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Lycaon

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About Lycaon

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    I want to believe everyone shares my opinion

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  1. Lycaon

    How do i make this railing work

    Thank you all for your time, sorry I couldn't answer before. I'm not using UDMF but Zdoom in Hexen Mode, so maybe that's why the walkable middle texture flag for action 121 is not working correctly. The problem is that it takes it as if the texture was on the ground and not on the balcony, so you have an invisible railing on the floor and an ethereal texture on the balcony. Zulk-RS got what i meant, I'm not really good explaining this kind of spacial problems in english maybe. I tried your 1 unit sector solution but it gives a lot more complications as it requires me to create multiple new 3d floors and add visibility and shootability properties, whereas my custom bridge solution seems to be much cleaner. Well i simply used regular Custom Invisible Bridges to create that effect and so far it seems to be the best solution. No shootability or visibility problems, lets me handle it very easily and the only down side is that it doesn't look so clean in the editor, but other than that, i think that's the best way to go. Again, not so clean, and maybe UDMF 3d midtextures are better but in my case they don't seem to work, as it doesn't block stuff from above the balcony but as if the midtexture was spawned in the regular floor. BTW this is how it looks now
  2. Lycaon

    How do i make this railing work

    I managed a ham fisted solution using lots of custom invisible bridges, it seems to work just fine but i'm guessing there must be a cleaner solution.
  3. How can I make this railing possible in GZDoom? I'm using a 3d floor to make a balcony and i need the player and monsters to be able to go under the balcony but also be blocked by the railings on the sides of it when standing in the 3d platform. Same for the fence marked in yellow, i need the player to be blocked by it but also be able to go above it to use the elevator on the right. I thought about making a 3d floor for the railings and fences but that would make the blank spaces of the texture black. Thanks in advance!
  4. This map pack is officially sugoi
  5. Wow I sure wish to see a japanese take on this western game, this is very interesting. Will play it tomorrow.
  6. bump. Anyone has any critics on the map? I sure would like to hear what you have to say if you played this, since I intend to improve this as much as I can.
  7. Lycaon

    My Dungeon Synth project

    @darkreaver I hope I can finnish this album this year... I've been busy with many other things, but I assure you more will come. I couldn't find any of your releases on that bandcamp, how do I find your... band's... bandcamp (solo project in this case), if that makes any sense? @gaspe Yes, the theme goes around classical age mythos and philosophy, with a hint of gnosticism. I started this album way back in 2013 when I was really into all that stuff, and have already wrote unsung "lyrics" for each of the songs, so the layout of the album is already done since the beggining. I even have the composed melodies, just haven't recorded them yet. I'm lazy like that.
  8. Looking forward to it. BTW you might have noticed there is a v0.41 now, I didn't announce it before cause it's pretty much the same, just some minor fixes and couple new textures.
  9. Lycaon

    My Dungeon Synth project

    I used a Casio CTK 4200. Nothing too flashy, just what I had around here at home. It has some pretty cool sounds on the orchestral-real instrument department, but I don't really like the straight synth sounds, hence why they are so sparse. I would have thought someone would have posted dungeon synth in this forums already, since I think Doom has a kind of Black Metal vibe to it somehow, the rest is math. EDIT: Just noticed all the avatars on this post are related to the occult lol.
  10. Lycaon

    What's the best song in a WAD you've ever heard?

    Probably map28 of CC4, that castlevania vibe goes perfectly with doom
  11. That would be sweet, let me know if you plan to do it, I'd like to see it to know how people fare in the map
  12. Lycaon

    My Dungeon Synth project

    Hi, I wanted to show you what I've been working on in the music department. It's a Dungeon Synth project called Hades Oniria. If anyone doesn't know the genre, It's a derivative of Dark Ambient that was born from synth tracks from 90's Black Metal albums. Most notable artists are Wongraven, Mortiis and Mistigo Varggoth Darkestra. The genre itself has evolved into its own thing but it still retains the Black Metal spirit. I'm also in a Black Metal band called Votz Daunor (we released a demo) and intend to release solo black metal albums under this project, but for the time being I'm working on an 8 track album, of which 4 have been completed. The others are thought and composed but not recorded yet, and I have uploaded 2 tracks to show what I'm doing. This is the bandcamp page I personally recommend listening to Der Feuerbringer, since Ab Aeterno was the first track I made and might get a lot of changes and new instruments in the future.
  13. I gave it a run and got to map 3, where i died in the trap after the red door ( i was playing it with a monster mod). I really like the style in this maps, the vast amount of secrets give it a replay value and the way everything is detailed, you find yourself looking for secrets everywhere, so this gives an expansive space effect, the world feels bigger than it really is. Overall this is very fun, have you done any map packs before? I'd sure like to check them out
  14. Thanks a lot, I hope most of the changes are noticeable and relevant to you. Next stop is the full first map consisting of the first 3 chapters. That will be the BETA version.
  15. Version 0.4 Released. TL;DR: Loads of changes, this is the biggest update I made so far and the last Alpha before the Beta version. No new map sections though, this is a visual and gameplay remastering. Major remastering of the map. This will be the last Alpha before the Beta. I've done countless things to it: nearly total retexturing of most of the map areas, enhanced stealth system (enemies will have a hard time shooting at you when you stand in dark places) as well as gameplay changes to the Alpha zone to take advantage of this feature, more architectural detail pretty much everywhere, swinging and sliding doors, flickable light switches, resized textures for duke nukem and kingpin patches that looked gigantic (specially doors), new decal effects for blood and bullet puffs, loads of new props, new visual effects for explosions, slightly rebalanced difficulty, new sounds, improved weapon animation for the rifle, new fonts... I've done everything I could, but it's still the same length, all the new parts for chapter 2 are still in development, though I included a piece of it as "MAP01F" if anyone wants to have sneak peak at what I'm doing. Simply enter "map map01f" in the console. The reason why I did this is that I want this mod to look tight and polished and let you know that i'm taking this serious. I plan to add even more features in time. This goes to show that I do not intend this to be an amateur map pack, I'll do my best with it. I will keep improving this as I learn more about editing myself, since this is my first project and started it without even knowing how to script. Tell me what you think about it. Have fun!
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