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Everything posted by Xindage

  1. Xindage

    Rework in FreeDM maps

    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.
  2. Xindage

    Rework in FreeDM maps

    I'm going to have a edit mappack that can be tested up tomorrow, for now i'm still experimenting edits on dm03 and I still have no idea what to do about dm02, for now i'll just finish the dm03 to play whit it on a online zandronum server and get more data about the others maps as well, i'll soon come with more details about the maps here.
  3. Xindage

    Maps for FreeDoom

    Firsts these maps cannot be used by freedoom with the actual licence that you're applying on wad unless if you accept changing it to freedoom's terms of use. With it aside: FreeDoom : Phase 1 - Good Old Engine Very small map not really suitable for starting slot and not suitable for a later slot, this map can fit well in e1m2-3-4 while it play faster and nice it can get better for later slot if extended. 7/10 FreeDoom : Phase 2 - Quantum Path Unlike previous map this one play in a very trick way, the player must be aware to any trap, while the switch room trap is avoidable, the exit one is more lethal on first play, while on hard it's ok, this map dont work in a starting slot being better for something between map03 to map06. Now i noticed this map some light and visual details that need some polishing. 6/10
  4. Xindage

    Rework in FreeDM maps

    yes i forget adding an exit and coop starts, i'll use the default exit room for freedm later.
  5. Xindage

    Rework in FreeDM maps

    I have finished a generic deathmatch map for freedoom, i want to know about you guys if it's good. I think bout putting it has a secret map32 since it has a diferent thematic. xdm01.7z
  6. Xindage

    Map Design and Automap Color

    unfortunately the automap colors is based via the engine running freedoom so there's not much we can do about it. about the mapping things you say i cant agree or disagree the mapping in freedoom is "generic"
  7. Xindage

    Thanks for Freedoom

    at some point i agree with him but not fully, yes freedoom has great levels packs, but yet there's still few bad moments, like the placeholders monsters this ruin the felling of the game sometimes, but the textures looks way better (at least on dev version) and well i agreed with you about doom2, i absolutely hate doom2 it has the worse mapping of i ever played and musics aren't good too, and it's a commercial game! (i never finished doom2 whitout using cheats btw) anyway i enjoy playing doom, plutonia, freedoom2, tnt and certain mods, i have already finished playing them and i like it. Edit: It i have to choose to play full doom2 or freedoom2 i choose freedoom2.
  8. Xindage

    Some Texture Fucked-up at E1M1 with GZDoom 3.4.1

    holy i never see somthing like it, but looks like more and engine bug than map bug, have you tried another map?
  9. Xindage

    MAP32 Secrets?

    (Ignore this please: This sector is way too small to player get inside to tigger the secret count), Thanks for the report i'll send a fix to this thread soon. Sectors 143, 146, 147 secrets is also useless. also we have this too: The marked sector is also secret and unreachable, in same time the teleport is sending destination to multipler sectors, inside the marked room we have only a pillar so this teleport dont send the player there, since it's a secret and unreachable maybe this is the issue on secret count.
  10. Xindage

    Phase 1 Ch 2 > Dev Thread (Bonus Map11)

    ok i have apllied the fixes but i'll not release it right now, intead i got a new idea, i'll move this map to e2m(3-5) since the dificult of the map is getting higher since i have expanded it lot, so my plan on this map now is merge both dm and coop areas in one, this is going to make the map way bigger and to confortate it i'll move it from slot, also few maps around 5-7 is a good candidate for a starting map because it's very small, i'll just have to rebalance the monsters placement, so expect the next version of e1m1 to be more harder and big.
  11. 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.
  12. Xindage

    Phase 1 Ch 2 > Dev Thread (Bonus Map11)

    "There are two glued serpentipedes (things 333 and 334)." > I'm gonna look on it, ty for things id. "Thing 97 should be tagged as multiplayer-only." > Ok "The very first pistol zombie seems totally unnecessary and useless, I would remove him (it?)." > D: "Hidding every linedef of deathmatch-only zones makes no sense to me." > Getting full map and later seen that you cant reach lot of places, dont seens good, also in dm players never use map. "There are multiple instances of miniguns and shotguns for each skill level of single-player mode. That seems somewhat redundant and unnecessary, in my opinion." > The multiples intances of shotgun was intentional, now the chaingun i'll have to fix. "Glaice aka Mr. Chris was willing to donate an incomplete map of him in the style of corrupted tech base, just in case you are interested in filling it with things to replace some map of your episode." > Gonna look on it.
  13. Xindage

    Phase 1 Ch 2 > Dev Thread (Bonus Map11)

    sorry for my hiatus guys i have been busy irl and well it make my live a real mess anyway i get my mind back on this game and well time to keep going, here's a edit in e2m1 again, this time i was lazy to set screenshot but i added 2 demos inside the wad, one showing just a fast gameplay on map beating it, and the second is a more complete gameplay showing the secrets on way, i hope you guys enjoy this version and tell me what you guys think. note: To play the demo just run it on vanilla or prboom and let the demos play by itself. e2m1_p4.7z
  14. Like the title says i want to when someone activate a certain script make everyone in game whit him to gain a certain item, except who activated the script, how i can do it, i never tried do this kind of acs, so i have no idea.
  15. Thanks Arctangent, you tip make it work perfectly, now it's exactly on the z-height of i wanted to be, whit this i can consider this answered. note: script 1 OPEN { str DocksC = "SecurityCamera"; Spawn(DocksC, 0, 0, 40.0 , 1001, 64); SetCameraToTexture( 1001, "CAMTEST", 90 ); }
  16. i'm working on a map mod that i cant use hexen mode but i want to set some cameras on the map, abusing of acs stuffs i finally managed to make an actual camera to work in zdoom mode but by some reason i cant set any z-height on it, so can you guys help me? i'm working on a heretic wad so i'll post it in the way of it are. like you can see on the screenshot this is a wad of i'm testing camera stuff in doom mapping mode, i use this script set avaliable on the camtest.7z alongside with the wad itself. #include "zcommon.acs" script 1 OPEN { str DocksC = "SecurityCamera"; Spawn(DocksC, 0, 0, 190 , 1001, 64); //third row is supposed to be the fixed z-height SetCameraToTexture( 1001, "CAMTEST", 90 ); } like you can see 190 was supposed to spawn the camera more high than the actual height of the said sector, but it's not ever working, camera aways spawn on floor, help! camtest.7z note: I'm accepting decorate changes too if necessary.
  17. it's not becuase it's not allowed, converting the map from heretic(doom) to heretic(hexen) where the map is actually abnormaly big its not an easy task at all... And the mod i'm using actually use acs via loadacs on them so think that's no poblem using it to set the camera points, anyway i'll test you tip Arctangent.
  18. Xindage

    Chaos Deathmatch

    I have played it just minutes ago it has an awsome mapping, they're very strong thematicaly, while the balance is not so great it still has a great gameplay, seens perfect for a 1x1 since the maps fits it perfect, good work on this wad.
  19. if it's what i'm thinking yes you can create levels for freedoom to playe with people or friends, you just need an editor, and do the map, its not so hard.
  20. Xindage

    Heretic demos (non-demopack and NM)

    well i found this bug whiout lie several years ago, probably when i had 8 years old, i was a kid and i just had heretic demo version, so i played lot of times this episode, learned lot of stuff, so days ago i was talking with a friend about glitchs in heretic and hexen and i remenbered this wing bug them i thinked why not abuse this in speedrun and there's. ^^ Actully you guys discovered lot of glitchs in doom so i thinked heretic was the same and looks like not. just to say i'm 22 now so i had this glitch with me for like 14 year. Edit Awsnering questions:chocolate heretic dev version.
  21. Xindage

    Heretic demos (non-demopack and NM)

    Guys i beated the episode 1 speerun by Veo time in youtube, i did episode 1 in 6:47~ veo did 6:51, whiout e1m8 is Me: 6:16 / veo 6:22 (UV Speed) Due to a inventory glitch possible to do in e1m5 is possible to make e1m6 and ahead be done extreme fast. Note: i'm a novice speedrunner has you can see in my demo, so a lot can be improved yet, i'll try maybe but i not promisse. Demo in attachment. Video: my friend put wr but i'm not sure of it Times obtained from demo: e1m1 = 0:31 e1m2 = 1:26 e1m3 = 0:51 e1m4 = 0:47 e1m5 = 1:27 e1m6 = 0:28 e1m7 = 0:49 Veo's times: e1m1 = 0:28 e1m2 = 1:17 e1m3 = 0:47 e1m4 = 0:46 e1m5 = 0:50 e1m6 = 1:09 e1m7 = 1:05 Is this a new WR of episode 1 run? SRT2.zip
  22. Xindage

    Blasphemer discussion

    it's still needed?
  23. Xindage

    Phase 1 Ch 2 > Dev Thread (Bonus Map11)

    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
  24. Xindage

    Need Maps for The People's DooM

    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)
  25. Xindage

    Phase 1 Ch 2 > Dev Thread (Bonus Map11)

    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.