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Posts posted by Albertoni
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Soundblock said:Neat stuff. Of course!
EDIT: Songs whose authors can be traced would be best, for giving credit...https://dl.dropboxusercontent.com/u/36933307/temp/midipack.zip
Alternate MEGA.nz download
Like half are completely author-less. Some have the person who made the midi in the midi tags (open the file with XVI32 or notepad to see them), the ones who don't... Well, good luck.
There's also a few from my latest midi-hunt that I didn't have the time to fully screen, they're zipped in the folders. Those are almost fully credited. -
Oh right, I have a big pack of random midis collected from all over the internet that I screened for quality, waiting to be used in a map. Would anyone be interested in me sharing it?
Samples:
https://www.dropbox.com/s/p0ylm3tz6f6t4ym/Riot%20in%20Lagos.MID?dl=1
https://www.dropbox.com/s/8gvybr9woj1llom/airwaves.mid?dl=1
https://www.dropbox.com/s/dj4u9j17ohf3u8a/emerson%20lake%20palmer%20-TARKUS.MID?dl=1 (If you have to check only one, make it this one)
https://www.dropbox.com/s/itotxly8dgquvxl/xasthur-nocturnal_poisonong.mid?dl=1
https://www.dropbox.com/s/za73788cwh97fo8/dragon-ride.mid?dl=1 -
There we go:
https://www.dropbox.com/s/8ft4hwdzqngze9z/texture_extravaganza_albertoni.zip?dl=1
I call this little piece of crap "Soul-Searching." If you run it with ZDoom or other ports that support mapinfo, it has Vrooom by King Crimson as soundtrack too.
I'd rather have it placed late, with the hell sky if possible, but considering the amount of enemies used it might feel far too easy so... ¯\_(ツ)_/¯
Also, if you are allergic to slime trails, stay away or use OpenGL. I fixed the most egregious ones, but I spent like 6 hours fixing the 1-pixel ones and it's still a mess. Enough is enough. -
Absolutely Killed is really, really good. It's very concept-oriented though, so most levels aren't traditional run-and-gun if that's what you're after.
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DeXiaZ said:it will play door closing sound every time when I'll press it.
My fault, there's another bug in my code.
script 1 (int doorTag, int soundTag, int time) { PlaySound(soundTag, "doors/dr1_open"); Plat_DownWaitUpStay(doorTag, 32, time*35); Delay(time*35); PlaySound(soundTag, "doors/dr1_clos"); }
I tested this version and it works.
As for your error, don't change anything in the code other than that 32 if you want a faster / slower door. This is how you use it:
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Ah! I messed up something in the code, the name of the sounds. I edited the post so it's correct now, sorry for any inconvenience!
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J.B.R said:Foreverhood
If there was a way to give reputation in this forum, you'd have gotten a point from me. Foreverhood is incredibly, incredibly atmospheric and beautiful.
I'd like to drop Trailblazer here. It might make the game too easy, but damn if it isn't fun to play. -
I'm pretty sure (but not 100%) that you can't do it without ACS.
Here's a quick and dirty code for a door that opens and closes:
script 1 (int doorTag, int soundTag, int time) { PlaySound(soundTag, "doors/dr1_open"); Plat_DownWaitUpStay(doorTag, 32, time*35); PlaySound(soundTag, "doors/dr1_clos"); }
doorTag is obvious, soundTag is for the sound to play from a mapspot thing you'll add to the middle of the door, so the sound comes out of the actual door. time is the time in seconds you want it to stay open. Also, that 32 is the speed, you might want to change it.
If you don't use actual platforms anywhere, just remove their sounds by adding this to your SNDINFO:
plats/pt1_strt dsempty plats/pt1_stop dsempty plats/pt1_mid dsempty
If you do need platforms with sounds, well, then we need more hackery. Same goes if you want doors that stay open forever. I'm willing to write the code for those cases, just say if you need them. -
gaspe said:Well the last year Erkattäññe and Sheer Poison both won a Cacoward, and they were in the top ten not in the runners up or just mentioned briefly.
I wouldn't call both avant-garde. Sheer Poison, maybe, it's a bit insane at some points and plays differently enough. I don't know, I felt both walked on top of the walls of normalcy, but didn't jump to either side.
Erkattäññe had zany architecture going for it, yeah, but... So did Ancient Aliens and Stardate 200X, and you wouldn't call either avant-garde.
Edit: Nevermind, was confusing Sheer Poison with a different map. Okay, yeah. I gotta agree with that one. -
It's some weird form of Python with a few syntax errors, Jimp.
@Warmaster:
People here don't tend to like "ideas people". You need to show you've put like a week of effort into making new sprites or maps before people will take you seriously. That said, your idea is good, if quite cliché. -
fagggmork said:Ha ha, the cacowards are exactly where avant-garde isn't.
Up to this point, I can't help but agree with the post. The Cacowards are all maps that are of high quality and that please all judges.
How to please all judges? Easiest way is to play it very safe. Very few maps that do something new get into it; Only example I can think of is dead.wire (Ohhhh, weird sky and shifting walls, spoopy~), though I think The Sky May Be made the mockaward at some point.
The rest of the post gives me a good idea for a jokewad, and this thread makes me want to call all my next jokewads avant-gardewads. :P
Anyway! My favorite avant-garde wads are Void and this massive clusterfuck I can't help but love:
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DoomLover234 said:@Albertoni that is excellent, it looks really nice! Is it the slope shading that would implode Vanilla?
Yeah. Amusingly, the only place where it does go over 128 visplanes is unreachable without noclip.
Then the area in the last screenshot goes over 2000 of them at some points, to compensate. -
Jeez, I'm loving everything in here, so if you see this post feel congratulated.
Not a fan of Jaska's "carpet" texture choice, though.
I've been doing something weird (as always) for Texture Extravaganza and made this area that I nicknamed "Slimetrail Hell."
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Doomkid said:hopefully a few will appeal to you!
Well, definitely adding it to my list of sources. Rot90Unusual2.mid in particular is lovely.
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That's a niiiiiiiiiiiiiice sky there. Shame it looks flat.
I've been experimenting with lighting, myself. Doing a map for Texture Extravaganza, a 4-texture project, so I can't detail with textures...
Yeah, it's 100% limit-removing, no ZDoom magic of any sort there. :3 -
Just to show I'm doing something with mine:
Spoiler
Edit:
Also, I affectionately call this area "slimetrail hell." Fixed as many as I could, still got half a dozen 1-pixel wide ones.
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CaptainManiac said:In map01 you still need to use the wall on the pit that faces the door to climb back
If you need to write this out, then it's not obvious and will result in many players getting stuck.
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Adding a link to the tutorial ( https://github.com/jmtd/wadc/blob/master/doc/tutorial.adoc ) and reference ( https://github.com/jmtd/wadc/blob/master/doc/reference.adoc ) would be pretty useful on the main post, don't you think?
I'll see if I can whip up some artsy-fartsy stuff this weekend. Been meaning to learn this for a bit, ever since I wrote a program to generate some UDMF code for a level. -
scifista42 said:If those graphics were converted to truecolor PNGs before applying the gradients and kept as truecolor PNGs even after inserting them to the wad without any conversion to Doom's palette, they would look much better in ports with truecolor/OpenGL renderers that aren't limited to Doom's palette.
This. Please do a .PNG version. Then we can play it with all those fancy GZDoom trippy shaders.
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Da Werecat said:If you simulate 8-bit rendering while preserving hardware features, you're getting a pretty unique look.
There's a rendering mode in the latest GZDoom (dunno when it was added though) called Software.
It's not exactly 256 colors, but it definitely helps a lot with the lighting drop-off. -
TraceOfSpades said:My only guess is very low resolution.
Except it couldn't be, because the text on the top left is at a quite high resolution.
Not to mention some of the pixels on the same ceiling are sliiightly bigger vertically than the others, which couldn't be done with just low resolution. -
Trip through the canyon (wip)
in WAD Releases & Development
Posted
You definitely should mention in the first post that the map is made for Brutal Doom or similar mods, you know. People will try to play it without anything for sure.