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volumetricsteve

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Everything posted by volumetricsteve

  1. volumetricsteve

    script to run at level start?

    I have some events in my maps I'd like to run continuously from the instant the level starts. The first two that come to mind are lifts that are continuously in motion and textures that I want to slide around (to create the flow of lava or water) I think these can be scripted in doom builder easily enough...in fact I think i've already done it, I just don't know how to get them to kick off at level start. What do I do?
  2. volumetricsteve

    script to run at level start?

    I should add these will be used first as decoration, and will be set up in such a way that the player can't hurt themselves. Later in the level/game, they'll be used again with the safety off. @Gez - Thanks for the code, I'll give that a try today.
  3. volumetricsteve

    script to run at level start?

    Huh, so I didn't understand this as much as I thought. I see I need an OPEN script, but I'm not sure how to get from that to...making a crusher work non-stop in my map. Figuring this was a common enough thing to want, I tried to see if someone else had a script floating around that I could use but I couldn't find one. What I'm hoping to accomplish is to have a sector who's floor goes all the way up and all the way down cyclically. I thought I could use crusher code, but I found crushers work the other way around - the ceiling moves around, not the floor.
  4. volumetricsteve

    First Wad: "Sacreligion" (WIP)

    I uploaded what I did here: https://www.sendspace.com/file/0t4rwq Hopefully this helps...something seems odd.
  5. volumetricsteve

    First Wad: "Sacreligion" (WIP)

    I did, I see your new rooms in map 2...but that first teleporter is still busted. Very strange. Where is it supposed to take you? Edit: Right off the bat, I see this: I'm betting that sector split in the middle of the Teleporter pad isn't supposed to be there, I'm guessing it's not doing you any favors. Tinkering continues... Edit Edit: Looking at this: http://doom.wikia.com/wiki/Making_a_teleporter I see the need for a teleport sector, and a teleport entity within that sector. I was not able to find a teleport sector or entity in your map, so I made my own. Teleporter works fine for me now.
  6. volumetricsteve

    Mapper's Block?

    I try and do something completely different. Recently I've watched the Mrs. play Fable 2 which has a lot of mind-boggling game design poured into it...some of that spun off into little ideas which I'm fleshing out into parts of things that might go into my doom maps. Alternatively, I'll immerse myself in one of my users' issues at work. (I support a supercomputing environment, my users need to know how to run/build really complex software) Sometimes, some weird situation or seeing the systems act a certain way leads to inspiration for me. If you're into music, switch up the music. If none of the above works, there's always caffeine and cigarettes. Just do something to get you into a different state of mind to break out of the "blocked" loop.
  7. volumetricsteve

    i made my first WAD!

    That actually wasn't horrible....it was really small, but it was a bunch of really good stabs in the direction of level construction. I liked the depth of the decorations, the use of triggers...the chaingun guy who comes down on that pillar thing. In that hallway you start in, you have one of those line-thin sprite walls I haven't mentioned to get into my levels yet. I'm actually going to be looking at your level to see what you did. You're doing great kid, keep it up.
  8. volumetricsteve

    MAP 30

    Boss battles should keep you focused on the boss. I'd say the Icon of Sin was actually kind of a cheap boss battle....I'm glad I've beaten it....under par at that....but it was more of a mess than a boss battle. I think scifista42 touched on this, needing high precision aim and all that isn't great in a boss fight. Hit scan attacks are kinda lame, RE: spider mastermind, but sometimes forgivable under the right circumstances. I think something like a cyberdemon with a plasma gun on one hand and rockets on the other would be cool. But I digress if you're not making a custom boss. The space should allow for plenty of freedom of motion, to say the least. Is there a theme you're trying to stick with or any theme you can carry over and build on from a previous level?
  9. volumetricsteve

    Nuks and Crannies, non-linaer vanilla map

    It's a well put together map, I can say that much, but between the floors that hurt you and the cyberdemon you seem to have to fight while standing on a small ledge..the difficulty curve was in a weird place...I'll give it some more time, but I'd dial some of that back a bit, but that's just me. I have a personal preference against the 128 unit high rooms...starting out in a somewhat cramped space isn't my ideal circumstance, but that's just preference, not a shot at your design by any means. Your monster traps are well set...you have some good opposition with the chain gun guys you have milling around. It's well decorated. I'll give it another shot when I'm able to focus a little better.
  10. volumetricsteve

    First Wad: "Sacreligion" (WIP)

    I'll throw in for this as well, now that I've got the working wad file...I'll see if I can fix the teleporter myself. I don't know if it's related, but my editor has done some weird things where I saved in a map and tried to test it, and the changes didn't show up. Eventually, I ended up saving into a new file, and loaded that..and it worked fine. This can't be the same thing, but it's funny how strangeness-prone these tools can be. I wonder if there are development codes for gzdoom or...any engine really that track sectors or output linedef actions to a console, things like that....
  11. volumetricsteve

    Good evening all

    This is a good idea. I almost did it, but didn't want to take time/resources away from my main project. MrGlide also makes a really good suggestion.
  12. volumetricsteve

    Doom Enchanted Mod

    I like the idea of a subtle gameplay mod like this...I don't know if I understand exactly what you're describing, but sounds like it's worth a try.
  13. As suggested in the title, I'm wondering if there's any easy way to export the control scheme you've set up for yourself in Doom Builder 2 for easy importing to GZdoom Builder. Edit: Would moving the builder.cfg into the GZdoom Builder directory do it or is there more to it than that? Edit edit: That doesn't do anything, anything.
  14. volumetricsteve

    weird gzdoom issue or mouse issue

    I'll have to try the other source ports, but as far as I know this only happens in gzdoom where I'm playing, and sometimes my weapon fires at random, or in multiple uncontrollable bursts, it's like i'm holding down the fire button but I'm not even touching the mouse. Is this something anyone's familiar with?
  15. volumetricsteve

    weird gzdoom issue or mouse issue

    It can't be GZdoom, but it might be a config file that's messed up somehow, or something weird about how it works on this system.
  16. volumetricsteve

    Favorite Source Port? (Multiple Choice Poll)

    @JXC - Redefines how? @Tosi - "ZDoom but mostly out of familiarity" I think pretty much sums up the overall message I'm getting. @Superluigieth1 - I haven't used Zandronum, but that sounds like another vote for G/Zdoom @jerk-o - Understood, but Debian also has SDL2 and FluidSynth available...if you really wanted to apply yourself you could compile Zdoom, I'm almost certain there are reliable build instructions...and it's debian so...it'll almost certainly work.
  17. volumetricsteve

    First Wad: "Sacreligion" (WIP)

    Map01 I'm pretty sure, and again, nice work.
  18. volumetricsteve

    First Wad: "Sacreligion" (WIP)

    OK THERE WE GO, I somehow managed to download half of a 222KB file in 2016. Go me. So that was great, your sector placement looks good, use of light via sector is good, I like the item placement...the thing you do with the switches to progress through the first level might need to be fleshed out about or varied somehow, but it was still fun. I think someone else reported that the teleporter in that first secret room doesn't work. I think you know the red door and big wooden door in the second level don't work since there's nothing behind them. At times, it seemed like the monster count was kinda low, it was a little easy to breeze through at first, but I loved that part where you revisit the same hallway, walls come down and there's a hell knight and some pinkies waiting for you after you gifted us with the rocket launcher. That was a nice touch. I think a lot of people over-do the visual appeal of their doom maps, I like that yours is more on par with the early doom 1 maps, there doesn't need to be crap going on everywhere for it to be good....and what visual candy you did throw in worked well, especially in the secret rooms. Really, really nice work, I'm excited to see where this leads...
  19. volumetricsteve

    First Wad: "Sacreligion" (WIP)

    How weird....I'll try again, the file I got was 97.5KB does that sound right? Edit: oh....nope, the download site says 222KB on it...trying again.
  20. volumetricsteve

    Good evening all

    I think you should do what you're comfortable with. If you want feedback on the levels you're going to wrap up in a megawad, that's more or less what you gotta do. However...you pointed out the following: "Of course I think that would kill the vibe, seeing as you'd have played all 32 levels by the time it is released as a megawad :)." this is exactly what I was worried about, so I'm keeping the vast majority of what I'm doing under wraps, while finding ways to workout the gameplay mechanics that actually make the wad play the way its supposed to. I'd be happy to provide feedback on what you've got, I'm sure many others would be too.
  21. volumetricsteve

    Good evening all

    That sucks man, but that doesn't necessarily mean that this guy's will. I'm just trying to encourage the new folks and provide resources that helped me, since he asked/stated almost exactly the same thing I did. Also do the other 20 and quit slackin'! I'd love to see what you've gotten done, I'm sure the rest of the community would too!
  22. volumetricsteve

    First Wad: "Sacreligion" (WIP)

    I tried drag and dropping, should starting a new game bring your level up or do you issue a "map NAME" command from the console? What mod loader do you use?...I'll try again, maybe I'm doing something stupid Edit: to clarify, when I test my own maps, they register as doom2's first map, so I just "start a new game" and my map is the first one in the rotation. Does yours work that way?
  23. volumetricsteve

    Good evening all

    Wow, is ....really? Is this real? Sorry CanOfPorkSoda, you might want to check my thread here: https://www.doomworld.com/vb/wads-mods/85146-new-32-level-doom-2-wad-on-the-way/ It seems you and I might have something in common. I personally think you should go big or go home(if you want), and shoot for the stars. You'll quickly find that many people don't agree with that stance. My best advice would be to make what you want, but keep yourself in check...look for things that achieve what you're trying to make, and don't settle for something unless the...engine doesn't allow for it. If something takes 30 hours in Doom Builder to get right, so be it, I'd at least be happier with the result knowing I threw my back out making it as perfect as I could..but that might just be me. Anyway, god speed, good luck....keep us posted on progress.
  24. volumetricsteve

    GZDoom Builder Control Scheme Import from Doom Builder 2?

    Yeahhhhhh I'm about to do that. Harumph.
  25. volumetricsteve

    Doom Builder 2 MAX View distance

    Google isn't helping me much on this one, is there a way to fully disable the maximum draw distance of Doom Builder 2 so it renders the whole level? The black fog thing is really annoying...
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