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Jayextee

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Posts posted by Jayextee


  1. 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


  2. 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 ;)


  3. 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?


  4. Hello there, long time no see.

    For those of you that don't know me, stop reading. For the few that do, this is kinda farewell.

    After being in The Community for a long time, and enjoying it - you guys rule -, I have to go for a while. Maybe indefinitely. See, some crap has happened in RL, and I am quite ill.

    Basically, I'm very ill with stress, and need to chill the hell out, or get worse. Not good. Therefore, I'm taking a rest from everything stressful, including Doom editing - the sole reason I was still in the community, really. What this means for you guys, is that if you were eagerly awaiting Murderous Intent 2, then you will not see it. I may come back to it, but I'm unsure - life's too short, and I have to ejoy new things.

    Anyway, I think the following people for being really good to me in some way. Apologies if some of the names have changed, but I haven't been here in a while; these may be old nicknames:

    Thanks to;
    Ling, Mordeth, fraggle, Nightmare, fredrik, Shaviro/Maonth, Katarhyne, deadnail (He still awol?), Lüt, Tobester, Elbryan42(Right number?), Zeratul892(Damn numbered nicks -- this right?), KDoom, Rex, Csabo, deep (Yes, I'm thanking you - I enjoyed the "heated debates", and keep up the good work), Tarin/Boris, Deathwarrior, Doomflynn/Anarkavre, Hellbent, Zaldron, Bigdog, ZarcyB and last but not least, some guy called John Romero who rated a level of mine 2nd place in DC's E1 contest.

    Thank you all, especially those of you that had to put up with me when I was (WAS? Heh heh) an idiotic newbie without a clue.

    I'm expecting this post to get sent to hell, but still, thank you all - it's been fun, but the stress of mapping is one I have *got to* do without.

    Ciao,
    Jay


  5. Qdoom was great, with the exception of the episode "hub" / first levels running far too slowly, and the last boss being next to impossible. However, it felt more like a showcase of Edge's features than a real TC, and is worthy of a quick blast but that's all.

    Howver, as a DDF coder on an Edge project, I'd recommend anybody doing the same to download it as an invaluable reference material to show how some Edge stuff should be done. As this, it couldn't be better -- it's IMO the definitive DDF tutorial, after the official documentation, of course.


  6. I'm glad some people enjoyed Murderous Intent, which was released earlier, but not on 3darchives, deathz0r.

    Anywho, the seven levels are ALL possible on skill 4 without cheating (Check the demos in PRBoom or Boom for a bit of an idea how much so, although I die purposely in each to keep the demos short, and keep some surprises,).

    I'm glad I've had some feedback, cause I'm ATM working on the sequel, and wanted to know what to do, or not so. Less Archviles seems to be the case (Although they are my favourite monster, had you not guessed? :D Looks like Intent2 map04 may have to change then, or upset some people ;)

    Thanks for the review, Hyena ;)


  7. Personally, I think that the following is lacking in maps really:

    1) An 'encounter' at the end of each level. Like the imp invasion (Kinda) at the end of map16 or the cybie in map29, something climactic to round off the level.
    2) Custom textures, for a new atmosphere. But then, I just get sick of playing the same old themes, with the exception of that luvverly Q2-esque dark tech base one ;)
    3) Humour. This is tied to #2, really, but just hide away something remotely funny, as an easter egg.
    4) Variety. Yeah, keep to the same theme, but (And I've fallen prey to this myself) and entirely metal2 level is no good for anything except overfamiliarity.
    5) Dehacked/bex trickery. It can add some real flourish to a levelset, that has some port-specific features converted to a more universal standard. (Personally, I like to make invisible, non-clipping, non-shootable SS soldiers with no attacks roam around levels with an ambient sound for their breathing and all other sounds removed. Sneaky, but it works. Well.)


  8. I'm with Myk on this one: Bad reviews don't harm the author really, especially when the comments on the chronicles are usually people spouting their OWN opinions on the .wads, showing that they've actually played them. Therefore a .wad WILL get played, and if the masses disagree with the reviewer, then usually, I know which one I'd personally go by.


  9. I'm like, a semi-newbie myself. Been a member two years and all, but my activity here is very rare. Although, in terms of being a llame 'n00b' or not and proving I'm good - I'll let my next WAD project, Murderous Intent 2 decide that.

    ALTHOugh, with older (Than I) members gone, like deadnail an Zaldron, I'm beginning to feel kinda old.

    Heh, I'm a nwbie oldschooler who isn't really a newbe or oldschool.


  10. Please review my Murderous Intent (Found at http://www.geocities.com/jayextee). Since I'm hard at work on the sequel, some honest criticism of the first would be welcome.

    Try as I might, a lot of people I ask just tells me it kicks ass, which is flattring (To say the least) but not at all constructive.

    Hey, while you're there, feel free to rip into any of my other WADs - I'd like some feedback!


  11. The Matrix: "Don't think you are, No You Are"

    The Simpsons: "That word you've been calling me... ig-no-ram-us. That means I'm stupid!"
    "No, Homer, there's a difference between being ignorant and stupid"
    "No You Are!"

    They may be a little misquoted, but I'm looking for more of my trademark line in films. There's gotta be one in a National Lampoon somewhere...


  12. Wait for EDF is what I say, but then I have an ulterior motive, since the fate of my Exhumed TC is hanging on the balance here, as I wish to move it from Edge to Eternity, with EDF.

    [EDIT] If EDF is going to take too long, release it sooner - bugfixes are, on second thoughts, very important, so it may be best to release. Mmmmkay? Just don't say that I'm following like a sheep what everybody else is saying ;P [/EDIT]


  13. I've "left" a couple of times, and returned shortly, all without declaring it. But, that's because I have a BAD stress problem in RL, so I usually spend a month relaxing with friends or whatever, and just leave everything on hiatus.

    However, I have thought a lot about if I have to go for good (For any reason), and that's the reason that I'm working SO hard on my current project: Murderous Intent 2. Whether I leave or not, you WILL remember it!

    Actually, if I ever have to leave post-Intent2, I'd like to go out with a big bang, an explosive surprise to you all that you'd all enjoy. Reason? None really, only the hangups that I have about Karma (I can't prove or disprove it, but it's one of the only religious beliefs that generally promotes good living, so it's good enough for me).


  14. Heh, I've found this trick works nicest in moderation. I'm not going to be using it in large pools or anything, but Murderous Intent 2 (My current project) now has some "transparent" ceiling windows a la Quake 2 with this trick. It looks very nice on 64x64 squares where you can't possibly MLOOK to see the (lack of) additional ceiling/floor.

    Actually, I may be playing around with .BEX's translucency bit for things, wierd offsets with hanging sprites and this trick to emulate the bits in Quake 2 where you see POWs on the floor above, through glass. If this can be done correctly, this will look übercool!

    Shame about Legacy's lack of support for .bex -- Intent 2 may not actually be as multi-port as I had wished, unless somebody wishes to make a few e-mails... ;)


  15. Rellik: Wha? There may be a WadEd-style mode of drawing in WA?

    /me counts money.

    Six pence. In pennies. Damn.

    /me saves.

    Seriously, the drawing method (IMO all done 'backwards' to what I'm used to) is my one and only real hangup with WA.

    Therefore, I'd happily register the next version (If the drawing method is true to how it is in WadEd) whether you can cheat it (I.E Unzip the correct file) or not -- it would become my main editor.


  16. Heh, my 2 pence (I'm English!):

    First, I'm assuming that you're familiar with the tricks found in DW's tutorials section.

    Doom2.exe compatible:

    Bar blocking door:
    Make a self-referencing sector, with STEPTOP (Or similar) texture aligned to the top of it outside of a door, roughly 24+ pixels away from the door, and make the outer line SCROLLING (Hence usage of STEPTOP) so that the door behind doesn't open from too far away. Also, make a dummy of this sector with a dummy of the floor surrounding it (For compatibility reasons) and a switch elsewhere to lower it to floor level.

    Hence, there is a door with a bar blocking it that can't be opened until the bar is removed.

    Shiny fluids (Many thanks to MAONTH for this one, he created it):
    Create a small light (With LIGHT5 or whatever) in some water, about 16 high. Now reference the outer of it to a sector with the exact SAME properties as the water it's in, bar a slightly lighter light level. You now have a light cast onto the water, that 'follows' you realistically. Only problem is that this happens on the ceiling as well, unless you use the sadowcasting fake (V.High ceiling with no upper textures) or a F_SKY ceiling.

    Double sky with no HOM (Kinda created by me and FREDRIK in unison, following an IRC discussion):
    Simply use the shadowcasting fake on a sector with a non-sky texture to eliminate the HOM. Some creative work may have to be done to get this to work with complex sky/non-sky areas, but it's worth it.

    Boom-compatibles only:

    Blurry warp:
    Place a blank black texture (Transparent) over HOM for a teleporter. You will notice that things that pass this part of the screen will 'blur'. This actually looks better at lower frame rates, due to the way it works.

    Shiny floors:
    Put some 64-high crates on a floor, and a sector AROUND it with a transparent version of the texture, flipped upside-down, aligned INTO the floor graphic. You now have a reflection of the crate on the floor.

    MBF Only:

    Fake mirror:
    Take a screengrab of a part of your level. Use it as a texture, and make a 'sky window' with this texture as the sky, and a transparent SHAWN2 outside it on the opposite of the area you took a screen of. You now have a fake mirror that works with all MBF-compatibles.

    Heh, have a play and see what you can find, really. The Doom engine rules for reaky effects.

    Apologies, though, if this isn't very clear. It's hot here and my brain isn't working well ;)

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