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RedShift

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About RedShift

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    Warming Up
  1. RedShift

    Doom 2 In Name Only: An indepth review thread

    I've played the first 8 maps so far. I'm a bit of a maverick when it comes to what I like in a map, so I understand why most people have issues with the WAD, but I'm really enjoying playing it. Yes, the tonal shifts are extreme, and some of the areas are a bit tight, and some of the layouts are weird, and some of the levels are convoluted to the point of frustration...I understand all that. But whatever. I just like it. Okay?? Hehe. There's something charming about it all. It feels like something made by real people with their own ideas. Also, none of the levels thus far made me feel like I was being thrown into a giant mess of hallways without a clue where to go. Even the most convoluted of mazes felt oddly organized and thought out. I actually appreciated how MAP07 was the exact opposite of what you'd expect, so that the "Dead Simple" aspect could be intentionally ironic while simultaneously referencing the construction out of only triangles. The idea made me laugh while I was playing the level. I'd guess that the subtlety got lost on most people or that they just don't care for that kind of thing, but it tickled me all the way through. I'm still playing. Maybe I'll get annoyed with the WAD later. For now, I understand why everyone else doesn't really like D2INO, but I personally do. EDIT: Played MAP09. Continue to enjoy it. Space was gigantic but I was not confused about where to go.
  2. RedShift

    Can someone test this bug for me please?

    I don't have permission to post attachments here so here's the screen: http://www.filedropper.com/screenshotdoom20140723234219 Also, yeah, it's MAP14, I had meant to change the map to MAP01 but I forgot to.
  3. I just started a level and I am encountering a weird graphics bug in Zdoom. In three different places on this map (both bridges, and the second level from the top in the staircase in the corner) there is some weird artifacting/texture mismapping if you are standing on one side of it. In Doomsday, however, there is no bug, and everything looks fine. Can someone explain what the problem is? Thanks. [I literally just started this map so most of it is empty] Link: http://www.filedropper.com/testbugs
  4. RedShift

    New 12-level WAD completed

    I fixed both things in map10. I think I'll leave the mancubus as is. Seems fun.
  5. RedShift

    New 12-level WAD completed

    Two things: 1)How did you manage to get stuck behind the bars in level 11? There is only one trigger that lowers them, and you have to hit it before you even enter the room, so how did you manage to hit it after leaving? Regardless, I changed the other linedef trigger as you advised. 2)For level 12 - both gun triggers are supposed to be hinted at. The one that opens the door has the same picture on it as the door, and the one that opens romero has the same "eyes" as the switch you hit 5 seconds ago to allow you to even enter this area. Or, at least it was supposed to - I looked at what is actually there and the wrong texture is there. I fixed it now.
  6. RedShift

    New 12-level WAD completed

    Hum. About the eye stand - is it possible that it's not a solid object in some versions? Because I've always been able to walk through it. Either way, I'll put something else there. You may also run into the same problem in the next level.
  7. RedShift

    New 12-level WAD completed

    Ok thanks. I'm sorry about the headaches in MAP08. Hopefully it's fixed now.
  8. RedShift

    New 12-level WAD completed

    Fixed the maze in map08. All the lower textures on the back sides of the maze walls were missing. I think what happened was I tried to add them en masse by selecting the entire sector and editing all the selected linedefs, but when I told it to add a new lower texture it just wasn't adding it (this is what happened to me now as I tried to fix it). So I did it all manually. I don't know what to say about MAP07. As it is set up now, the bridge rises perfectly to meet the floor for me.
  9. RedShift

    New 12-level WAD completed

    I will look into the major issues you mentioned but I've never encountered them in jdoom. The map07 platform rising too high I don't even understand, let alone have any idea how to test. It works fine every time I play it. I'm assuming that the maze in map08 is missing some upper textures somewhere. Again I don't see the effect you're seeing in Doomsday, but I'm guessing that Doomsday corrects for missing textures sometimes.
  10. RedShift

    New 12-level WAD completed

    Also I think I figured out what the unknown objects are: they are old visual mode cameras, marked as thing ID 32000, artifacts of revisiting maps and manually adding cameras so I could jump to a specific location in 3D mode. I've been deleting them.
  11. RedShift

    New 12-level WAD completed

    Thanks, plums. Fixed it (I think - megasphere in map05 is a bit harder since there's little space, but I uncentered the megasphere and hopefully that's enough)
  12. RedShift

    New 12-level WAD completed

    For the several missing linedef textures (sectors 146 and 147 in map02, exit sector in map06, for example): I was trying to get the editor to add the default background sky texture for the level as a wraparound. I don't know how to actually do this but in jdoom this seemed to work. Is there a better way to achieve the desired effect?
  13. RedShift

    New 12-level WAD completed

    Ok I am going through your comments one by one to see what I can do. For the level 6 megasphere -> usually I let them push me up to it and then I kill them from the secret area.
  14. RedShift

    New 12-level WAD completed

    Any way to prevent that from happening?
  15. RedShift

    New 12-level WAD completed

    Can you clarify what issue you are having with map03? I can get credit for every secret.
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