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Jayextee

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Everything posted by Jayextee

  1. Jayextee

    Dumb question... [DM with monsters]

    Yeah. Make hidden-behind-the-wall-but-they-can-see-you (A la Plutonia) Archviles that can 'see' camping spots. Just an idea, but I think if used correctly, monsters could make a DM level play better, especially with -respawn. Just my two penneth.
  2. Jayextee

    what is your favorite wad editor of all time?

    WadEd. Check out my levels, which speak for themselves, before judging on the program -- a tool is only a tool, after all.
  3. Jayextee

    Projects in Progress

    Wow, what an idea. I've now signed up, but nothing in progress. I guess when I get my box up and running again, I'll have to start work on something. I was half tempted to put a teaser entry in there for something, but the fate of my computer hangs in the balance first :D
  4. Jayextee

    ZDoom with different filetypes

    Woah, that text has the word "sex" in it about a dozen times! :D
  5. Jayextee

    More effects

    Yeah, it was mine, kindly hosted by KDoom. I did a later one (Personal use) which had a Cacodemon fight, which showed the effect off better. And I tested it in ZDoom, it worked, but it shows up better with higher brightness levels and/or lower framerates, so you may not have seen it. It's a subtle enough effect, though, and worth using, not overusing. All the end level "gates" in Murderous Intent 2 used the effect.
  6. Jayextee

    More effects

    With the BOOM translucent linetype covering a HOM, you can get a "blurry" afterimage type effect --- excellent with scrolling textures (Makes them look antialiased to a point) and flat colour (Such as black). That's an effect I discovered, as far as I know. It doesn't have many practical uses, but I use it for portals and screens, and it looks good. Just watch baron fireballs shoot past one :D.
  7. Two copies of the same map, In the same map? Cool. But I'd personally go farther, and make every close/open door linked, and every switch (If possible) the on/off variety -- so that the team in one map can actually hinder progress for the other team, and get a (very) rough idea where the other team are... there's maybe even some badass scope for strategy if you include puzzles that, say, require multiple lifts BUT the lifts are activated for the other team... ...maybe even ballsy shortcuts for the tailing team, because the other team opens up the level TEMPORARILY with certain doors and lifts, etc... Man, this is such a cool idea. Obviously, it would require quite a structured, planned approach to mapmaking, and EXTENSIVE testing and tweaking, but it would be cool. As a further idea, what about "windows" every now and again that let one team see the other in action? This would work best if the other team were actually on a MIRROR IMAGE version of the level. ...and ANOTHER idea... to even things up a little, maybe have caches of monsters that are activated by the first team to pass a certain point in the map; therefore the leading team also gets the most monsters, evening things out a little (Kind of an auto-handicap system to give poorer players a fairer game). For those that wish not to have this feature, simply flag the monsters as, say, skill1&2 only. Man, I'm full of ideas for this concept. Somebody do it. And record demos. :D Wait a sec, I just noticed... nevermind, newproject and all ;)
  8. Jayextee

    Music

    Why does industrial/electronica suck ass, exactly? I think it suits DooM better than most styles -- compare the rawness of the guitars to the hellish themes present, and the electronica to the tech; ever prevalent in DooM, with the weapons AND the monsters (Plasma Gun, BFG9K, Arachnotron, Mancubus, Cyberdemon, Spider Mastermind...). Admittedly, most MIDI electonica attempts (Or even attempts in the genres from which it is fused) suck sweaty scrotes, but that's MIDI for you -- you can't please all of the people all of the time. Just my 2 penneth (What's that in Euros? :p), but anyway...
  9. Jayextee

    The Doom Hub

    Yeah, like *cough* Murderous Intent 2 :p To be fair, I got screenshots uploaded to my old site (No longer up) of that and the Exhumed TC -- two VERY ambitious projects that I wasn't really asking any help with (Other than testing, but people love doing that -- you get to play cool shit early!), because I knew from my experience with the first Murderous Intent (Originally planned to be 32 maps of pure pain :D) that getting help with WADs is *not* easy, screenshots or no. Although, the Episode 1 hub idea sounds interesting; I was working on (But never really announced) one myself, using an E1M2-style level as the hub, and stuff like a puzzle based around draining pools in my E1M3 "homage" from switches in the other levels to get by... but it suffered the "newproject" fate, like most do. I'd hate for the Exhumed TC to suffer a similar fate though. I might just pick that up again ;)
  10. Jayextee

    another doom release

    Apart from Tetris. Or Pac-man. Or Space Invaders. :p
  11. Jayextee

    Phobos...

    Ralphis: No they don't :D Okay, so I've been away for a *short* while (Heh, yeah right)... and after a spell of lurking, I decided to get back in here, chat, that kind of thing. I'm still a helluva way away from even considering seriously mapping, though (Sorry to anybody that wanted Murderous Intent 2 or the Exhumed TC... but don't rule them out completely). And, yeah, if *anybody else* is going to remark, yeah Jay's back whoop-de-frickin'-dooku. ;)
  12. Jayextee

    Phobos...

    Personally, I think it'd be cool as fornication-related-expletives to have Phobos and Crash in the Doom continuity, mainly because they look so badass. I'd love (HINT!) to see a decent singleplayer uhm, "thing", for a sourceport that crosses over the Doom/ Quake/ QUake 2 storylines, as I love all games so much (HINT!)... But that's just me...
  13. Jayextee

    Games You'd Like to See Remade with the DOOM Engine

    Exhumed/Powerslave... I was working on it, too. If I get fully back into mapping I might even finish it... (Yeah right :p)
  14. Jayextee

    I tried to make a level without sky

    Fredrik: Yeah, I spoke. Been lurking for about a month, actually. Didn't know whether to get involved again or no... and then a friend of mine asks me to learn him how to make Doom levels, so the ball starts rolling again... shame my computer is broken for the moment, but it's just a temporary setback really. And yes, I'm working on a map, but I don't know whether it'll go any farther than that.
  15. Well, my computer is out of action now for a while, but I might just pick up editing again, but I've got to scrap what I had of Mi2 (Or even maybe I'll just release the three finished levels as is), because I just can't get motivated with it. I have actually got a Mi1 style map in the works though, _if_ I can get my box working again... I was doing it to show my friend Jon some things... it already has quite a nice starting area, quite dark and moody. But I guess I may actually just release the one map and not undertake any large projects until I feel ready. I dunno ;)
  16. Jayextee

    Pick-up lines and level names

    I thought this thread was about how to USE level names in your pickup lines: "Hey baby, wanna see my Underhalls?" "Can I play in your Entryway?" "You show me yours and I'll show you Abandoned Mine" "Can you sin? Icon [of] Sin!" "Wow, I could date you, you're not exactly Grosse" "I would woo you from the balcony, if I had one. I would even kiss you in The Courtyard" (Flashes) "Look at DIS!" And let's not even get into Final Doom names (Go2It... be creative) Admit it, I'm so unfunny you've got to laugh :D
  17. Jayextee

    I tried to make a level without sky

    It all depends. If working with Vanilla Doom, you could use an all-black flat (Or whatever colour your colourmap fades to) instead of a sky will give you one REALLY misty/dark/whatever level in the middle of a load with skies if you wish. Like all things editing, it just depends on you as a person, and your application of creativity within constraints. However, even though this isn't using a sky per se, it's using the *suggestion* of sky... Personally, I think that doing the opposite is also restrictive -- using too much sky. However, the same can be said; it depends *how*... sky sectors can be used for so much more than just sky, if you're prepared to experiment, for example, use a rocky patch as a sky (Maybe have it fade to black at the top of the graphic) for that "Oh my gawth isn't this a large cave?" feel, or skies can be used creatively, as reflections in windows (Better with BOOM translucent linedefs for windows)... When all's said and done, it's all down to the artist what he does with his/her artform, IMHO ;)
  18. Boris: MI2? It's *not* coming along. I gave up mapping a while ago due to stress. I might be picking it up, cause a friend wants to learn, so I've got him into some of the stuff, and he wants me to make some levels... I might take up Mi2 again, but probably not.
  19. I'll start making them again, I think :D Mine were always IMO dark and scary, but more scary 'cause I throw the player into a pit of 20 Archviles with only the SSG for company.
  20. Jayextee

    Level-by-level analysis of Doom

    Doomboy: Indeed, the starting area (past the entrance) is where the illusion of a military base is first realised with the extreme design competence we see in Doom's Episode 1. The paradox presented by the earth-like sky is only just visible, mainly obscured by the structures that surround what can only be described as a possible parade or inspection ground for the troops of Phobos, a notion reinforced by the human soldiers in said area, or inspecting through the windows. The use of texturing is excellent, too, affirming the notion of a military setting and enforcing the atmosphere, the dark walls juxtposed neatly against the aforementioned sky. However, the main draw to this area is the multilinear approach; for the first time, secret routes notwithstanding, the player is offered THREE different options of varying difficulty, in which they can progress, offering such gameplay hazards as volatile scenery (Barrels), abushes (Most competently executed as the price the player pays for acquiring the blue armour) and almost labyrinth-like networks of troop-infested hallways (That are the inspection areas mentioned earlier). Genius. (Did I get into the mood there?)
  21. This is a recruitment drive. I'm after mappers who can make three levels in the Murderous Intent vein, for it's sequel, the imaginatively titled Murderous Intent 2. You see, it's been a while since I actually even TOUCHED a Doom game, and out of curiosity, I played through maps01 - 03 of Intent2 (The finished ones) too see what I 'used to do, about five months ago'. Now, this may sound odd, bigheaded, and all that, but WOW. They're good, even if I say so myself. This HAS to get a release, I thought, especially given (a) the surprising reception the first levelset received and (b) the improvements '2' offers already. So, I want three maps. That's three, from either different authors, or whatever. There's a custom texture set for this project (I don't want a single original to be used) and some nifty colormaps for water and all that, so whoever wants to do it will need a resource .wad -- so if you're interested, drop me a line: Jayextee@Yahoo.com I'm also making a new map, and depending on how the exercise is for me, is whather or not I get back into doing it -- I left a while ago out of stress, and given Intent/Intent2's difficulty and the standards I impose on my own maps, I only feel I can do one more for now, leaving the total three short of the proposed seven maps. So, uhm, yeah, who's in?
  22. Jayextee

    I am not dead. Now help me ;)

    Fredrik: Given the fact that I cannae get on the same computer each time I'm here in the library, I'd need to dl mIRC like, EVERY time I wanna use it. But, I suppose I can do that. It's not too hard to set up EVERY TIME ;) Why the hatred of e-mail, anyway? It's the lack of spontanaety (sp?) isn't it? Anywho, what's the (current) status of Pain?
  23. Jayextee

    I am not dead. Now help me ;)

    CacodemonLeader: Woah, neat, I couldn't figure a way of getting Sett to jump properly, so I left it out, but made him quite hard in other ways, like some other enemies. Here's what status everything from the Exhumed TC is in; Weapons; Machete is good, bar some annoyance with the 'sheathing' sound when dying with it selected. Pistol is almost perfect - I made it a bit faster, to make it balance well with the other weapons (So it doesn't become obsolete once the M-60 is found). M-60 works, but goes through 3 shot animations when firing the last 1 or 2 shots (Even though only 1 or 2 are fired). It looks odd, but works well. Needs to be fixed. Amun Bomb works fine, so long as autoaiming is turned off (Which causes a problem, see the cobra staff). It fires a set distance, though, but can be used very like the PSX/Sat version. Flamethrower rules. It looks a little different, but works almost identically to the Saturn version. Cobra staff is like a weak rocket launcher, it ONLY homes with autoaiming on, and only if you point at the target. What's the point in that? Manacle of Ra is good. It works differently to every other one, being more akin to the 'after-flash' of a BFG, but this seems to fit well, and gives it (almost) the same functionality of the console versions. Enemies; Mites are fine, but I had to make them non-climbable, so they wouldn't do this wierd thing where they would end up stuck in the ceiling. They gib nicely. Anubis Guards are perfect. Mummies I made purposely a bit harder. They work like the Saturn versions, with the PSX version delay before firing, and much faster projectiles. Pirahna are okay, but due to edge's floating behaviour, they seem to stick to the floor a bit much. The annoying wasp things are pretty much perfect: How much do they act like lost souls, really? This was easy. Sett is pretty much like the PC version minus jumping. I made his melee attack do 100% damage, for added danger - he _is_ a boss. I've also done something neat with his head, when he dies. Those are the finished ones. I don't suppose I could ask of you to piece together the gfx for the Kilmaatakhan and the Kilmaat gaurds, could I? I was putting it off... And, given that I can't make a 'burrowing' attack for the Lava Spawn, I had a cool thing plan for them that would make them immortal (Damn), but be able to burrow in the lava (Yay) by switching between two seperate variations of the enemy. I was going to make it so that a certain amount of damage would force it back into the lava anyway. This, I felt could make for an awesome way to prevent people from lurking in the one area. I also didn't include the player sprites or any multiplayer support, although given the layouts of maps 01 and 02, they might make great DM maps. Also in are the pots, and ammo/health orbs from the console versions -- these also work excellently, as do the exploding pots and fireball traps (FIREBALL TRAPS!!! SPOOGE!!!) -- these are used nastiliy in the latter part of map02. I think Exhumed TC has that same "This MUST get released" quality to it as Intent2 also, thinking about it. I just need to finish all the resources/ddf. I'd love to look at the DDF for your sett. Send me what you have: Jayextee@Yahoo.com Anywho, given that my floppy drive is bust (See, I need to transport the stuff to a local library where I use the 'net), and I'm broke, It'll be a while before I can send you my shit (I need CDRs). Oh yeah, and on another note, I wrote some music for it (All new stuff). Now let me tell you, I don't find writing egyptian styled music to be the easiest thing in the world, and in lieu of this, I think I've done a great job. ALeaver: I remember my okayish attempt at an E1M3 remake, yeah... if I get the mapping bug back after all this, I may do another map, but not a remake ;) Fredrik: Make me some maps for Intent2, then we can pool our texturing/music/map skills for Pain afterward. Only, let's make it in the Intent vein, yeah? :D And as for you being flexible, I can tell you get that from your mom :D *Ahem* that's not like me at all... Anywho, ciao for now, from your favourite freak in a niche, Jay
  24. Jayextee

    I am not dead. Now help me ;)

    Last I checked, Pain wasn't going to be anything like Intent (1 _or_ 2). Still, yeah, it's great to be back, I guess -- I'm toying with the idea of actually "returning", but for now, it's a temporary thing, since Intent2 MUST get released. Having not played/worked on it for five months or so, I kinda forgot about the quality of the work. And it's no surprise to see boris partying at the news - you're, like, my fan club, dude I swear it! ;) Anywho, yeah - if this gets finished, I'll see how I feel about continuing mapping, maybe for some other projects (Like a rumoured darkening one...). I don't know -- I have stress levels to keep down, still. On a side note, I'm also going to be finishing off my work on the Exhumed TC, resources-wise, and releasing it (And the two maps I finished for it) for others to complete. Are you listening (Or even still here), Cacodemon Leader? And there was a Doom64 texture thing I was working on (My own remakes of the textures and similarly themed levels) but the Doom64 TC looks so excellent, I needn't bother with that. Although I ported a few textures over to Intent2 (Shame to waste all that effort, yeah). Still, yeah, let me know if you're interested in making a map (Or two or three, whatever) for Murderous Intent 2 -- one of these being the Map07 boss battle (Always an enjoyable one to make, but I'm working on map04 and probably that only). For the uninitiated; my project is not demanding - semi-detailed levels (Sub-Vrack2 quality) of a small - medium size packed with monsters is what I'm after. The only tough bit about design really is the testing -- with Intent I tried to get on UV the ABSOLUTE LIMIT of how hard a level can be whilst still completing it from a pistol start without saving (IMO, real Doom playing). I got close, but maybe too close. MI2 will hopefully be fairer, meaning easier playtesting. Yeah, anyway; I'm rambling. Ciao for now ;)
  25. Jayextee

    Yes...we are still alive.

    Yay, cool stuff Shaviro. (Shit! He's alive! :P )
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