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Rook

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Everything posted by Rook

  1. I won't be at my own PC until later on and I haven't known anyone to have texture issues, but: 1) Did you load CC4 itself, or the texture resource WAD packaged with it (cc4-tex.wad)? It's the latter you want. 2) In any case, do the textures display correctly if you don't load the weapon mod?
  2. Rook

    REKKR - V1.16

    I also found myself thinking this quite often, in my case because the level design reminds me of the approach taken in a lot of maps for the "holy trinity" of Build games - which is to say, a map represents a specific locale complete with appropriate furniture and layout, but with an element of abstraction that keeps things entertaining. The feeling I get from a supermarket in Duke 3D, or a hospital in Blood, I get from the farm in REKKR - for example.
  3. Rook

    The Music of REKKR

    While most of the technicalities go over my non-musician head, this is fascinating stuff! Your music for REKKR is somewhat more subdued than we often expect from Doom projects, but the way you've researched Scandinavian folk music and instruments is evident throughout and its a perfect fit for the visuals and gameplay. It's a big part of what makes REKKR so compelling.
  4. Rook

    REKKR - V1.16

    I know it's the fashion to get pieces up quickly, that REKKR is "only" a Doom mod, and that it's great to see some coverage of this all the same - but to me, all three of those pieces linked above are very lazy and certainly don't do this justice. I'm quite close to reaching the end of E2, and still thoroughly enjoying this. I found the weapons a little underpowered at first but I'm warmimg to them. Maybe the single most impressive thing about REKKR is that it uses all the vanilla Doom editing tricks I know of (and a few I didn't) to create immersive environments without leaning on advanced source port features.
  5. Thanks again for your videos! It's been a pleasure to see the maps played. I noticed a couple of small issues on MAP07, which I'll correct. I'm hoping to prepare an idgames archive upload for this within the next week or so.
  6. Rook

    REKKR - V1.16

    Wow, what a time to be a Doomer. The beauty of not knowing about upcoming projects until they're released is that you can skip the waiting and go straight to the playing! I've just played the bulk of episode 1 so far, but all credit to everyone involved in this because it's very impressive indeed. I can scarcely imagine the work involved in assembling a TC, and these assets are all excellent. Considering these are vanilla maps they do a tremendous job of creating a world of interesting environments and I've never seen details like furniture (!) used in a way which so strongly enhances the atmosphere. I must admit I've found the maps quite tough so far: ammo and health often seems to be scarce and enemies seem to do a ton of damage. I've also found navigation to be quite obtuse on E1M3 and E1M5 but my overall impression is very positive. I have noticed an odd thing in PrBoom+, which is that when navigating the options menu(s) the selected item isn't shown visually. I think it's possible that the colour which PrBoom+ uses to highlight the select entry is the same colour as the options are by default in REKKR.
  7. Rook

    [WIP] Eviternity - A Boom Format Megawad

    This looks extremely promising - that's a beautiful texture set from what we've seen, and a fine lineup of mappers, particularly if skillsaw finds the time!
  8. I know you said, "other than huge labyrinthine castles" but Forsaken Overlook is still worth a look if you haven't played it. I haven't tried GMOTA myself yet, but Matt Tropiano's castle map is a very satisfying. Most of it is actually outdoors, with comparatively little gameplay taking inside the castle itself.
  9. Thanks for playing! I haven't been able to listen to the sound on the video yet, but it looks like there's a significant bug on MAP06 - the door behind the teleporter in the main area is meant to be require the blue key. Not sure how that slipped through, but I'll fix it and revise the download link in my thread. I'm glad you liked MAP05; it was drafted in 2016 and very heavily revised this year. There's a post-mortem on the WAD on my site now, for a little more detail on how the maps were made. You will find that MAP07 and MAP08 are more free-flowing, before a final arena fight on MAP09.
  10. Rook

    Forsaken Overlook

    A sprawling and grandiose castle map, with a magical sword providing an ideal MacGuffin. The flow of the map and its intelligent reuse of areas - especially a wide, curved walkway - is very impressive and there's a real sense of adventure and escalation across the 30 to 40 minutes this will likely take to complete. The long-awaited finale is a little underwhelming and there are areas where the textures ought to be more varied, but this is a fine piece of work.
  11. Rook

    [GZDoom] Diabolus Ex v1.1

    Congratulations on what is in many ways an extraordinary piece of work! I've never felt comfortable with jumping, crouching and freelook in Doom but this map wins me over with its beautiful custom textures and unique atmosphere. The fights are a little mundane and unchallenging, but that's easily forgiven. Really impressive stuff.
  12. Sucker Punch has been updated, with the following changes: Custom sky now displays properly in ZDoom and GZDoom (thanks Breezeep and Kappes Buur) Fixed an issue with the blue key in MAP02, which I'd somehow reintroduced along the way A trap in MAP08 can no longer be avoided by taking a specific route Several improvements to balance on lower difficulties have been made MAP09 has been altered slightly for a tougher and hopefully more climactic end EDIT: Further Changes on July 9 Difficulty of MAP04 and MAP06 has been toned down slightly A door in MAP06 now has the correct linedef type I'll hold on in case anyone finds any more issues, before I finalise the WAD. As ever comments, videos and demos are very welcome. // DOWNLOAD (Updated July 9) // sckrpnchjuly9.zip
  13. Thanks for taking a look at it. I've made a whole new version of the MAPINFO lump using the CC4 syntax and I still get the same problem in GZDoom. I've now tested in ZDoom as well, and the sky is "missing" there too. Below is the opening of the lump: defaultmap nocrouch nojump map MAP01 "Maintenance Run" { titlepatch CWILV00 sky1 = "SKY2" next = "MAP02" music = "D_RUNNIN" I'm sure I've make some simple mistake, but I'm just not sure what it is! While the WAD doesn't use any G/ZDoom-specific features it'd be nice to get the sky working in these popular ports.
  14. Thanks for playing, @HAK3180! Your video helped me notice a couple of outstanding issues which I will resolve for a new version which I'll make available in my thread. It's always a thrill to see others play my maps - each map came close to killing you which was a good sign! There's a rocket launcher secret in MAP01 which would have made the ending much more manageable, but you handled a bad situation well! I look forward to seeing you play the remaining (and much newer) maps and hope you enjoy those too.
  15. Hi @HAK3180 - if you get the time and if it appeals, it'd be interesting to see you play my PWAD Sucker Punch. It's nine maps for Doom II, but each one is small and should only take 2-3 minutes to complete (notwithstanding any deaths!). I'm trying to resolve an issue with the skies in GZDoom right now, but it's just fine in PrBoom+ and Retro.
  16. I recently shared my WAD Sucker Punch, and it was noted that the sky texture is missing in GZDoom (but working in the other ports I tested, PrBoom+ and Doom Retro). The WAD must be loaded alongside the Community Chest 4 texture pack and is intended to use the sky texture on maps 7, 8 and 9. I included a MAPINFO lump with the WAD, but didn't specify skies in it. @Breezeep suggested that I modify the syntax used in CC4 itself to identify a sky for each map: map MAP01 "Renewed Faith" { titlepatch = "CWILV00" next = "MAP02" secretnext = "MAP02" sky1 = "SKY1" cluster = 5 music = "$MUSIC_RUNNIN" } However, this didn't work. I've also tried to specify the sky in the opening section of MAPINFO, which is a method I've seen in other WADS, also to no avail. Can anyone please help me solve this based on players loading cc4-tex? Or would I be better advised to integrate the relevant textures into my WAD to fix this problem?
  17. I've tried various different permutations of that, still without any luck in GZDoom. It's still fine in PrBoom+ and Doom Retro. If anyone could shed any more light on this, I'd appreciate it.
  18. Thanks for playing gaspe! Personally I think MAP08 is probably the strongest in the set. It can be approached in a few different ways which hopefully makes it a nice contrast with the more linear maps. It's also fun to let rip with the rocket launcher. It's interesting that you feel that way about MAP09; personally I find it harder than MAP03 because there are fewer resources and it's possible to become cut off from additional plasma cells. However, I think it could be made a more dramatic finish. I'll consider making some changes.
  19. Thanks Breezeep. I'm assuming your screenshot is of GZDOom. Can you explain how I resolve this? I've added the sky property below at the start of MAPINFO but it doesn't help: sky1 sky1 0 I also tried to specify the sky property within the information for the three last maps specifically, but that also didn't work.
  20. It's been two and a half years, but Sucker Punch is now updated! The WAD now has nine maps spread across three themes - please see the first post for details. It'd be great to get your feedback, demos and videos. // DOWNLOAD (Updated July 6) // sckrpnch.zip See July 9 update in OP
  21. Just a few finishing touches are needed on Sucker Punch MAP09. It could be called a kind of reprise of MAP03, as it's a timed arena fight - however, it has a few twists of its own. I've decided to wrap this WAD up at 9 maps; I'm wary of repeating myself too much and I think it's reached a suitable size based on the feedback I got on the initial 3 maps I shared in 2016. I'll compile the WAD soon and will revise the download link in my thread. MAP09: "Hardpoint"
  22. I watched a fair bit of the stream, partly while doing some mapping of my own. I was very impressed by what I saw, and as I said in the chat it was a heroic effort. You've definitely earned a rest - you should get at least a few days off before you're made to do this again!
  23. I accidentally deleted my post so here's a heavily abridged version: MAP13: Cybercrusher I'm pushed for time and this map sounded (and began) like a real slog so I've skipped it for now. MAP14: Ancient Den A very likeable ruins map with challenging fights. MAP15: Klockwerk An exceptionally square but quite cleverly constructed map which repeatedly loops back to its central yard and the surrounding walkway. I found ammo very tight at the start, and again at the end - after collecting both keys I correctly sensed that it'd be possible to dash past any remaining enemies, straight to the exit.
  24. MAP11: Quaker Plumbing, Inc. All power to Breezeep for making this excellent map, which for me is by some margin the best in the WAD so far. A network of broad caves and outdoor areas surround an imposing dam (shades of Valiant MAP06 here) and the visuals and gameplay balance are of a very high standard throughout. There are two cleverly-constructed, major setpiece battles: one at the foot of the structure and one on top. It's possible and probably wise to run away from the first fight, but the monsters spawned there will need to be dealt with. In the second, there's a BFC (Big Friendly Cyberdemon) who will do a lot of the player's work for them if tickled just the right way. MAP12: Kepler Communications This is a significant improvement over Argentum's first map in the set and is at times almost as strong as MAP11. The two maps share a great sense of grandiose architecture which doesn't become overcomplicated. The player has to work quite hard to acquire an arsenal, but this feels more natural than the excessive emphasis on secrets in MAP05. The more frighteningly powerful monsters are mostly well-handled, positioned to exploit their abilities but not insurmountable. However, as with MAP05 there is a real shortage of ammo: a major teleport reinforcement wave is nigh-on impossible to kill at present without intense infighting. I completed this, but not without much wailing, gnashing of teeth, saving, and juking around numerous tough enemies I couldn't kill.
  25. Sucker Punch MAP08 is just about done. This is the result of a conscious effort to use more higher-tier monsters, more powerful weapons, and a less linear layout. I'll soon need to decide whether to complete this at 9 maps or try to take it up to 12. MAP08: "Nothing Dead Will Go"
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