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RetroNova10

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About RetroNova10

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  1. RetroNova10

    Post Your Mapping Tips

    I never even thought of this! I'll definitely be keeping this in mind - I'm sure it'll also "accidentally" make my maps more vertically varied (more steps and such). I'll post another: All secrets should (in most cases) have some kind of cue showing that it's a secret, such as: Different texture (such as cracked or covered in dirt/sludge) Different lighting Flickering/strobing Switch/demon face
  2. RetroNova10

    Post Your Mapping Tips

    Give one (or more) useful tip for DOOM mapping! This can be relating to level design, common mistakes, workspace improvements, etc. This is intended to help newcomers as well as experienced mappers who can maybe learn something new. I'll start! Playtest your map frequently.
  3. RetroNova10

    DOOM: Siege on Hell (EARLY DEMO)

    Hey there! This is a WIP DOOM 2 episode titled Siege on Hell. This project was started ~2 years ago, although I haven't worked on it in a while. I wanted to know what people thought of it so far, so I decided to release an early demo of it! It contains the first two maps, Wretched Warehouse and Tormental Toxicity. I tried hard to maintain DOOM 1/2's aesthetic and limitations while adding new textures and music (tell me if you recognize them!), as DOOM 2 did to DOOM 1. There is an additional gun named the Burstshot, a rapid-fire triple-shot explosive projectile launcher. Here is how it was created: I recommend that SOH is played using DOOM 2 with GZDoom, although ZDoom, Brutal Doom, etc. will also work. Please give any and all feedback that you can! Oh, and watch out for secrets 😉. https://www.dropbox.com/s/iml8efw7ng4zj4q/DOOM%2C The Siege on Hell (EARLY DEMO).zip?dl=0
  4. RetroNova10

    Doom 2 WAD Recommendations

    Could someone recommend some Doom 2 WADs that are classic style? Meaning, no overly detailed maps, no slopes, no high-quality textures, no NPC's, no "novelty" maps. I want some really well made, designed, and thought-out WADs that use the classic textures, weapons, and monsters (give or take a few).
  5. How would I use scripting to make a floor lower 8 units upon walk once? And when I do that, how do I assign it to a linedef?
  6. Try repeating the process again. You may have made some mistake. Make sure the TAGs are all well and the Teleport things are located properly.
  7. Thank you! This was the solution that I expected.
  8. How could I change the music at the title screen?
  9. Hmmm... doesn't seem to work. Isn't there a zDoom way? That's what I'm using.
  10. I'm trying to make a normal animated texture with 6 frames but I can't seem to get it to work. Could someone tell me how to do it? I've tried multiple ways.
  11. How can I set up a custom Text Screen? (the one here: http://doom.wikia.com/wiki/Text_screen) I want to be able to edit the image behind it, the text shown, and the music playing. And between what maps it's displayed. And, can I have multiple?
  12. Is there any custom 'monster' out there that is a Marine? Like a full representation of Doomguy, or at least who acts like a Marine would? (I can replace sprites)
  13. RetroNova10

    Changing Skyboxes [?]

    Thank you all! Adding a MAPINFO worked.
  14. Thank you! Right before I saw your post I looked through a user's .WAD and found the file in it. I copied it over and then edited it to my wantings. I had no idea changing things like this was that simple. MAPINFO will definitely help my Episode.
  15. How might I access this in order to edit it's parameters? EDIT: MAPINFO isn't showing up in SLADE 3, when I open the .WAD. Here's all what's showing:
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