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MarketAnarchy

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About MarketAnarchy

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  1. You mentioned in a conversation we had that a good enough pun could be the basis for a new project like Doom in Spain Only. What do you think of Daimyo to Hell (Damn You to Hell) with a Japanese theme. I could put together some assets for something like that.

    What do you think?

  2. MarketAnarchy

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

    Work in progress: map 28 of my X² megawad. 28 sectors.
  3. MarketAnarchy

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

    You can add skylights, regular lights, molding, chandeliers (using sectors and hanging gore) or simply use the stairbuilder to create variety by changing texture, brightness or hight or some combination of it. I just tossed this together using semi-random textures for an example. It's not at all what a finished product would be:
  4. MarketAnarchy

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

    I'd recommend breaking up that ceiling with something, probably the floor a bit more too.
  5. MarketAnarchy

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

    Judging from what I saw, the areas seem perfectly viable for fun gameplay. It just takes appropriate teleport destinations, monster and item placement, and some playtesting. If you want to toss what you have my direction and give me an idea as to what difficulty level you're looking for the UV to be, I could give the placement of stuff a whirl.
  6. MarketAnarchy

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

    Here's the starting area of my 1 sector map of X² (yes, the door opens)
  7. MarketAnarchy

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

    This is one of the areas of map 18 of X². It has 18 sectors total.
  8. MarketAnarchy

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

    The floating pipes are working as intended, gotta figure out what I want to do for detailing on the walls, just not 100% happy with them.
  9. MarketAnarchy

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

    I've got some boats in something I'm working on too.
  10. Touching the Void is obscure and OMG is it good. Meet the Feebles by Peter Jackson (same that did Lord of The Rings) is so awful it's amazing. Low budget and obscure.
  11. MarketAnarchy

    What is this type of door called?

    BTW, this is what it looks like when done in GZDoom using its handy toolkit: https://drive.google.com/file/d/1Oj7lo1X2XtyD0C2excwRFfQkyX_T1zVZ/view?usp=sharing
  12. MarketAnarchy

    What is this type of door called?

    Here are the midtextures used. I started with an OTEX base and added the ring/blades:
  13. MarketAnarchy

    What is this type of door called?

    Yeah, It's easy to do in UDMF. You can do it in Boom too, it's really hard to explain how it's done, but it's basically a combination of lines with the same sector on both sides with the midtexture you want and a voodoo doll that makes those sectors "open" and "close" using actions 29121 and 28673 with a real door in the wall nearby for the sound. I also use a sector to repeat the cycle if the door doesn't close properly. The actions are crushing actions, so it keeps trying to close and then re-opening if something's in the way and it'll eventually kill anything in the door and then close. You'll need to look up the "3d bridge" tutorial for some insight. In total I have 7 midtextures for closed through partly closed animations and 1 midtexture for the open door. That means 7 "3d bridges" that are stacked behind each other that open one at a time using the voodoo doll, then close one at a time using the same voodoo doll. Here's what the relevant voodoo doll thing looks like: The door looks like this: When X² is released, you'll be able to use it as a source.
  14. MarketAnarchy

    X² - Each level has X sectors, items & weapons, but X² monsters

    Updated screenshots Map 1 (one sector) Map 5 (5 sectors) Map 6 (six sectors) Map 8 (eight sectors) Map 9 (nine sectors) Map 14 (fourteen sectors) Map 16 (sixteen sectors) Map 20 Map 21 Map 22:
  15. MarketAnarchy

    X² - Each level has X sectors, items & weapons, but X² monsters

    All textures are lower unpegged, except for the fake door mid textures which are upper unpegged. Walk over linedef triggers "lower floor by shortest lower texture" 1x and that lower texture is the appropriate height.
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