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D.Scratch

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About D.Scratch

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    Green Marine

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  1. D.Scratch

    DISCHARGE! - My Endgame

    Damn that's interesting and kinda confused, really making me think Carmack was a real magic wizard time traveler. That's explain why we don't have many big open maps on source and a lots of loading in half life games. Actually this subject remembered me about the newest "battle royale" csgo map wich found weird ways to "abuse" the old engine limitations while still being huge for its game. 3kliksphilip made a video about it and can explain way better than me:
  2. D.Scratch

    DISCHARGE! - My Endgame

    That's something that i had never thought before. Since it was my first time being limited by fps when making a map, because i've never done something like map 9 before, it come in my mind that i could try any kind of visual tricks, just the usual "remove stuff" to make it better. But anyway, you made me realise a limitation on the engine in a more precise way, thanks for commenting and helping me with the fps thing at the start of the thread! In fact, dosn't the Source engine renders stuff similar to gzdoom? I mean the with room stuff
  3. D.Scratch

    DISCHARGE! - My Endgame

    Damn haha wtf When i think of the name "Discharge" what comes on my mind is electrical discharges, like thunders and stuff... Still, thx for your comment!
  4. D.Scratch

    DISCHARGE! - My Endgame

    I've noticed the way the engine renders stuff, the map is divided in two parts, or two big rooms, but in the beginning was only a single one. I was inspired by the large and epic serious sam maps when making this one, so i wanted to make something big with big buildings to impress the player, but at the same time very detailed, and was that detail that started to destroy the fps on the making. Because if you make a very very big square room on the editor you will not lose much fps, but when you fill this space with lots of stuff the engine explodes. So i've cuted the map in half and removed some other detail stuff, and it helped alot (because it was even worse before) but of course the final product wasnt the best anyway. I didnt wanted to sacrifice completly the "epic view", so i had to deal with an unsatble fps. Thanks for the comment btw!
  5. D.Scratch

    DISCHARGE! - My Endgame

    Could you test your fps on map 9 later? I had insane problems with performance on making that huge map, i went all crazy with detailing and scale that later i had to do a bunch of stuff to minimize the fps loss. I even suggested turning off dynamic lighting on that level on the map name.
  6. D.Scratch

    DISCHARGE! - My Endgame

    While i thought adding autosaves in the past, the idea was discarded for a reason i dont remember. I suggest saving when entering a "suspicious room filled with ammo and stuff" or a big arena. And save where you can find floors with "sky texture" because these will mostly insta kill you. Just "dont fall on the sky"...
  7. D.Scratch

    DISCHARGE! - My Endgame

    Thanks, this is going to be very usefull for feedback!
  8. D.Scratch

    DISCHARGE! - My Endgame

    Sorry, i went on a trip almost a week ago and had no internet because of the bad region. Thanks for your feedback so far, you made me realize some simple mistakes that I could easily sort out as putting something like a fence at the end of the map 4 preventing you from dying instantly. I realize that there are parts of the maps that are really too tight, especially a good part of the first map, this is a problem because the maps have been made in very distant times, my design and mapping ability changes a lot from map to map. The problem is that fixing these spacing problems I would have to perhaps re-draw entire rooms of the maps, and as i said in the thread i no longer intend to create maps for a long time. I think the Map 4 lag comes from dynamic lighting, something that looks beautiful but also laggy, i've tried to make the entire first section only using them. Anyway, thanks for commenting and playing! You have come so far in the wad already and that makes me happy enough!
  9. D.Scratch

    DISCHARGE! - My Endgame

    Discharge is a 9 Level Wad for ZDoom with a use of 3d Floors, Dynamic Lighting and other stuff, but aims to play like a tradition Doom 2 wad but with very long maps. Each map have a different ambient and style, starting on your common "UAC Base" Map going all the way to hell and to an old west inspired level. Some levels even have bosses at its end! Normal is the intended difficulty because i wanted to go crazy on Hard, the last few maps is the only ones that i can really say it's a slaughterfest. The weapons have been changed too to be faster and damaging, so don't be afraid when you see the enemy count of each map, you will probably kill them faster than normal anyways (The Wad is balanced with my weapons change in mind, while mods still work, prefer using weapon mods that at least overpowers you a bit more than the default weaponry) DOWNLOAD !DOWNLOAD! DOWNLOAD! http://www.mediafire.com/file/lk72lw8rhh85674/Discharge.wad/file http://www.mediafire.com/file/lk72lw8rhh85674/Discharge.wad/file ZDoom Forum Thread (For replyes and stuff) https://forum.zdoom.org/viewtopic.php?f=42&t=63169&p=1086539#p1086539 This wad was actually a compilation of all my work on the past three years, i hope you enjoy because i dont think i'll ever map again! By D.Scratch Screenshots: (Size of the screenshot is too damn big) MORE PICS! https://imgur.com/a/1fd5Rb8 https://imgur.com/a/1fd5Rb8 https://imgur.com/a/1fd5Rb8 Additional Credits for realm 667 stuff, sounds and other: Eriance, Dreadopp, Ghastly Dragon, Keksdose, MagicWazard, Blue Shadow, Tormentor667, FuzzballFox, Enjay, EarthQuake, CaptainToenail, Gothic Team, Lobotomy Software
  10. "Doom Fist" is a joke i've made for a little competition in doom moding, its a scripted sequence were the player basicly doesn't exist, its like a film. - Things can go wrong if the first Revenant dont die or kill the marine and if the Baron simple dont walk to the end of the corridor in time.. - I dont think i can show screenshots without spoiling stuff, so give it a try!, its a very diferent "kind of map" - Tested with GZDooM Download Link: http://www.mediafire.com/file/ditwrlcrsks7gfq/DOOM+FIST.wad https://www.doomworld.com/idgames/levels/doom2/Ports/d-f/dfist
  11. D.Scratch

    DISCHARGE! 4 Maps -Beta Test- FEEDBACK!

    Im having some werid problens with FPS in the last level, gonna have to delay the wad for a fix ^^ sry
  12. D.Scratch

    DISCHARGE! 4 Maps -Beta Test- FEEDBACK!

    I'll make a new Thread soon for the wad release!
  13. D.Scratch

    DISCHARGE! 4 Maps -Beta Test- FEEDBACK!

    Thank you all! there still one map left to be done.
  14. D.Scratch

    DISCHARGE! 4 Maps -Beta Test- FEEDBACK!

    Here some new screenshots of the non released maps:
  15. By D.Scratch Discharge is a 6 Level Wad for GZDooM (Opengl), but it goal is to play similar to your original Doom 2 game. 4 off the 6 maps are already done, Each map have a different ambient and style. Starting in the normal doom 2 map style going for the hellish / surreal style There Will be 3 boss fights, two of them is already done, and also a map select screen! The difficulty is kinda high, the final map will be slaughterfest like, so i suggest you to play on the normal difficulty if you want only to chill. Some weapons have been changed too ( Pistol n Chaingun now shoots faster and do 13 dmg per shot / Shotgun now deals 100 full dmg, ssg = 200 / Plasma Rifle deals more dmg) I'm somewhere in 90% for finish this wad! Each level is Playable from pistol start So, i actually need some beta testing! :) Feedback will be helpfull !DOWNLOAD! http://www.mediafire.com/file/ymgk9gdoai21s3r/Discharge+Demo.wad Some Pics of the current maps of the wad: Some Pics of the not released maps: Credits: Eriance, Dreadopp, Ghastly Dragon, Keksdose, MagicWazard, Blue Shadow, Tormentor667, FuzzballFox, Enjay, EarthQuake, CaptainToenail, Gothic Team, Lobotomy Software
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