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Kloki38

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About Kloki38

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  1. You can remove my name from the list of maps, I am not interested in this project anymore. Thanks
  2. I would like to reserve these maps : TNT : Level 8: Metal Level 19: Shipping/Respawning Plutonia: Level 8: Realm
  3. Kloki38

    Post your Heretic/Hexen textures and decorations!

    Here is some graphics I used in one of my mods - I modified some textures from Heretic/Hexen, converted a few textures from Stranded II Extension mod and modified a pot/vase from Heretic. Textures : Deco : Heretic vase (?) with bush from Doom Alpha
  4. Kloki38

    what are you working on? I wanna see your wads.

    This is a large WIP vanilla compatible map I´m currently working on. Don´t worry, I know the sky is broken (it´s just a placeholder).
  5. Kloki38

    Hacking the actual PSX Doom?

    This one ?
  6. A new teaser has been released :
  7. Metro 2033/Last Light - I can´t play any of them for more than 30 minutes. The story is fine, graphics, sounds are ok too, but the level design is garbage. Linear corridors, no explorations/multiple paths. It also has too many cutscenes - like every 3 minutes. New Doom (somebody will probably kill me for this one) - I dont like the arena like level design - clear an arena, then move to the next and then do the same for the rest of the game.
  8. Kloki38

    3D Entryway

    A very short map with a couple of monsters and a few 3D bridges. The layout is very basic and blocky with almost no details whatsoever. It is playable, but not very enjoyable.
  9. Kloki38

    Shadow over the Pathoras 1.4 Anniversary Edition

    @bonnie Everybody has a mapping style of their own. I am not a fan of constant height variations, especially when the combat is almost entirely melee (and almost all monsters in the mod have only melee attacks). Of course, the maps are NOT entirely flat like W3D. For example - towns are flat outside, but the buildings usually have an upper floor/stairs/elevators etc. Each town also has some kind of rampart as a compensation (usually with archers later in the game) which surrounds it and gives players some height advantage later in combat (SP or DM) . One of them is also in the trailer at 0:38 in the background.
  10. Kloki38

    Shadow over the Pathoras 1.4 Anniversary Edition

    Bump with a small update. It´s been a year since the first release of Shadow over the Pathoras. During the year I stumbled upon some graphics resources I did not have access to during the development, discovered some ideas that could improve the mod and received some useful feedback. So I decided to update the mod one more time and added some previously lacking features and fixed some issues. The most noticeable feature is an addition of GlDef (opengl) lighting to fire statues of Carastasus,magical projectiles and to blunderbuss (previous versions supported torches only ). Now are the explorations and fights much more atmospheric. Another big change is a new map06 - Shadow Wood and addition of map81 - The Royal Proving Grounds. I received mixed feedback on map06 due to its narrow design. So during the making of this version I decided to scrap it and made a new one with more open space. The Royal Proving grounds is a DM only area, that can be accesed via map80 - The Fortress. This map used to be part of a now cancelled expansion pack for SOTP, but it will serve it´s purpose in this mod too. Because the later maps are huge in sizes (Passus, Tereagen) and some players found them a bit confusing at times I added a new map power-up to the biggest maps. This power-up reveals the whole map with all items and monsters. It is usually located in peripheries of the maps. Now to the weapons. The blunderbuss was reworked to be slightly stronger - now it can kill a lizardman in one hit (compared to 3 in the older versions) and has new "more badass" firing sound, that will alert nearby monsters or players in DM. The battle axe now has an enchanted mode too - it shoots strong ice projectiles with decent firing rate. The final boss has also been reworked and is now stronger and more challenging (he can shoot magic missiles at long distances and use a sword/shield in close fight). The last thing are updated golem sprites, addition of signs in towns, bushes and dead tree with leaves from Hexen can be set on fire (good in DM),some sounds have been changed and monster ammo drops have been tweaked as well.
  11. Kloki38

    Hacking the actual PSX Doom?

    Lol, this looks good. I was experimenting with this stuff a few years ago. I was able to replace MAP01 with a custom map, but in the game the map was messed up - something like the Tutti-frutti effect. I tried to play it on my PSX too, but it crashed right after the loading screen. It is nice to see it working kinda properly. Good job ! BTW - In some old PSX hacking post Kaiser wrote, that he had lost all the stuff regarding console hacking and he is not interested in resuming work on it.
  12. Kloki38

    Looking to play and record your maps

    Some time ago I made a map you might be interested in. It is called Minos and it is a single player Boom compatible map that takes place in an old mansion with ancient catacombs full of hellknights underneath. You can find it here : https://www.doomworld.com/idgames/levels/doom2/Ports/m-o/minos
  13. Bump with a small update. Dev. showcase #1 I added a few things to make the enviroment a bit more interactive , such as movable curtains, working sink with faucet and pushable chairs. Here is a small showcase of the features and of the main menu:
  14. Kloki38

    Doom 2 - Rescue of Earth

    Poor GZDoom...
  15. The Phantom of the Opera is a WIP adventure for GZDoom based on the famous romantic/horror novel The Phantom of the Opera by Gaston Leroux from 1920. The story takes place in Palais Garnier opera house in year 1900. The opera house is believed to be haunted by an entity called the Phantom of the Opera by the opera house staff. At a gala performance for the retirement of the opera house's managers, a young little-known Swedish soprano, Christine Daaé, is called upon to sing in the place of the Opera's leading soprano. The main hero - Vicomte Raoul de Chagny, who was present at the performance, recognises her as his childhood playmate, and recalls his love for her. He attempts to visit her backstage, where he hears a man complimenting her from inside her dressing room. He investigates the room once Christine leaves, only to find it empty. After this incident Raoul starts his own investigation to find out, what is really going on in the opera house. The gameplay will consists of exploration of the locations, dialogues, collecting items and solving various puzzles. Planned features (for now) : 2 different endings based on the book/film endings cutscenes combined with a footage from the 1925 film adaptation GLDEF lighting, interactive enviroment MODDB page : http://www.moddb.com/mods/the-phantom-of-the-opera
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