-
Content count
1067 -
Joined
-
Last visited
Content Type
Profiles
Forums
Downloads
News
Everything posted by Xyzzу
-
Another thing that was brought to my attention, all of the monster closets in the map have too much space behind the lines they use to teleport in. This could lead to situations where a monster takes forever to warp in because its spawn point was blocked, causing the teleport to fail and make it wander in the space past the trigger line. It could be worse when there are multiple monsters in one closet; things like the mock-up GIF below could happen:
-
What a fun little map that reminds me of Benjogami and dobu's weird little vignettes. Here's a couple more demos c: xyzfda.zip The Deus Vult-esque invulnerability-induced slamfest is cool to see return! The rocket gameplay is fine, and there doesn't need to be more BFG ammo, secret stash or not. What I do think needs to be replaced though is the computer area map; make it a blursphere and have players decide when to use it in all that mess, haha. Once the invuln wears off, you're left to just find the one corner of the map that isn't constantly being sprayed by bullets and camp there, which I did in the second demo, leading to what I find to be a boring RNG war of attrition. Besides catering to more aggressive gameplay (which is what the opening fight and invulnerability-induced slamfest established to me), another way a partial invisibility rather than a computer map would benefit the map imo is to make the secret berserk less actually vital to survive the ending hitscan onslaught. I don't know how one would reasonably deal with it otherwise, especially with the potential to rocket yourself on monsters spawning in your face. The computer map made it too easy to find the secret extra BFG ammo (which I didn't look at the automap to find until the map was over, basically). The existence of it felt like the map was hinging on you finding that secret to justify its difficulty which was a bad feeling. Your map is small enough that it isn't needed; just make the neat automap doodles initially visible. One more thing, perhaps make the trigger for the mass warp-in closer to the rocket launcher? In my first demo, I had the imps and stuff teleport in when I was just looking at my surroundings after leaving the third "6". Other than those, we have a nice cataclysmic crater with a cool and unusual, artsy offshoot. Great first impression, I wish there were more maps like it!
-
By default, you get the status bar back with - (minus) and change gamma with F11.
-
Help Hexen wad - Teleport monsters problems
Xyzzу replied to HERRGOTT's question in Editing Questions
They simply don't trigger "monster walks over" lines like the rest, it seems. You can try it but I suggest just spawning them in directly, like how the game spawns in items when you press switches in the final map, Dark Crucible. -
Help Hexen wad - Teleport monsters problems
Xyzzу replied to HERRGOTT's question in Editing Questions
For reasons I can only describe as "Hexen-jank", the mana circling the Hershey Man's head can't go any lower than the floor height he stood when you started the map. As seen here, they will keep bouncing on this initial floor height even though there's nothing there: One way to fix this is to lower the area Hershey Man started in, which I've done here: HEXSNDBOX2.zip As for the bishops, I'm afraid they can't seem to activate walkover linedef specials at all. Spawn them in with either the Spawn_Thing or Teleport_Other linedef specials? -
This may be a dumb suggestion on my part but have you tried "HELLO!" in all caps? I seem to remember strings like that existing in Hexen's own scripts.
-
To get the remaining one that hasn't been guessed yet,
-
My friend reading this.
-
Well, yes. My point was that for someone new looking to make a likable map, there's so few not-obvious design choices that are near-universally disliked that getting a sampling becomes almost meaningless imo. They will inevitably make a map with turnoffs for some people no matter what they try.
-
For every "turn off", there's an audience that turns up to it. Just make whatever you want. Any bad thing that could be said here could be seen as done "right" in the eyes of someone, somewhere.
-
casual uv-max, good map.
-
Wads with easy progression like e1 and map 1-7 of doom 2?
Xyzzу replied to invictius's topic in WAD Discussion
How about The Abyss? -
Somnia Super Stella: Mapping Once In A While
Xyzzу replied to Xyzzу's topic in WAD Releases & Development
Congrats on experiencing the first of several dreams I'm looking to recreate someday soon! From the looks of it, it seems you got through quite nicely, the map wasn't too cryptic and had some feeling of mystique to it which is good c: There are indeed five bullet clips. There is one that isn't in plain sight which I'm guess is the one you didn't find. It's -
Context. This was started seven years ago, before I even registered an account on this site... ...but totally forgotten until early 2019 or so, when I was fresh outta Refracted Reality and gained a newfound mapping prowess from it. Oh well. I guess WADs like Axolotl and Xerxesia had to crawl and walk, respectively, so this project could run. Somnia Super Stella is a work-in-progress set of MBF21 maps based on several dreams I've had while sleeping. There is only one map available so far, I plan on rereleasing this WAD with more levels, in order of map slot... Whenever I, y'know, actually get around to making them these days. Obligatory screenshots for pizzazz: ...Oh wait, I forgot to convert Real Life to Doom Format, here: Much better. This was tested only in DSDA-Doom. I'm willing to bet it works fine in other ports, maybe. Downlobe.
-
Thousand yard stare, this one.
-
You're still a planet to me <3
-
At long last, CHAINMOO!
-
Any wad that makes the spider mastermind harder to fight?
Xyzzу replied to rawmeat's topic in Doom General
Here's this ingenious modification by rd: -
[Boom/Final]Disorder - A Challenging 10-Map Episode
Xyzzу replied to Nefelibeta's topic in WAD Releases & Development
Probably this: https://doomwiki.org/wiki/Hitscan_attacks_hit_invisible_barriers_in_large_open_areas -
What's the point of Health Potions and Armor bonuses in Doom II?
Xyzzу replied to Havok's topic in Doom General
-
Somnia Super Stella: Mapping Once In A While
Xyzzу replied to Xyzzу's topic in WAD Releases & Development
It's really just MAP07 of Axolotl that has given a lot of people trouble, mainly for how close to you it spawns in revenants you can barely hear coming and how you're basically a one-hit-point wonder there because of its gimmick. The rest of that WAD is pretty easy and/or are earlier versions of what you've played in Xerxesia c: -
What's the point of Health Potions and Armor bonuses in Doom II?
Xyzzу replied to Havok's topic in Doom General
Really, it's hurting my soul that this isn't out faster both because of my procrastination and real life. -
Somnia Super Stella: Mapping Once In A While
Xyzzу replied to Xyzzу's topic in WAD Releases & Development
To get to the end, you'll need at least three bullet clips, so once you have gotten one you're done with the wing it was in. In the case of that one wing, one of those switches simply I'm glad to hear you've been finding your way through this map and enjoyed its backstory! I was hoping to capture a more adventurous feel to this map (and future ones for this set) to the purely action-oriented maps found in my other set, Xerxesia. -
Abyssal Speedmapping Session 69 - RIP ASS (Complete!)
Xyzzу replied to Obsidian's topic in WAD Releases & Development
Holy shit. 10/10, gold star, every olympic medal! -
Yeah, UDB seems to fuck up sectors in that specific situation. Here's a wad where I replicate this bug in a super-simplistic way. Try moving the isolated sector at the bottom left; the upper "building" gets joined with the larger sector surrounding it. Remove the connecting linedef first then move the sector and it works as normal. wtfsectorjoin.zip A solution if for some reason you want to keep that line without UBD faffing with sectors is to press the highlighted button, then move the sector.