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Everything posted by Dragonfly

  1. Dragonfly

    Post Your Doom Picture (Part 2)

    I know it may be an iconic map but you didn't say what map it is, nor did you say what wad it's in. Sometimes you've got to help the helpers help you.
  2. Dragonfly

    What makes a good gameplay mod?

    Q: "What makes a good gameplay mod?" A: "It's fun to play." I know that sounds obvious, but it really is the thing a lot of gameplay mods forget to think about. Before you add 35 different guns to shoot your arsenal of 850 randomised monsters that feed into your vast XP levelling system etc etc, ask yourself "how does this make the game more fun to play". Chances are some features / concepts just don't add any value to the mod and should perhaps be put to the side or worked on until they become fun. The main goal though is that YOU, the developer, have fun making the mod; and that's why a lot of "bad" gameplay mods exist, because the authors made something for themselves, players be damned, and that's absolutely fine too.
  3. Dragonfly

    Another DOOM movie being made?

    I've not seen it but I hear the Warcraft movie is "really good". Perhaps that one helps break the trend.
  4. Dragonfly

    Share a random fact about yourself

    Stop lying. The mere fact you highlighted the "better spelling" of it highlights the fact you know it's offensive. Don't be an idiot.
  5. Dragonfly

    Post Your Doom Picture (Part 2)

    Took me over twelve years of frequent mapping to reach this pace! I do have moments of uninspiration, though I'm currently sitting in a fortunate position of having a new texture pack to use, which offers enough thematic inspiration that I can "just get on with it". :)
  6. 42PercentModerator, heh. As for 42's comment, here's a link to the thread in question, as it isn't a bad suggestion, just put forth badly.
  7. Dragonfly

    Post Your Doom Picture (Part 2)

    A productive week for sure! I started this map 6-7 days ago. TO-DO: Playtest, implement difficulties, balance ammo, automap cleanup, try to break things, and when I can muster up the courage, I'll try and beige-up the black bits, though I'm not very excited to do this task. :P
  8. Hello everyone! Today I'm formally announcing Eviternity, a 32-map boom megawad. Eviternity is a megawad comprised of six 5-map episodes, and two secret maps; which exclusively makes use of OTEX, an up-and-coming texturepack in development by @ukiro! Eviternity's six episodes explore a series of unique and varied themes, each featuring classic gameplay with an interest in making each map hold it's own unique identity and personality. The themes are "Medieval", "Techbase", "Icy Castles", "Industrial / Brutalism", "Hell / Gore / alien" and "Above the sky / Heaven". This project is currently a work in progress, sitting at approximately 1/3rd completion with just over 10 maps fully built already! The planned release date is 10th December, as that is when Ukiro is planning to release the texture pack to the public. While mostly being a "Dragonfly project", with 22 maps planned to be created by myself, I present you a mighty lineup of well-known guest mappers who will be crafting an individual map each: @ukiro @Mechadon @Xaser @Jimmy @AD_79 @antares031 @an_mutt @Eris Falling @StormCatcher.77 @skillsaw (Interested, but unconfirmed due to potential time limitations) These guest maps will be interspersed throughout the project, with both secret maps being made by guest mappers. I'll be posting updates to this thread on occasion, letting you know how the project is progressing. Thanks for checking out Eviternity! :) EVITERNITY DEV DIARIES: Part One SCREENSHOTS:
  9. Dragonfly

    Tweaking Freedoom guy's face

    So far I feel this one is the best, by a long margin.
  10. Dragonfly

    Post your Doom textures!

    I don't think I'd assume that was a door. It looks very similar to a typical wall decoration; but it depends how it's done in game. If you 'force' the player to have to use this as a door then they'd understand it's a door.
  11. Dragonfly

    [RELEASE] Skulldash: Expanded Edition

    Some of you spotted that the website was inaccessible and PMed me about it. Thank you for your continued interest in Skulldash! The website was down due to a subsite on the same server having been compromised - I forgot I ever made this site which was mostly empty, but that didn't stop it becoming hacked and having 550 malicious PHP files dropped all over my websites - these files were what had taken down the Skulldash site. Knowing how boring it is to fix it, I put off the task... Oops! I finally got around to fixing this. I spent a few hours today and have cleaned up my sites in a very methodical and meticulous process, and have removed the website that was hacked from my server entirely. As such, the Skulldash website is now back up and running. Thank you to each and every one of you who contacted me about this issue, and for anyone left trying to download the mod, I thank you for your patience. :) https://www.joshuaosullivan.co.uk/skulldash/
  12. DOWNLOAD NOW: https://www.joshuaosullivan.co.uk/skulldash/ WHAT'S NEW: SCORING SYSTEM - Gain score by collecting tokens and killing enemies - Score is multiplied by 2 if you get 100% tokens! - Play on higher difficulties for more multipliers 21 NEW LEVELS - 2 Bonus maps from original game have been replaced - 19 NEW maps in the Community tier - 2 of which are intense boss fights, good luck! - Including the hub map, there are 50 playable levels! MAJOR LEVEL RE-WORKS - Bosses have been improved - Frostbound has had a major make-over - General visual improvements on every level HUB MAP IMPROVED - Teleports to later tiers - Brand new Community Tier - 'Modern style' portals OPTIONS ROOM ADDED - Change your difficulty mid-game - Remove reflections (lag reduction) - View your high scores CONTINUE SCREEN ADDED - When you die you are given 5 seconds to re-try - Let the countdown hit 0 to return to the hub map PORTED AWAY FROM ZANDRONUM TO GZDOOM - Much more features, etc. HUNDREDS OF MINOR TWEAKS AND IMPROVEMENTS SKULLDASH OVERVIEW: Welcome to Skulldash, the fast-paced speedrun arcade mod For Doom II. The objective in skulldash is to collect the Skulltokens scattered around each level to unlock the exit. While collecting the Skulltokens you have to race against the clock, as there is a time limit to beat – all while defending yourself from the hordes of monsters from hell. FAST PACED GAMEPLAY: While on the hunt for the hundreds of Skulltokens scattered across the various realms, you’re having to race against the clock! Failure to beat the level in the permitted time will cause you, the player, to be splattered into many pieces. Fear not, however, hidden throughout most levels are many secret areas containing blue Skulltokens, which add a precious five seconds to the clock. LARGE LEVEL SELECTION: With twenty standard levels, four boss levels, five bonus levels, a giant level-hub, a tutorial and ninteen community maps, you’ve got plenty of hours of gameplay available! Skulldash takes you to many realms & locations, including but not limited to technical bases, aztec temples, icy caverns, in a submarine, on a series of treetops, in hell, a haunted mansion, a medieval castle, a jungle altar, high in the sky and even in space! BOSSES, SECRETS & BONUS MAPS: Every level has a plethora of secret areas, containing bonus equipment and Skulltokens – keep your eye out if you want to go for 100% completion – when you 100% a full tier of levels, you unlock a bonus level! At the end of each Tier (except the 1st) there is an action packed boss map. Each boss is found in an environment crafted around their strengths and weaknesses. Bosses are often accompanied by hordes of hellspawn to assist them in taking you out. Prepare yourself to face the Lava Golem, the Dark Inquisitor, the Gate Keeper & the Overlord! MAPPERS: @Dragonfly - ALL MAPS, Except the following: @Remmirath - Token Refinery - Mayan Mayhem - Outpost 25/A Foundry - Luminescence - The Nightmare Realm - The Skyhold @Dreadopp - World Devastation @Tormentor667 - Sekhmet's Fury @Bauul - Mournful Dawn @Jimmy - The Cauldron @Xyzzy01 - Abstract Zone @AtroNx - Molten Core @Poohlyash - Whiteout @Kyle2959 - Fight Club Capt. J3 - Water Facility Slyor 64 - 1st half of Frostbound SCRIPTERS: @Dragonfly @HexaDoken @Remmirath RESOURCES: @Blastfrog Realm667 Hexen II Gothic DM Scythe II Blood Skulltag @TheMisterCat @Scuba Steve CC4-Tex @Xyzzy01 @Dragonfly MUSIC RESOURCES: @Jimmy rock.freemidis.net VGMusic.com 1024.wad Scythe II @yakfak Aion Other WADs BETATESTERS: YellowTail Tux @Dreadopp @HexaDoken @Eonfge Parad0x @Blastfrog @antares031 @Phade102 @leodoom85 DOWNLOAD NOW: Skulldash Website: https://www.joshuaosullivan.co.uk/skulldash/ Mediafire Mirror: https://www.mediafire.com/file/jp6qvurzy2vwmdt/SkulldashExpandedEdition.zip
  13. Dragonfly

    Doom 64 for Doom II - Released!

    Congrats on the release!! I'll be sure to stream this at some point in the future. :)
  14. Dragonfly

    Post Your Doom Picture (Part 2)

    1) Correct me if I'm wrong (I really hope I'm wrong) but PrBoom+ doesn't listen to MAPINFO, right? 2) The sector count is already quite high thanks to this 3d effect, I'd rather not double it on such an open map from fear of making it unplayable on some people's hardware. Also this would help create even more slime trails. :( 3) this is what I tried and you can somewhat tell. The structure just "feels wobbly" in shape. I'll still look into it further as the black is bothering me. Option 4: use light transfers on the floor so it doesn't seem different and set the light level to 255, eliminating the fake contrast.
  15. Dragonfly

    Post Your Doom Picture (Part 2)

    They look awful because of doom's fake contrast. The only real solution to that problem would be to make the whole structure look 'wonky and misshapen' or rotate the entirety of the structure. A shame, really.
  16. Dragonfly

    Post Your Doom Picture (Part 2)

    Making steady progress. :)
  17. Dragonfly

    What are you listening to?

    That's because it is very different. It's essentially a 'remix'.
  18. Dragonfly

    What are you listening to?

    They made a fucking music video to this and it DOES NOT DISAPPOINT Holy shit
  19. Blazing speed. Heh. I'll watch the demo(s) later on when I get a chance. Thanks a bunch! :)
  20. Dragonfly

    Post Your Doom Picture (Part 2)

    Debatably doesn't count imo :P 1) It's a secret 2) It's a logo 3) It's an abbreviation, as opposed to actual words advising the player to consider their actions.
  21. Dragonfly

    Post Your Doom Picture (Part 2)

    While you're not entirely wrong about it being quite unusual, I find it quirky and appealing in it's own way. Did Doom have english sector text? No. Do pwads do it anyway? Yes. Aside from a bland "?" with arrows, what other 'elegant' ways could there be? :)
  22. Dragonfly

    [WIP] Eviternity - A Boom Format Megawad

    Thanks for your opinion, but I'm sticking to the name.
  23. Dragonfly

    The DWmegawad Club plays: Struggle

    This session had me reach the end of MAP13. Hooooo boy things are picking up in both difficulty and scale. The maps are taking 20 - 30 mins a piece, with well over 200-300 enemies too. The maps themselves don't feel tedious, but I'm becoming conscious of how unlikely it is I'll see the end of this megawad by the end of the month. Regardless, my comments of "this is a masterpiece" still stands. Antares has really captured a strong, "rough around the edges" feel that almost comes across as punky/trashy. The homemade sprites, the loud-as-fuck explosions, the new enemies, the bright strobing when you go murder-mad with your uzi... it all contributes to creating a very different experience to your traditional Doom, but still feels like Doom at it's core. I hope to find time at the weekend to press on with this bad boy.
  24. Dragonfly


    Just throwing out my seal of approval (is that a thing? :s). Tested this on-stream a week or two back and it was pretty solid. Very, very impressive for a new mapper, that's for sure.
  25. Dragonfly

    Editing .pk7 mods.

    Further to Gez's response, I found in the few times I've tried using 7zip (pk7) over zip (pk3) the space savings were minimal.