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psyren777

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About psyren777

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  1. psyren777

    Any Doom 64 or PSX esque mods for Doom?

    Kaiser's Console Doom (http://www.doom2.net/doomdepot/doommisc.html) has a little of both Doom64 and PSX, and yes, Absolution is a standalone, with a very few custom maps available. (http://www.classicdoom.com/hosted/psyren/d64tc-cm.htm)
  2. psyren777

    Xarathustra map set

    @ Gustavo6046 (and any others interested): I would be honored to consider any map you wish to add. As Fonze says, I need some smaller maps to drop between these and balance it out more. I have been staring at a single sector for the past week and remain uninspired, so I need help, and will give full credit to any contributions. Style doesn't matter, but no special scripts or ZDoom only stuff, and should be technically perfect. All doors, keys, tags, work. No HOM or missing textures. Every map should be created like it was the only one, and tested over and over, then it will have the quality needed. (This is one reason I run out of ideas.) @Phml: Glad you appreciate the previous work. Nice to know someone enjoys the same type of things I do. I also thought Rylayeh was a superior set to Crimson Canyon, but was not as well received. This one will not have all the new graphic content, but should be the same type of fun, as my playing style doesn't change much. Other than trying to start a new map, I'm still testing one, (proving to be more difficult than expected!) and another has no monsters yet, but the structures are pretty!
  3. psyren777

    Xarathustra map set

    Thank you so much, Fonze, this was much more than expected, and I was unaware of your nice writeup at DWS. I was mostly interested in bug finding, stuck things, misaligned textures that stand out, switches and tags that don't work. I don't play with jumping, so there might be places to get stuck for those who have it enabled. Your gameplay advice is great input also, though I've never been very good at designing that part of a map. Maps are tested to be completable from a pistol start, so if you come from a previous map fully loaded, there will be a surplus of ammo and health, and I have no idea how to balance that. Hordes of enemies stuffed in everywhere they can fit is the way I like it, (mass carnage) but you are right. Using fewer bad guys with better placement would certainly be more difficult. Not sure how to fix this either. A feature of the map being interlinked is that there is usually more than one way to approach a horde, and thus, more than one way to battle. As you mentioned, thanks to the genius of Id for designing the awesome enemies. Getting the placement and timing right for them to do what we want is a skill I'm still learning. Most often I do use HKs instead of Barons, as they are just a waste of ammo (unless that durability can help fighting other enemies.) PEs are a designed nuisance. If you don't find/destroy them quickly, you'll be swimming in a sea of Lost Souls. Again, there's more than one way to confront them. Try rushing head in from the door on that map, rather than looking through the grating. The Mancubus isn't fast enough worry about, and two of the PEs will usually get wasted by the crusher that is activated. No scenery and basic structural design is also planned to be the way it is. Sorry for being too old, from a time when high node/thing count could really slow down the playability. I like maps clean and simple, without detail, like the classic Id levels. Decorated by enemy dead, and nothing to get stuck or hung up on when strafing. @ Noiser: Sorry for replacing map01. I thought it was too fast to be dropped into so much, and wanted a more relaxed start. (Took me like 10 tries to get past the first elevator using Brutal Doom, so I thought it was too tough.) -- There will probably be 3 more maps added, 15, 16, and the other secret level. Not even sure about that though, as running out of ideas and getting burned out... One of these days I'd really like to complete a megawad, but just can't seem to do it with the big maps I like to play. :(
  4. psyren777

    Xarathustra map set

    Wow, over a week now, and still no feedback? (Maybe if I sign up on a file hosting forum I can find some Doom players! hahaha...)
  5. psyren777

    Brutal Doom v20 released

    Thank you for the list, Sergeant_Mark_IV, and for your marvelous mod. (Old stuff to you regulars, but I just discovered it!) Everything is beautiful with the GL glow, but it was CEIL3_3 that made me wonder. Using as an upper texture for decorative alcoves, I thought something was wrong, since none of the other non-lighting, non-animated flats seemed to glow. So then, I can use this GLDEFS lump to edit which flats glow in Brutal Doom v20, without changing anything else in the mod?
  6. psyren777

    Brutal Doom v20 released

    Sorry for the bump, and if this has already been posted. I searched more than half the pages of this thread and didn't find anything similar, so I am being lazy. 1. Does anyone have a list of flats that 'glow' in Brutal Doom? Obviously, all of those which represent lighting do this, but there are others which do not, and they do not glow in standard GZDoom. 2. Invisibility spheres becoming captured Marines is awesome, but is there a list of other features which mappers can use, besides what is in the changelog? 3. In checking a Map07, I used the console command, "kill monsters", but none of the tag 666 sectors lowered. Is this a bug, or does it only happen because I was cheating?
  7. psyren777

    Xarathustra map set

    I think this will be the final version, if no one finds anything major wrong with it: https://www.sendspace.com/file/ucnlzw Three new maps, for those that played the earlier version. Caleb13 and Scifista, may I add your names to credits for checking and testing? (and/or anyone else that can give feedback)
  8. psyren777

    Texture, sound and music replacements/train maps

    There is a train map converted from the old Blood game here; http://www.doomwadstation.net/psyren/blood/
  9. psyren777

    Xarathustra map set

    Doomkid, I saw the cool name 'Zandronum' when reading about Brutal Doom, but looked liked multiplayer, so never bothered. I found an old ZDoom.exe that lets me see these errors. Sure makes things look dark, or maybe I'm just spoiled playing GL. Much faster loading than GZDoom, of course, so that makes testing more efficient. Salt-Man Z, Glad you liked the old mapsets. Hopefully this will be as good. Looking forward to finishing this set, and playing those old ones again with Brutal! Protester, The title is based on Nietzsche's book, "Thus Spoke Zarathustra", but with an X. Not aware of any maps with the same name, but interested if there is. --=-- Finished a decent 13th map, and now struggling to complete #14. (Maybe it's fine as it is, and not every map needs to be huge.) Thinking about a more introductory Map01 for the set also, but no ideas yet, and not sure I want to juggle everything around that much to accomodate it.
  10. psyren777

    Xarathustra map set

    Thank you scifista42, I will try changing the light levels on one side. Most of the areas where the texture is used should have a difference in lighting anyway. I really need to get another port installed so I can see these errors. Nothing seems to run right on my old machine except GZDoom.
  11. psyren777

    Xarathustra map set

    Caleb13, and others, thank you so much for your effort and input. - Is it possible to offset the transparent textures vertically to fit the space? (Like making it -48 if trying to use in a space that is 80 high.) I don't know what else to do besides adding extra sectors in tiny spaces, or adding a bunch of shorter textures. - The crusher is supposed to be a trap, but not deadly. Sorry, my bad. It is dark, and the way around may not be as obvious as I thought. - The Cyberdemon is sort of a trap also. Switch throwers will find him, and you'll need to release him to get 100% kills, but sometimes I hate wasting the time to snuff a Cyberdemon, so it's optional. - Falling into the floor is a nodebuilder issue. Wadauthor does a crappy job, and not all maps were run through Doombuilder, so I'll fix that. - Thought I fixed all the pickups that were stuck on ledges, but obviously I didn't. Hopefully I can find them all. - Difficulty is always a matter of personal taste and skill. Tutorials I read said, "If the map is difficult for you, it will be twice as difficult for someone that didn't design it," and that makes sense. As I frequently get annihilated in these maps, I try add enough resources to balance it. Nothing is worse than running out of ammo. - As for expansion, I have two more maps, perhaps, but creativity is drained, and it seems like repeating the same concepts. I suppose all maps are repeating older concepts, (what is really new and original?) but I get bored and uninspired. Give me a few days and I'll have a fixed version ready and uploaded.
  12. psyren777

    Xarathustra map set

    Thank you, Caleb13. - Grrr... I had forgotten about this issue with grating textures. Probably solve it with shorter textures rather than rebuilding, since they are used so much. It will look nicer too. - Moving pickups is easy enough also. - Thank you for your feedback, it is much appreciated!
  13. psyren777

    Xarathustra map set

    Has anyone played this yet?
  14. psyren777

    Xarathustra map set

    Sorry for the delay, not high enough permissions at work. This site seemed simple and easy enough: http://www.filedropper.com/xarath12 at least for 30 days... ...And now to find this "Brutal Doom" I have been reading about. Wondering if this set will be survivable.
  15. psyren777

    Xarathustra map set

    Greetings Doomers, I have a new set of Doom2 maps which are almost ready for release. After nearly a decade away from the community, however, I have no one to do any playtesting and checking for me, so that is what this post is about. There are 12 maps of classic single-player Dooming. No new textures, sprites, or any other extras this time, just huge maps with hundreds of enemies. If anyone would be interested in this type of mini-megawad, please let me know and I will find a way to get the file uploaded somewhere. (Open to suggestions for that also, as I no longer have my own hosting space.) Thanx
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