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Posts posted by Albertoni
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TheRailgunner said:Zand compatibility would be a good advertising point...
But sadly:
Script error, "the_trooper.pk3:decorate/weapons/demons_blood.txt" line 65:
Expected ')', got ','.
This is for the latest 3.0 alpha, 160229-1221. -
Gave it a quick play, I can see this becoming a constant DM mod for me and my friends if this is Zandronum compatible.
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an_mutt said:Albertoni - The opening of this map [...]
Well, thank you very much. I've been away for a while, half because of real life and half burned out thanks to Shrooms 2 (which I got 2 professional voice actors for, woo).
I'll try and work more on the aesthetics of the post-teleport hub areas, yeah. I've got a few ideas actually.
As for the balancing, well, my intention was making something interesting both for gameplay with carryovers and pistol start. Yes, it's a balancing rope act and I fear that the start of the map is not the best, specially if people try to kill the arachno before going into the cave. I see your point for the ship area and I'll think on something.
Finally, I don't understand what you mean by the final area being isolated, however. It does follow the duality theme.
Oh, and do you transfer your streams to Youtube or something? I find people's streaming times are never comfortable for me. >_>
Still, thanks a whole lot! You certainly made me rethink some stuff.
NinjaLiquidator said:Albertoni: Map13 It looks great. Not 'GREAT' in a stunning way, just 'great' with a lot of nice touches - the grass midtextures, teleports in main room, the tile stair-building when you press the first switch. Gameplay was ok till the last room. Challenge-oriented end with monster popup is too much for me. But again there is cool texture behind the long windows with yellow sky, for which I forgive you.
Hah, thanks a lot. And yeah, I made a final room that's... Probably too hard. I just can't help loving those finale battles, sorry.
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I'm not sure what to think about the bad ending. I mean, it sounds like a pretty good ending once you get used to it.
Also, I'm not sure how you're supposed to reach map00.
Oh, those gray pinkies are possibly the most dangerous enemy in the wad. >_>
Finally, just out of curiosity, are you Portuguese or Brazilian? Probably the former, much easier for an European to have had contact with Argento's movies. (Nomes de fase meio maçantes, hein...) -
dobu gabu maru said:for instance, what does a -10, 10 level even look like?
A square map with an accurate space skybox, you're stuck in a 32x32 area and it's a damaging sector.
Alternatively, you can make somewhat realistic small sand islands with just a few slopes. Just add a volley ball, call it Wilson and you got a Hollywood success. -
No WAD available for now as everything is quite incomplete, but have a pair of videos made to show off the effects:
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MistAche said:Mate I didn't even know that was possible. I've seen it in DVII, NOCHANCE etc... but I had no idea you could do that. Care to share?
Just remove the textures inside the hole. Then the floor magically grows to cover the hole.
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I'd love to see map01 or 02 of doom 2, or maybe e1m8 of Doom 1.
These are simple enough you just cannot "not remember" them. -
sincity2100 said:Behind the yellow key door you put a Baron, but fighting a Baron by itself in such a big room is just a waste of time. Replacing it by a hell knight would be better.
Other than that... not a fan of the blue flat abuse, in the ceiling it's nice, but on the floor it didn't fit well. And what's up with the weird moon-thing on the ceiling of the starting room?
It also could use a few dark parts, the light level was pretty much constant throughout.
Angry Saint said:It is 95% complete, maybe it just needs some improvement with the gameplay. Let me know.
Visually, 10/10.
As for the gameplay, do you think it's fun to fight mancubi and barons of hell with the shotgun? Well, it's not. :P
Seriously, you had me thinking "well, a few mancubi, a few hell knights, revenants by the dozen, a baron... And no super shotgun in sight, guess he's pulling a Doom 1 and there's no SSG in the level" right after I got the blue key.
Were the 50+ rockets and no rocket launcher in the level intentional? Actually, looking in the editor, I found one... In a place I'd never look for. I'm not sure if I'm in the minority or majority, but I don't usually tend to look hard into the lava. Consider making it a floating block of marble or something more visually obvious.
So, in short, great gameplay for UV with carryovers; from a pistol start it's hell, which might be what you're going for. Just gotta prune the monsters for medium and easy, consider moving the SSG somewhere earlier and you get a thumbs up from me. -
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I tried to avoid the red light, cleared the room and then proceeded to open it and kill the spider for the first 2.
The third one just begged for some infighting, so I triggered it halfway through. -
kuchitsu said:For hardcore mode, try "no SUPPORT3" community project. Or "no trapped keys" community project but this is probably humanly impossible.
You can get around that with a door texture, don't recall its exact name now :P
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Can you tell us how you're getting that link?
To me, I just right click the file and select "copy dropbox link". Check if the link ends in ?dl=0 -
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VGA said:You should first try just changing that instrument to another, some simple drum thingy maybe.
Great, tell me a program that can do that, because I've tried Finale Notepad, MidiEditor and this program with a name in French that didn't even start up, and neither could change the instrument. I'd click "apply" and nothing would happen.
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A friend of mine who used to transcript songs for fun like 10 years ago gave me all his files. There was one that was almost perfect for a Doom map, but there's some giant snare abuse.
Basically, this is the file, and you can hear the problem easily.
https://www.dropbox.com/s/indr1kqcc1d3nkj/raimundos_eu_quero_ver_o_oco%20-%20editar%20batida.mid?dl=1
Can you remove some (or all, I trust the good judgement of you guys!) of the snares so it's more palatable for a map soundtrack?
Alternatively, what free MIDI editor would you guys recommend to me? I imagine it's not very hard to edit, but I can't find an editor that makes sense to me.
(Also, sorry if this is in the wrong forum >_>) -
He doesn't has an account here. Just a friend from uni that plays Doom since he was little and thinks he knows everything about Doom.
Thanks for the link though, it's gonna help him see it's not a mystery at all. -
Proof of concept because someone said different brightness levels on floor and ceiling were impossible on vanilla. No linedef actions used. Probably won't run without a limit removing port, though. Checkered sectors. >_>
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I'll have to second pcorf's post.
They don't really use and abuse ZDoom to extreme levels, but they definitely showcase what you can do with that engine. -
You do whatever you want, if you want to record both then go for it, if you just want to record the nightmare one that's fine too.
Since you mentioned cool things you see, there's a few easter eggs, by the way. A "special" ledge in MAP03 that has a secret message if you get there and a 1/66 chance upon map start of spawning a BFG, while MAP04 has a unmarked secret that you absolutely won't miss in the Nightmare run and a top secret message that honestly, I never expected anyone to find without me telling them it exists. -
Well, if I can do a special request...
See, I've made this wad: https://www.doomworld.com/vb/wads-mods/74283-shrooms-wad-babys-first-wad-preview-released/
It's not long, you can speedrun through it in 15 minutes or so.
Thing is, it's made to be played on Nightmare on a second playthrough, but hell if I can find someone here who's willing to do that and tell me how it was. If you're willing to give it a try, I'd be grateful. You even get the true ending when you do that. Think you're up to it?SpoilerProtip: Save the BFG for arch-viles.
I know it kinda sucks, specially MAP01 as it was literally my first map in 10 years or so. So please, reserve your judgement for the second and third maps.
Ancient Aliens - final version on idgames
in WAD Releases & Development
Posted
I can only echo the praise this thread is giving.
However, the chaingunner has a weird red flash on his face when firing. Is that intentional? Using GZDoom 2.1.1, BTW