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antares031

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Everything posted by antares031

  1. antares031

    AI Generated Title Screens

    The Sky May Be The Mucus Flow lilith.pk3
  2. In vanilla dehacked, you can use either A_Pain or A_Scream to let the actor play its designated pain sound or death sound. Just pick one frame with a code pointer, give it A_Pain, set the pain sound with the sound effect you want from things property, set the duration of the frame identical to the length of sound effect, and loop the frame. The sound effect actor only needs its spawn state with the one code pointer frame I mentioned above, and nothing special is needed.
  3. Plutonia the Way Casali Brothers Did... by Casali Brothers. This sounds like SIGIL 3 to me.
  4. antares031

    axolotl.wad [11 maps] [/idgames]

    I approve this blue, looks so beautiful 💙
  5. After Micro Slaughter Community Project, it's so nice to see an another wad with a similar concept. Nice work!
  6. antares031

    Doom Monster Nicknames

    That one particular arch-vile in Monster Condo. People call him "Barney".
  7. antares031

    Brainstorming Name Ideas for My Next Project

    I've been thinking about various suggestions, but none of them could beat "Mechanical Midwest Hellscape", honestly.
  8. antares031

    how you do SR50

    W+A+C+M2 or W+D+Z+M2  C is turn left, Z is turn right, M2 is strafe on
  9. antares031

    share your thoughts on types of size-limitation maps

    We better need a concept of "The Evolution of Display Resolution" project. With a total six episodes, each episode features the most popular resolution of the era, starting with CGA 320x200 (Classic Doom was designed for this resolution, iirc). Then it goes up to VGA 640x480, XGA 1024x768, HD 1280x720, FHD 1920x1080, and QHD 2560x1440. Two secret levels feature UHD 3840x2160, because why not?
  10. Antaresian Reliquary is a compilation of levels, designed for various community projects for the last 4 years. Seven levels with different themes and limitations were selected for this compilation, and the wad is designed as boom-compatible with some custom gameplay elements, such as new enemies and weapons. It is recommended to read the details about the gameplay changes, before you start playing this wad. Also, each level has a death exit, making every level starts with forced pistol start. So please keep in mind about this. * Important Note (2020.08.29) A small change has been made to the idgames version, which fixes the DECORATE code that caused significant frame rate drop, during the particular moment on MAP06 with any ZDoom-related source ports. This also fixes a couple of DECORATE issues, such as "Antaresia shows pain state sprite, during the firing state". If you're mainly using ZDoom-related source ports, please download the newer version on idgames, which is dated as August 24. 2020. Since this doesn't affect any other resources, other than DECORATE, there should be no issue with the demo recordings currently out there. Sorry about the inconvenience, and have fun. Final Changes (2020.06.15) - Fixed a glitched spot in MAP07, where the player can fall down to the soild floor RC3 Changes (2020.05.30) - Fixed an issue with small font, which occurs in ZDoom-related source ports * Now small font should be visible with correct color in ZDoom, instead of darker one - Updated MAPINFO into ZMAPINFO, to resolve the issue with MAP31's ending message with ZDoom-related source ports RC2 Changes (2020.05.23) - MAP02: Adjusted the revenent ambush, near the red keycard, courtesy of Redead-ITA - Added a weapon-swapping sound effect to the rest of weapons, except melee weapons - Added an obituary for Former Ranger - Now every weapon has greatly faster weapon-switching speed - Re-recorded demo files Gameplay Change - The player starts with 60 bullets, instead of 50 - Lost Soul's HP is decreased from 100 to 45 - Adjusted Cacodemon's corpse a little bit - Arachnotron's Plasma Projectile is replaced to Energy Bolt; higher velocity, lesser damage * Because of this, Arachnotron fires slightly faster than before - Former Human is replaced to Former Ranger * Former Ranger shoots one energy bolt, has 25% more HP, and faster movement speed - Baron of Hell is replaced to Antaresia from Struggle : Antaresian Legacy * Antaresia's pain chance is decreased from 50 to 30 * Changed Antaresia's color scheme - Added Chaingun Elite from Struggle : Antaresian Legacy * Chaingun Elite shoots one less energy bolt, and has lesser HP * Changed Chaingun Elite's color scheme Ammo Change - Bullet capacity is increased from 200/400 to 240/480 - Shell capacity is decreased from 50/100 to 40/80 - Rocket capacity is decreased from 50/100 to 40/80 - Cell capacity is decreased from 300/600 to 240/480 - Bullet item now gives 20% more bullets; 12/60 - Cell item now gives 20% less energies; 16/80 Weapon Change - Every weapon now has greatly faster weapon-switching speed - Fist : Faster reaction time - Fist : Doubled the damage - Chainsaw : Slightly faster firing rate - Pistol : Replaced to Machinegun, which has the following features: * Faster firing rate * Always accurate - Shotgun : Slightly faster firing rate - Super Shotgun : Increased firing rate by 18% - Chaingun : Greatly faster firing rate - Chaingun : Added post-fire delay sequence * Please use the machinegun for long-range burst fire - Rocket Launcher : Slightly faster projectile speed - Rocket Launcher : Slightly increased projectile damage - Plasma Rifle : Greatly decreased firing rate by 50% - Plasma Rifle : Slightly increased projectile speed - Plasma Rifle : Greatly increased projectile damage by 140% - Plasma Rifle : Removed post-fire delay sequence - BFG : Pre-fire delay is decreased (overall firing rate is still the same) - BFG : Projectile damage is decreased from 100 to 80 - BFG : Now requires 30 cells per shot, instead of 40 Maplist & Changes * Every par-time is measured on UV-Max. * Every level got minor changes in layout, item placement, and monster placement MAP01 : Moonstriker's Outpost 1000 Line Community Project - MAP27 Par - 4:30 - (Basic changes) MAP02 : A Forlorn Outpost DyingCamel's Demons #1 - MAP09 Par - 13:00 - Cleaned the automap - Added coop-mode monsters MAP03 : Harvester's Reminiscence Doomworld Mega Project 2016 - MAP25 Par - 27:30 - Cleaned the automap - Added coop-mode monsters - A couple of adjustments around the level, including secrets - Redesigned the final area, so you don't have to press buttons to proceed MAP04 : Purgatorial Technologies DyingCamel's Demons #3 - MAP09 Par - 16:30 - (Basic changes) MAP05 : Alpha Scorpii Supercluster Nova III - MAP25 Par - 28:00 - Restored the original textures, which were cut from the project - Replaced the skybox - Adjusted some secrets to make it much easier to reach - Fixed Tutti-frutti effect glitch - Minor changes in layout, especially around the blue keycard arena MAP06 : The Kerberos Complex Doomworld Mega Project 2017 - MAP24 Par - 32:00 - Cleaned the automap - Replaced the skybox - Fixed Tutti-frutti effect glitch MAP31 : The Eclipse of Betelgeuse SlaughterMAX - MAP28 Par - 42:30 * Using GLBoom+ is highly recommended, due to the framerate issue. - Added one more secret with a godsphere - Added more blue armors for the final phase - Replaced soulspheres to megaspheres for the final phase - Increased the amount of monsters on HNTR from 9308 to 9882 - Increased the amount of monsters on HMP from 9115 to 17246 - Increased the amount of monsters on UV from 32398 to 42690 - Removed Suitepee Exit Credits - Please open the spoiler below Download Click here to download the wad Thanks, and have fun. :) EDIT: If you liked the new gameplay changes, here's a separate wad that features new weapons and monsters from Antaresian Reliquary. Keep in mind that this mod uses dehacked to change gameplay systems, so it is not recommended to use this one with any wads with their own dehacked, including the original AR. Also, this mod greatly increases weapon-switching speed for every weapon, not just melee weapons and a machinegun. Click here to download the mod
  11. antares031

    Source Ports Doomworld Uses [adding up later this month]

    DSDA-Doom - 7 Eternity - 1 GZDoom - 1 I do use other source ports as well, but I only use them for special reasons, such as using ChocoRenderLimits for vanilla doom stress test, ZDaemon/Zandronum for multiplayer, etc.
  12. While the idea of widescreen status bar sounds interesting, I currently have no plan on making more stuffs for already published projects. But I'm welcome to any third-party add-ons that don't interrupt with the wad's gameplay or art design.
  13. MAP09 UV-Max in 3:46 mscp09-346.zip MAP16 UV-Max in 4:44 mscp16-444.zip
  14. antares031

    Psych's MIDI Music! (Or Junkman I guess)

    Much appreciated for sharing your awesome MIDI works in here! I remember that I got this collection from your discord channel long ago, and I've been enjoying this a lot. I'm planning to use more music in the future, besides Struggle, Antaresian Reliquary, and Ozonia. Like Gothic mentioned above, your work definitely deserves more recognition. Because of that, the recent honorary member medal from id Software, celebrating the release of Syringe as an official add-on, was such a great news to hear. :) Again, thanks for sharing your collection to the public, and keep up the good work!
  15. antares031

    Why'd you choose your title?

    Yeah, it's my favorite fish to eat. 😋
  16. antares031

    Why'd you choose your title?

    I needed a secondary non-english nickname, which could be more appealing to the local community members.
  17. antares031

    what resolution do you play doom on

    1280x960 for any classic source ports, and 1080p for any modern source ports.
  18. antares031

    Live podcast interview with John Romero. Links are up!

    Just finished watching the VOD. It's so amazing to hear that Sigil 2 is ongoing, could be really great for the upcoming 30th anniversary of Doom in 2023. Lots of good stories about Doom, Quake, early games of John Romero, and stories about game development and multiplayer as well. Can't believe that Wolfenstein 3D's levels were made with the same level editor that Commander Keen used; making FPS levels with a 2D side-scroller level editor. Also, much appreciated for asking my question! It's good to know that John Carmack was actually the person, who scored the first frag in FPS history. It's technically a self-frag, but it still counts. XD
  19. antares031

    How Invasive Is Steam, and Is Satisfactory Any Good?

    I've been using Steam for nearly 17 years, and I haven't got any significant performance issues with my computer, even back in the first year with Steam. Can't remember the exact spec of that time, but I do remember that my GPU was GeForce MX 400, so I believe that the other specs were quite equal to that tier. Although Steam got lots of updates, compare to the early design, the application itself is still quite lightweight, and it won't affect the performance of your PC too much. If you're still worrying about it, just open the task manager, and turn it off from the startup.
  20. antares031

    whats your highest play time in your steam library

    Team Fortress 2 with 3,374 hours, mostly because of achievement_idle.bsp Back then, idling/crafting was the only way to get silly hats, before the trading update.
  21. antares031

    Dehacked Wizards, how do you do things you do?

    Like Aurelius mentioned, Whacked4 is an easy way to understand how dehacked works. It's easy and straightforward, has user-friendly interface, and it provides useful features, such as previewing states, linking frames in order, and so on. Editing properties from Things, Weapons, Strings, etc. is pretty much straightforward, since all you need to do is just changing values. The highlight of dehacking (that's how I call making dehacked patch) is editing States with various code pointers. Keep in mind that player code pointers only work with the player's weapons, and monster code pointers only work with actors. Otherwise, such as using FireBFG code pointer to a monster, the game will crash with an error. It's worth mentioning that there are many hard-coded behaviors in dehacked, mostly with the specific frames and things. Again, Aurelius already posted the document about those hard-coded behaviors, so I recommend checking that out. The way I learned about dehacking was basically with lots of trial-and-error. After I learned how to use Whacked with basic tutorials, I was like "Hey, I wanna make something interesting with those code pointers, because why not?" Then I started making various dehacked patches with their own concepts, such as a monster with "sprinting" behavior (which ultimately became Astral Cacodemon in Eviternity). Of course, I encountered lots of bugs and crashes, mostly because of my poor knowledge about the hard-coded behaviors of dehacked. And whenever I got errors, I tried to look for answers, by simply searching on Google or Doomworld. Because dehacked has been used by lots of doom modders for ages, chances are there were another modders, who also encountered the same issue with the exact reason. Most of knowledge I learned was from making dehacked patch for Struggle. Since that megawad was designed for limit-removing compatibility, it still used the old vanilla dehacked with limited amount of code pointer frames; remember, only the designated frames are capable of using code pointers in vanilla dehacking, unlike boom or above. So I had to optimize the dehacked patch as far as I could, in order to put lots of custom monsters I wanted. During the optimization, I learned how I can handle frames more efficiently, and how to avoid certain issues and errors. So don't be afraid, and go try to make some cool dehacked patches of your own. Every dehacked wizard has their own first step.
  22. antares031

    About You: List 9 important Doom WADs.

    We did have a dehacked patch of super weapons in here, which was basically a modified version of SUPRWEP8.DEH, with more ammo capacity and health/armor. The dehacked patch was called zzang.deh, (a slang, which roughly means "epic" or "best" in korean) and it was featured in one of my youtube videos, called "killing 3000 cyberdemons". But yeah, supergun2.wad was the one, chosen by the most of ZDaemon servers back then.
  23. antares031

    MBF21 Specification v1.2 Release

    This is the beginning of the new era of classic doom modding, especially with custom monsters and weapons. Congratulations!
  24. antares031

    All About Secret Maps

    Anything different then the rest of mapset, or something special, could be a secret map, imo. It's worth mentioning that the one and only secret map of Struggle (MAP31 and 32 are not secret levels in that wad, but MAP15B and MAP15C) was the very first playable map I've ever made, back in 2006. Finishing solo megawad project was one of objectives I wanted to achieve in my lifetime, so it's no wonder I left something meaningful as a secret level. My favorite secret levels are Killer Colours from Alien Vendetta, and Anagnorisis from Eviternity. Killer Colours simply made me fall in love with blue textures, while the rest of the level demonstrated the concept of "colored sections" pretty well. This concept was used in many other levels, such as Warp of Time from Hell Grounds, and My Fav from Japanese Community Project. Anagnorisis, on the other hand, has everything I like about level design; gorgeous, ultra-giant scale, interconnected non-linear layout, etc. It also works as a secret level very well, since the rest of the wad, except MAP19 (which is also one of my favorites from the wad), has relatively compact layout and shorter playtime for each level. The secret level also has its own unique theme, a giant fortification complex on the lava pit, instead of the themes from the rest of chapters.
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