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Everything posted by Dexiaz
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Not sure, this map is not vanilla (uses 3D floors). But there are not so much sectors, I doubt it crashes the visplane limit (if it would be a vanilla format). Thank you :)
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Hello everyone! You might have seen the "Hangar" thread, which turned into a fun and meme topic. And 2 folks came up with the idea of making art-based levels. I mean, this: 1) Hanger image 2) Hangar screenshot And now I'm wondering about one thing... HYPOTHETICALLY speaking, if there was a megawad based on the idea "Art made in Doom Builder and later turned into the playable level without additional line edits", which arts/pictures/screenshots should be used as base? Need your opinion about this. P.S.: I'm sure that MAP33 must be a titlepic (like Doom 64), and MAP34 must be a rule34 image.
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Ok, now I'm thinking about DUSK demake based on DOS ACE Doom...
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What about this? P.S.: I think I need to stop doing geometry. Don't get me wrong, but it's too much effort now, lul P.P.S.: I mean, now I must make it as playable level, yes. UPD: I've finished it, uploaded on Moddb https://www.moddb.com/games/doom-ii/downloads/hangar-pov-but-its-a-drawing (at present time it's waiting for moderator approval.) (Approved after 6 hours of waiting...seriously?!)
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Sorry, but no. In that case I could spawn the whole ingame screenshot on floor instead. UPD: I don't know, really...
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Ok, I think, the layout and floor textures are finished...
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How viable would isometric Doom be/how it could be accomplished
Dexiaz replied to Individualised's topic in Doom General
There was an actual project: But it looks like abandoned. -
@Individualised, you're so impressed me, so I've decided to do this: Low effort speedmap. I'm a lazy ass, it's not even finished. But if people would like to play this, I could finish it, lmao. EDIT: I've finished this map. Check posts down below.
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As far as I remember it's true. But this is kinda normal, sometimes it happens. Like, the Aurora Engine (Neverwinter Nights) was reused to create The Witcher 1 (which is very different game). Or RPG Maker was used to create a horror game (Ao Oni).
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You'll not finish this wad if you don't move like crab.
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Doom Community Iceberg (Entry Suggestions Needed)
Dexiaz replied to skript_kitty's topic in Doom General
ACE Doom custom engine for DOS -
MASHUP OF MY WADS WHEN I WAS 13, 15, 17
Dexiaz replied to real slush59134's topic in WAD Releases & Development
Just finished your map on UV. Ok, you have a talent, no doubt. If you will keep it up, you might get a cacoward someday. No joking. I was expecting a shitty simple blocky map, and at first minutes it was looks like this (lol). But few minutes later I've seen good details and cool architecture ideas. And I see that you're not lazy to make a good room design, thats cool. Monster placement is also good in most times, that's also a good sign. The music choice is kinda "eh", but at least it's not annoying. And pls, name your wads without such jokes, people mostly ignores wads named "BIG CHUNGUS DEFINITELY NOT A TERRY WAD", etc. -
Holy... This is so cool! Thanks for posting! [Now I'm wondering about Max Payne 1 prototype leak. Actually, someone did a small leak few years ago in 3D realms discord (not a clever idea, actually), but nobody re-uploaded it anywhere, eh]
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[DEMO 2 IS OUT] Everdoom Development Thread
Dexiaz replied to Nathan Silver's topic in WAD Releases & Development
Hmmmm??? We didn't post it yet...What project did you saw, actually? X) -
[DEMO 2 IS OUT] Everdoom Development Thread
Dexiaz replied to Nathan Silver's topic in WAD Releases & Development
Oh, nice, glad to see a new PSX Doom inspired mappack! Kinda offtopic, but my friend will release his own PSX Doom project soon too. So I think, it's a huge gift for PSX Doom fans. -
Somethin new: UPD: Trenchbroom, huh? If the engine will be released, possibly Trenchbroom mappers can handle the idea of recreating Doom. Actually, so far I know about tool which converts Doom to Quake map format, but it will require extra work with texturing, lighting and trigger scripting. But still...
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Has anyone though of doing a 30th anniversary for doom 1 or Doom 2 Megawad projects (that is not coming from John Romero).
Dexiaz replied to xScavengerWolfx's topic in WAD Discussion
I do know how to code things, but it might be good as Community Project, because it's a heavy project, actually. Create 30 levels in a year is not a simple task at all. -
Has anyone though of doing a 30th anniversary for doom 1 or Doom 2 Megawad projects (that is not coming from John Romero).
Dexiaz replied to xScavengerWolfx's topic in WAD Discussion
IMO it must be 30-levels mapset, which shows progression from 1993 to 2023. And yes, the sourceport features must be included too. 1993 is pure vanilla, 2023 must be UDMF with the all possible GZDoom effects. -
Ok, thanks for explanation.
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Is there a way to attach new soundfonts for the ACE Engine? I mean, I'm working with old games with .wav sounds, and I'm used to work with 22050 khz 4 bit mono sounds (music tracks). I know how to make them not so shitty for player's ears, because I've converted a lot of music in this format. Plus, faking that using one SFX slot - ok, sure, I'm also used to work with Doom 64 and PSX Doom music, PSX tracks are mostly faked pre-recorded tracks inside Sounfdont file which is played in midi file (in short; there is some file format differences related to Playstation, but let's not offtop). So I would love to create some .sf2 file with needed music converted in mono, and it would be played in very simple midi files instead. But in (G)ZDoom I can do it with Timidity++, but what about ACE Doom?
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+1 to @BedrockCastle, BUT I'll also add this commands: Fly and/or Noclip OR Noclip2 (sic!). It will allow you to fly + moving through walls.
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@kgsws, I've got a question: what about non-midi music? At least, .wav format, like sounds (they are not exactly wav, they are converted, but you know what I mean).