, so non-relevants screenshots is going out, the full gallery can be found here: https://postimg.org/gallery/1o35eneks/ << Map list so far >> DM01 - The Armory -> Major rework, now it look less Dwango still having the outside near the same, internal parts was moved around, more stairs was added for flow and bfg now is leaded by teleport, it make the player more vulnerable. Author - ???, Xindage and Xcopy Link to wad: http://www.geocities.ws/protox/FreeDoom/FreeDM/dm01.wad DM02 - Natural Station -> Was mostly itemplacement fix, before the weapons was near all togheter making teamdm mostly frustating for who dont dominate that areas, the excess of things was removed and a new place was added to suit the missile launcher. Author - ??? Link to wad: http://www.geocities.ws/protox/FreeDoom/FreeDM/dm02.wad DM03 - Unnamed - Theme improvement, now it looks a more classic and brown, bfg was added and the secrets removed making the gameplay more fast and simple. Author - Xindage Link to wad: http://www.geocities.ws/protox/FreeDoom/FreeDM/dm03.wad DM04 - Steel Instalation - Major rework, everything was changed, layout item placements and theme now it looks a heavy metallic base whit tech around whit green bricks, excess of itens was removed and everything is in diferent places except from plasma rifle. Author - ??? Link to wad: http://www.geocities.ws/protox/FreeDoom/FreeDM/dm04.wad DM05 - Bricked Up - Replaced, actualy the old version was made by me but i dont fell of editing that will make it better so i removed and replaced whit a polished version of 2 years old CT_BrickingIt_V2.wad, also this version not break vannila limits anymore, original topic https://www.doomworld.com/vb/post/1330406 Author - Captain Toenail Link to wad: http://www.geocities.ws/protox/FreeDoom/FreeDM/dm05.wad DM06 - Ranek Santuary - Major rework, only a few of this map can be recognized, everything was changed to look like a "Something Egipty" making a heavy use of TNT textures, nothing to say about the changes since like i told EVERYTHING changed there. Author - Catoptromancy and Xindage Link to wad: http://www.geocities.ws/protox/FreeDoom/FreeDM/dm06.wad DM07 - Main Stronghold - Minor edit, only worked whit ammo and health placements for better balancing. Author - ??? Link to wad: http://www.geocities.ws/protox/FreeDoom/FreeDM/dm07.wad DM08 - Meat Factory - this map is on work by the original creator. Author - AxDoom1 DM09 - Jade Station - Major rework, this map still has the original layout whit few extra areas and corridors, i tried a plutonia theme but i dont get something cool anyway the map is playable and fine for now. Author - Xindage Link to wad: http://www.geocities.ws/protox/FreeDoom/FreeDM/dm09.wad DM10 - Blood Temple - Replaced, originaly this map is from some pwad around the internet, i'm not sure of witch but i'll replace it by a original map, actualy the map is implemented in they way of it was done by supersomari so have fun whit a new hell themed map, its surprising to see how it begin in a plain white layout. :D Author - Xindage and SupersomariDX http://www.geocities.ws/protox/FreeDoom/FreeDM/dm10.wad DM11 - Unnamed - Replaced, I reused some of my old map (dm05) for a base for this map, its way big and easy to move around and has barrels for some creative frags. Author - Xindage http://www.geocities.ws/protox/FreeDoom/FreeDM/dm12.wad DM12 - Unnamed - Minor edit, i dont remenber what exactly i changed there maybe i removed a stinpack and worked on the lift. Author - Catoptromancy http://www.geocities.ws/protox/FreeDoom/FreeDM/dm12.wad DM13 - Unnamed - Replaced, the old version of this map is actualy in blaphemer so i decided to replace it, i take one catoptromancy unfinished dm (CTF) maps and finished it, the map is simple and bit corrupt themed, fit 4 players dm fine and duel too. Author - Catoptromancy and Xindage http://www.geocities.ws/protox/FreeDoom/FreeDM/dm13.wad DM14 - Unamed - Re-Replaced, This map was replaced twice in the rework process, this map now uses a heavy modified version of X-duel map01 to make it more DM Friend, the outside is more open and more easy to move around or "falling over windons", so its that. Author - Protox http://www.geocities.ws/protox/FreeDoom/FreeDM/dm14.wad DM15 - Corrosive Sector - Replaced, Probably the old version of this map is going to back at slot 32, about the new its a original layout from Axdoom1 and i converted it to aquatex to be the first freedm map to major use aquatex textures, it have a good duel layout. Author - Axdoom1 and Xindage http://www.geocities.ws/protox/FreeDoom/FreeDM/dm15.wad DM21 - The Radiation Source - Rework, changed near all there, while the main layout is the same some things was deleted/moved around the fell of this map is still the same, some edits in layout for flow was added too. Author - ??? http://www.geocities.ws/protox/FreeDoom/FreeDM/dm21.wad DM21 - The Gateway - Texturing + Rework, Mostly of the layout was edited to not VPO and make it more easy to movement, removed unecessary teleports and changed the texturing to metal whit bricks. Author - ??? and Xindage << Know bugs & Future Editions >> GENERAL - Not all maps are properly credited, if someone know the authors pm me. GENERAL - Maps (unnamed) need names, looking for someone to name them.
  16. Finnaly i did it. RC4 K: 98% I: 87% S: 28% T: 15:44 http://www.geocities.ws/p/r/protox/FreeDoom/Others/e3m4demo.lmp (PrBoom) Note: Every demo posted replaces the older one From playability i found just some misplaced textures, and some dificult in the outside area being so tight in heights like you cannot ever see the stairs to return from the otherside but its minor, i dont find all secrets but i tried to 100% now id like to leave more suggestions: (if you already did them sorry) Block players to open door and add a teleport for the red key area, so players must teleport inside to help fight them, not to rescue the players traped there. Rocket launcher area in automap has some coloring issues, i'm not sure if its secret ouver secret but it gives a fake or real hint. That curve whit 2 shotgunners traped waiting to caught you if you look close the corner of wall there's a misplaced wood texture there. (i spoted it in demo, there's others around too but very minor) The beggining is much frustating in vannila "freelook" since you cant look down or cross ouver the due infinite tall actors make there a pain to do easily. (this is just a suggestion anyway)
  17. going to test it soon >:) lets see if i can beat it this time.
  18. well i did my best anyway :P Edit: can you do something whit that teleports? most of time i get poblems whit teleporting in group of enemys, try to create a safe platform destination near the beggining of corridor.
  19. Well i find a major bug in this version, for some reason i spawmed near yellow key... watch the demo i tried but i died i got mostly soft locked in hardest part whitout the chaingun... http://www.geocities.ws/p/r/protox/FreeDoom/Others/e3m4demo.lmp (PrBoom)
  20. yes its a double post but this wont matter. http://www.geocities.ws/p/r/protox/FreeDoom/Others/e3m4demo.lmp (PrBoom) I found it low in ammo, i missed it if you see the demo (and i ever used punch in barons to not waste ammo, on my second run (yes i died) i just give up because a misused teleport, anyway try to give more ammo to player. Edit: i'm not familiar whit prboom mouse aiming so i turn very fast and incorrectly sometimes. for final version i'll record in zandronum. The area of you edited looks much way better now you did a good work there.
  21. gotta go fast play it
  22. well i cant say the're the best maps in world but average of course. i think people is so much stick to duel40 and doenst look outside it, because it no one ever noticed my post, anyway doenst matter much anymore, i'll take my best maps and merge in freedoom.
  23. i was trying to publish my work in a very old project here in doomworld but it was very unsucessiful so i want donate it to freedmif you guys like it, i have no poblem in porting them to there, the thread is on: so what you guys think? some maps here are really good for dm.
  24. ok soon i'll begin working on it.
  25. Perfect Screenshots, cant wait to play the real final one.