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Everything posted by DragonMorpheus
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Doomworld Mega Project 2015 - Now on /idgames
DragonMorpheus replied to scifista42's topic in WAD Releases & Development
Yeah, I'm sure. I simply feel like I could do a lot better. I may join a future DMP project once my skills improve. -
Doomworld Mega Project 2015 - Now on /idgames
DragonMorpheus replied to scifista42's topic in WAD Releases & Development
I've decided that I wanna drop out of the project. I realize that the rules state that any and all maps would be accepted, regardless of quality, but I'm not confident enough in my mapping skills. -
Doomworld Mega Project 2015 - Now on /idgames
DragonMorpheus replied to scifista42's topic in WAD Releases & Development
Well, "serious" was in quotes for a reason. I'm still relatively new to mapping. Anyways, I went ahead and replaced the music with the original DOOM version. -
Doomworld Mega Project 2015 - Now on /idgames
DragonMorpheus replied to scifista42's topic in WAD Releases & Development
mediafire.com/download/jc8i59ujkdkddbu/Selfmoord.zip]Selfmoord ArenaThe map is in UDMF and supports single player and co-op play, but no deathmatch. The player(s) are allowed to use jump and crouch. EDIT: Replaced music file. -
I don't quite get what you're getting at, Sodaholic. I was speaking out against the gameplay concept Cire suggested. In Hexen, the Mage never had a "rage" mechanic.
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If Zauberer aims to be a free replacement for Hexen much like FreeDOOM is for DOOM, then no, because such a concept doesn't exist in Hexen.
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"Bad Dreams" is what you're looking for.
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freedoom 64? teh_bucket's octaminator model
DragonMorpheus replied to raymoohawk's topic in Freedoom
Actually, the model was created to help Raymoo create the sprite. It just happened to resemble DOOM 64's style. -
freedoom 64? teh_bucket's octaminator model
DragonMorpheus replied to raymoohawk's topic in Freedoom
This kinda makes me want to see a FreeDOOM project for DOOM 64 EX. -
Another question: would the deathmatch maps in Deathkings (MAP33-38) be replaced with other deathmatch maps, or would they be made into standard levels?
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Just had a thought: if this picks up enough momentum, would one of the goals be to replace the levels in the expansion, Deathkings of the Dark Citadel, as well, or are we doing just the original levels?
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Just my two cents, but I think Zauberer's theme should be the same, if not similar to Hexen's. I know that steampunk/cyberpunk has been discussed, but I think that for PWAD compatibility, it would be for the best to stick closer to Hexen's style.
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Ah. Nevermind, then.
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I was looking through Realm667's repository, and I came across the Morph Cheddar. I was thinking that maybe this could be used as a replacement for the Morph Ovum, if not a placeholder.
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The sprite might be smaller than Doomguy's, but the actor dimensions are still the same.
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"This is a free project! At least have the courtesy to keep playing!" ...Yeah, I'm not good with these things.
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It seems like that little green thing is slowly becoming Freedoom's mascot.
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Finished the Museum. You can download it here. It's rather bland and same-y, but it should be useful for testing sprites. Uses the E6M1 slot.
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In MAP28, there's a missing texture in the exit room. It's on the back wall towards the right, near the right pillar.
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Oh, really? I didn't know that. Well, I guess I don't need to make that wing, then.
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I took a look through MAP23, and I've found the following problems:The long, winding hallway that leads to the Yellow Key is completely swamped with enemies. Even on the hard difficulties, this is unreasonable. The area behind the blue door is empty and plain. No reason to go in there. As you've stated, a teleport that forces the player to telefrag a barrel, causing the rest to explode. There's also far too many barrels in that room. Sector 16 has only one teleport linedef. The other linedefs don't do anything. There's no DM starts anywhere in the map. There's probably more that I missed, but there you go.
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I'm getting close to completing the Museum level, but I've run into a problem: One of the wings of the Museum is supposed to allow you to listen to the ambient noises that are sometimes placed in levels, but since they're just sounds, I have no immediate way to help identify them. The only idea I can come up with is to create each room in a way that helps portray what they're supposed to be (room filled with water for "waterfall", swampland for "squish", etc.), but that's still rather limited. Any ideas?
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Negligible problem, but I noticed that the offset to the Blood Sceptre's pickup sprite is off.
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I think that armor pickup could be used to replace the one currently in Freedoom. As for the Berserk, I was thinking an adrenaline shot or something.
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HUSTR_E2M3 = Restricted Area Also, Voltcom, I suggest you put up the list of names from the latest build of the IWADs so that people know which levels are still unnamed. The list you currently have up is a bit misleading.