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Wildmajora

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About Wildmajora

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  1. Hi guys, sorry for the long period of inactivity, exams are now over, so I can start mapping again! I've updated map 7 by adding more arachnotrons and changing the music. Hopefully the ammo/monster balance is still okay? https://www.mediafire.com/?1tyb66utvcbaaf4
  2. In that case, you can reopen map 29 now. I can't foresee myself getting that done in time. Life's busy at the moment. Sorry.
  3. So sorry with the lack of updates/progress. Life has been really hectic at the moment, I don't really have much free time at all. However, map 20 is very close to completion and I will resume on it from late next week after all my deadlines have passed.
  4. Don't worry about that texture pack. I've managed to extract the lavafall textures from Alien vendetta. I've animated them using an ANIMATED lump and stuck them into my wad. It's compatible with boom so shouldn't lower overall compatibility. I've done a bit of research into textures and stuff, and it seems pretty easy to re-add it if you so wish.
  5. I've found this texture pack that has a decent lavafall texture http://www.doomworld.com/idgames/graphics/nb_recol I still prefer the AV one but that wad replaces other textures so we can't really use it.
  6. Is there a 'lavafall' texture? Otherwise I'll have to use the final boss's brain texture, which looks alright but could be better. Or could I add a custom one? Alien vendetta's got a good one.
  7. Wildmajora

    The Doom Confessional Booth

    I think so. I definitely remember this almost happening last year when I tried to play the original legend of Zelda without a guide. Man, that could've gone badly. Luckily, I saw sense quickly.
  8. Just a quick update. Gotcha is going very well. Just noticed today that the blood on the original map surrounds the 'fortress' and I'm trying to emulate that a bit more. Just got to build the exit, texture and populate and then I'll be done. Shouldn't take too long. Will hope to get it out for testing very soon. Also, is lava appropriate on map 20? I want the massive moat that covers the map to consist of lava that has leaked out of the furnace (the exit) in some way. I know it's still an earth map, but the original seems pretty hellish to me.
  9. Work on map 20's going well, I just need a few tips gameplay wise. My map is heavily based on the spider/cyber battle. I've got 2 cybers and 2 spiders on UV, each in their own alcove. (I've got invincibility around so it shouldn't be too cheap.) What's the best way to use two spider masterminds in the same area without massive infighting? Infighting's meant to be the best way by far to defeat them but I'd like to make it somewhat challenging to make them fight each other. It's far too easy at the moment.
  10. I'm not sure I quite understand. Do you mean maps not based on the corresponding original Doom II level?
  11. Normally, while I'm mapping, I do each room completely (texturing, mechanics and population) before I move onto the next one. But for this map, I've been roughly building the layout of rooms and how they connect while only placing important enemies and secrets with an aim to texture and populate later. I was wondering how others do it because I definitely haven't got a tried and tested formula yet.
  12. I've put them on the back burner for a bit because I really want to make some good progress on map 20. I'll probably start midiing again after I've mostly finished that map. Bible black and worship are on my 'To do' list, but as Into the Void is easily downloadable elsewhere on the internet, I'll leave that for the moment unless there are things that you really want to be changed about it. On an unrelated note, can cyberdemons damage cyberdemons or spiderdemons damage spiderdemons? I want to ensure that infighting isn't too easy to start. Also, is 2 spiders and 2 cybers on UV excessive if they can infight and there's enough ammo and cover?
  13. Haha, wow. Just found this from a while ago. I was thinking that it was a bit too easy. Better late than never. I'll add some more.
  14. joe-ilya, I quickly started your map to see what the exit to mine should look like (continuity and all). I assume that the unaccessible fiery portal behind the start point is where the marine has come from and so my exit should look like that?
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