Jump to content
Search In
  • More options...
Find results that contain...
Find results in...

EricsonWillians

Members
  • Content count

    15
  • Joined

  • Last visited

About EricsonWillians

  • Rank
    Warming Up

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. EricsonWillians

    EWDOOM0

    Thank you very much Darsycho! I've played them several times while I was developing in order to be sure that it was possible to finnish without extreme difficulty, but not without dying as well. Nevertheless, I've found the whole experience "too enclosed", or, that all the time there were a lot of monsters. Next time I'll try to combine open and close environments, and places with no monsters at all. By the way, your work is awesome :). Maybe we could work in a WAD sometime.
  2. EricsonWillians

    EWDOOM0

    I've spent the last 3 days developing a "mini-doom2-expansion" composed of 3 maps (ewdoom0.zip). Eventually, ewdoom0 will become ewdoom1 and so on. Observations: I.: The link's on mediafire and this is the available option. II.: The file has over 16 MB due to the fact that it has three custom music files composed by me in the .mp3 format. III.: No, the files could not be further compressed (Audio quality preservation). IV.: If you don't want to spend 2 minutes more of your time downloading it and want to keep oldschool feelings concerning filesizes, this PWAD is not for you (Not MIDI). V.: If you enjoy it or just think it sucks in many aspects, I'll be glad to know it. DOWNLOAD Link <<< MAP01: MAP02: MAP03:
  3. EricsonWillians

    Linux users - what's your distro?

    Have a look at the distro that I use. It's just exactly what you want :).
  4. EricsonWillians

    DOOM Metal

    I was wondering how many Doom Players enjoy Doom Metal here. If you're not familiar with the genre, I'll place here some indispensable examples to start with. If you are, feel free to post more. The masters of (black AND DOOM). Oldschool DOOM I. Oldschool DOOM II. Oldschool DOOM III. Norwegian DOOM. Female Norwegian DOOM. French Funeral DOOM. Oldschool Death with a somewhat DOOM spirit I. Oldschool Death with a somewhat DOOM spirit II. Oldschool Black with a somewhat DOOM and evil spirit. (Brazil). Drugs DOOM I. Drugs DOOM II. (Drugs + evil) DOOM I. (Drugs + evil) DOOM II. The stereotypical DOOM for stereotypical metal women. Considered DOOM but not DOOM but no one cares. That DOOM that is DOOM but is older than DOOM itself. Finnish Somewhat Black Somewhat DOOM Somewhat Symphonic Somewhat Something. The DOOM that is not White Metal because it is older than the "White Metal" term with Edgar Allan Poe references. THE "War of the Worlds" DOOM from Rome. The DOOM from Australia. The unique DOOM from that Country that no one remembers (Except when studying the life of Joseph Stalin). The DOOM from my country (Brazil). The DOOM that you listen when your girlfriend breaks up with you. The DOOM from Chile. The mainstream death/DOOM that was good in the beginning I.. The mainstream death/DOOM that was good in the beginning II.. Some good evil shit from Germany with a somewhat Mystifier with a somewhat Half-Black/Half-DOOM that you should listen to just because is bloody awesome. More DOOM from my country. That DOOM from somewhere in the UK that some love or hate or both his voice. That DOOM from somewhere in the UK that used to be Crust Punk and changed to DOOM for absolutely no apparent reason, but no one cares (And female). That DOOM from Finland I.. That DOOM from Finland II.. UK DOOM again, but (drugs + female) this time. UK DOOM again, but just female, without the drugs. UK female again I.. UK female again II.. Female DOOM again, but finnish this time. Norwegian (drugs + evil) DOOM. Finland again I.. Finland again II.. Svart Records again, and female again, with occult imagery and 60s feelings..
  5. EricsonWillians

    1.9 to 2.0 Unofficial Patch/WAD Project?

    I agree that it's not possible to satisfy every member of the community. But I also think that it would be fruitless any attempt in doing so, for even the original oldschool IWADs don't please 100% of every doom player. A probably valid attempt, however, would be to create X numbers of levels for each Doom Level, and choose them in a way that please a lot of people, not everyone. Notwithstanding, I doubt that there is a better solution than a voting system when one considers working in community, for it's obvious that not everyone will be pleased (Therefore, the necessity of voting.). Nevertheless, the moderators could choose arbitrarily, just because they have the power to do so, the judges to judge each submitted map individually, thus removing the necessity of a voting system and guaranteeing the quality by trustworthy experience. Or, both systems could be used. Moderators could choose judges to judge voted submissions. One thing is certain: Not every member will be pleased, and that would not be the purpose, because it's undoubtedly impossible.
  6. EricsonWillians

    Lurking Evil (MAP01)

    Concerning the overall level-design/details, it improved when compared with my first attempts, mostly, I think, because of the Eureka map editor. I felt really comfortable mapping with it, much more than with Doom Builder. Nevertheless, of course, "details" are not everything, and there are things that only skilled players/mappers already know (Strategically speaking). I'll avoid silly endings like that in the future, and instead of hurrying to a "crowded/squared" ending, progressing to some levels more. And, I FELT the "Doorfight" feeling at that room, and that's why I've "explained" it with the raised-floor at the beginning (Without jumping, the only way of getting there is through that room.). Nevertheless, it's a doorfight, and this word is just brilliant (I'll remember of it in my next WAD). Concerning the switch, that was my intention (The player feeling lost). That was a desperate attempt in creating a "non-linear level", and of including exploration on it. Thank you for playing it, and for the feedback!
  7. EricsonWillians

    1.9 to 2.0 Unofficial Patch/WAD Project?

    "The Fixed/Final Version". There's no such thing. I also believe that the original IWADs are 100% correct and fixed. Nevertheless, I also believe that any effort to create a "New Doom Megawad (Improved)" is valid. The "Next Doom" could be THE Next Doom, as 100% correct as the original IWADs are, if, and if only, the whole community or a majority of it agrees that it is so. The original IWADs are considered perfect, because they are considered. Period. Then, logically, the same could apply to a Next One. Mappers could develop level by level, and then, through a voting system, the best levels for each original MAPXX level could be selected for the great NEXT DOOM to be available as a very special PWAD (A PWAD considered as a "IWAD", because it could be so good that new PWADs could come from it, but at the same time, it would not damage the previous ones). Concerning Smoother Things, I think it would be interesting if there were available the crafting/artistry skills necessary for it, and if everyone agreed that it's really innovative and that it does not seem weird (As it becomes clear, such a thing would be hard to achieve). The UAC/Doom story could be continued, and monsters designed accordingly. All textures recreated.
  8. EricsonWillians

    Lurking Evil (MAP01)

    I've devoted some hours to a "dark" level. Almost two years ago, I was new here and used to post some maps under the username of "Tellerstein" (And received some terrible reviews, mostly (Not the quality of the reviews, but concerning the quality of my maps (They can still be found on the archives.))). I'm back, played more Doom, and now I'm developing under Unix (Eureka + SLADE). I've used two of my compositions on the WAD. If anyone would like to give it a try, I would be glad to hear the critics. It does not require any fancy Source Port (No fancy features, no jump, no mouse-look). Nevertheless, it was only tested on Zdoom, and I use a .ogg file (So, I don't know if other Source Ports read .ogg files like Zdoom does).
  9. EricsonWillians

    WAD editing on Linux.

    Chungy, thank you! I'll have a look at it. By the way, I discovered that SLADE has a Map Editor built-in just now haha. I'm exploring it as well, since I'm having problems importing custom textures on Eureka.
  10. EricsonWillians

    WAD editing on Linux.

    I almost had a heart atack! It worked perfectly! This (Eureka + Slade + Zdoom) combination on Unix is just OVERWHELMINGLY AWEsome. Thank you!!
  11. EricsonWillians

    WAD editing on Linux.

    It looks really promising! Thank you very much, I`ll install it :). (By the way, I did not install Zdoom with apt-get. Nevertheless, the commands with wget and so on were beautifully well already done.)Fantastic link, I did not know that there was such .deb package for Zdoom. It'll be useful in the future.
  12. EricsonWillians

    WAD editing on Linux.

    I'm developing a map with Eureka (THE incredibly amazing level editor for UNIX that came from Yadex (That came from old DEU)). So far so good, I'm doing it in the Lubuntu Linux distribution, a Lightweight version of popular Ubuntu. Now comes the problem: I'm not satisfied with just level editing. I want to add my own music/composition, and add some textures of my own. I've found that, just like with Eureka, there's only ONE utility for dealing with such a task, and that utility is called DeuTex. It seems to be a pretty amazing command-line based tool, and I've compiled it properly. Actually, I've compiled ALL the versions available of the source code. All to come to the dreadful discovery that NONE of them works, for all of them give me a horrible "Segmentation Fault (Core Dumped)." (I've also downloaded from a link from here, of an older version already compiled, 3.8, and it gives me the same error.) Giving the Unix problem, I've installed Windows XP in VirtualBox and tried to work with SlumpED and Slade, but both gives me some annoying DLL problems (I really want to work in Unix and I'm being a bit lazy to solve things in Borrrwindows). I've also installed DosBOX and I'm really AVOIDING have to try to install some oldschool utility there. So, I was wondering if anyone here managed to edit WADs on a Debian-Based Linux Distribution, specificially some ubuntu-derived one. If DeuTex is really dead nowadays, then, IS THERE any underground utility that allows me to do such modding-things? What do you suggest?. Thank you very much!
  13. EricsonWillians

    Technical WAD References for Development

    hardcore_gamer, Python is an open-source community-developed somewhat functional-inspired somewhat scripting general-purpose high-level programming language that supports object-oriented, imperative, functional and procedural styles or paradigms. Phml, that's exactly what I want, but I would like to play with it from raw code. (For example, writing an algorithm to generate maze-levels procedurally.). Also, there's no definite solution for the "procedural problem", so my implementation could be very different. MTrop, sure! I'll let you know once I've explored it :). Plums, thank you! I'll take a look at them.
  14. EricsonWillians

    Technical WAD References for Development

    I was not expecting for Java! That's so much better (I understand it much better than C++). I'll certainly take a look at them, and at the Python one. Actually, I want to create a program that generates doom levels procedurally (I really want to combine Doom with Procedural Generation, which is SO MUCH opposite from the original doom-philosophy of level design.) But, I want classes/methods to just be able to create levels normally before starting experimenting, and your links will be very helpful. Thank you!
  15. EricsonWillians

    Technical WAD References for Development

    I'm deeply interested in writing Doom Levels with Python, in creating them through pure code (So that I can experiment in a way it's not possible with a "Doom Builder"). Nevertheless, I need to understand pretty well how exactly a WAD file works. I need to understand the "Map data lumps", etc. I want to create an open-source library for creating doom maps with Python. But, it may be that I must make some experiments in plain C or C++. I would like to know if you have technical references concerning the Doom WADs. Do you know any source/reference beyond those Wikis? If there are none, is there someone here that has done some "experimentation" trying to read the WAD files from C or any other programming language and has some advice to share? Python allows some "bit-manipulation", but I would like to have a deep understanding of the WAD files in a way that I could store those lumps correctly without having to scrape WADs randomly trying to figure out how they work. If there's someone interested in the idea, I'm going to start it in github, so well, we could work together. Thank you!
×