Xindage

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Everything posted by Xindage

  1. it's still needed?
  2. texture pbrik18 dont exits in my pwad, i checked using "Find and replace", and on ther side ever the version 1 run fine in chocolate doom. Sector 424 was a bug yes and fixed, version 3 out. http://www.geocities.ws/protox/FreeDoom/FreeDoom1/e2m1_p3.wad
  3. Well since i'm now on lead of Chapter 2 i'll open a thread about it whit my edits ideas, this include map11 since i was working it a time ago so i plan finishing it. Note: i'll not set string like E2M2 since it wont matter much. 1 - Ruins My plan in this map is make it Vannila dm possible, nerf medium and hard skill and fix easy skill missing backpack on a secret. 2 - Power plant First i'm thinking in something better for the name of map this one is similar to doom, aside it this not need much work, but i'm thinking in make the start of map in somewhere else, starting whit monsters already seeing you is horrible in coop when you sometimes take longer to load, resulting in a inevitable death, also add the portals. Maybe starting in outside of this place sounds a better idea too. 3 - Archaelogy Site Need better name too, since i reworked in this map the name is still from the old version, this name dont match well, aside it i dont think it need works but i'll hav to deal whit the alternate exit. 4 - Sample Holding Site This map has only a deathmatch bug where you cant leave the missile launcher room unless if someone open it by the other side. 5 - Fortress 31 I have no idea about this map. also this map is the slot to progress to the secret e2m8 6 - Trepidation site This map has a static waterfall that needs fixing, and this map need of some expanding, its more easy than the other maps before them, but the theme proposal was perfectly, i'll enjoy it to progress to hell theme in e2m7 so after going to hell side you'll need to fight a bit more to return, the real exit is going to be on hell theme so to acess the secrets in the non-hell side of map you'll require to back track (also fight more enemys too). 7 - Quarantine Vessel I have already edit some of this map to be a continuation of the actual e2m6 so i can make this hell theme fit better, also i hope be able to make this map giant, its the last filler map so it need to be epic too. 8 - Containment Cell I'm planning do this map from blank, but for now nothing in my mind to say. 9 - Corruption of Man I have nothing to do in this map so early, but i'm planning to do few minors edits in late future. Map11 - (i just forget the name) I'm actually focusing this map in the moment, actualy making it ever less doom2 mirror trying (but i not promisse) keeping the original fell of the old version, most of traps i'm still keeping but adding extra traps, this map is just focused in 3 diferent chellenges to get each of the keys, after getting all the keys player is going to face 2 boss batles, rushing in the boss run to avoid them is sure the worst idea possible, this map is very punisher for speedrunner, multiplayer coop in ultra violence result in an extra boss fight early in game but nothing so hard, its just a cyber in an open area (also skipable, while i not recomend because he can chase you around the map), now the acess to bfg is granted, you just need to find secrets 3 swtichs to reveal a hidden teleport in the red door side, then it'll grant 2 nice things one is secret the other is the acess to bfg. Note: Major bugs in chapter 2 please report them here.
  4. i can donate these following maps: http://www.geocities.ws/protox/FreeDoom/FreeDoom1/e1m1.wad (imcomplete attemp to freedoom e1m1, canceled mapping) http://www.geocities.ws/p/r/protox/FreeDoom/FreeDoom2/map07.wad (Just a map i did random, it works fine in doom2)
  5. Here i'm again, and the expanded version of E2M1 is here: http://www.geocities.ws/protox/FreeDoom/FreeDoom1/e2m1_p3.wad Edit: I unfortunately forget to fix few things in the DM areas, they have been fixed there's also very small changes around the coop area, and it's the final version. Waiting you guys just to test this and see if the dificult is cool and if something is wrong in the map. i have played in all skills and i can normaly get 100% run in all.
  6. aside from these anyoing holes that you must fall (that's a real pain on ass to speedrun) everything aside it is good. i dont played till the end but the theme seens cool so far i just stoped playing after my 3th death i just cant accept falling in monsters head of i'm innacapable of aim, remenber not everyone uses open gl i cant aim straing down or up.
  7. 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.
  8. Well guys i can return to work on this expect new updates on this from now on again.
  9. all unused maps egts into attic you'll pobrably find more info there... https://github.com/freedoom/attic "Old Freedoom resources never die, they just get put in the attic"
  10. 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.
    Its a very simple map focused in one theme Slaughter, map filled whit revenants and other monsters has you progress, it's indeed hard but looks beatable, if you're a pro gamer give it a try.
    Fror Who want high dificult stuff and mass archivile usange this wad is for you, otherwise you're going to rage quit easily, i tried my harded to keep playing but after 1 hour i gave up it's way too hard.
  11. woah boy these are awsome textures!
  12. well with decorate i can remove items not from this episode like the ammos, but i still dunno how to do it for normal ep1 objects like the multiplayer egg in e1m1
  13. What i mean with this question is, there's anyway to completely remove the multiplayers stuffs from heretic episode 1 for a classic coop gameplay whitout acess to advanced shields and early eggs? I dunno if mapping original heretic map just to remove multiplayer items is legal, so i need to ask... Note: If i posted it in the wrong channel can someone move me?
  14. bfg secret is just that hard because its too early to give it too, otherwise gg izi the next maps after it, also taking it you can still use it to beat the final fight near exit (i still dont finished the final part in outside yet) i was looking for feedback to balance everything before doing the final fight. Edit: And waiting for a day when i take motivation and do this, the job is consuming me...
  15. The way until yellowkey is just to warm up so i can conside it whit low pressure but i'll check the other battles after it. So about the red key fight whit the cyber was a good one, maybe i'll have to rethink the others monster placement. "To upgrade it, I propose you put bars blocking the entrance" this one confused me ??? Probably i'll remove spider and try something else whit mancuby & caco fight. about the backtrack i planed do it but i acidentaly forgot finishing it, my bad. About the 2 secret switchs they actuady do a thing near a teleport where you fins the last switch, but the're 3 hidden around the map, find them and bfg is granted. ok i'll check the bug, i'll provide a new version soon, ty for the testing helped a lot.
  16. freedoom is a little hard than doom so aside any crazy speerunner i doubt if someone did it
  17. 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...
  18. 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.
  19. "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.
  20. 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...
  21. 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.
  22. 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.
  23. 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.