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Szymanski

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About Szymanski

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    Senior Member

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  1. One room complete, 14 years and counting
  2. Szymanski

    kmetal 2018

    Familiarise yourself with the 3D viewer ('Q') and the texture alignment hotkeys and you'll never go back, saves so much time.
  3. Szymanski

    What are you listening to?

    I like it so much I bought extra copies for my mates
  4. Szymanski

    What are you listening to?

    Elder - Reflections of a floating world. On repeat forever
  5. Szymanski

    What Is This Called and How Do I Get Rid of It?

    Very pretty, reminds me of a childhood t-shirt It's all I have, there's no independent tools (that I'm aware of).
  6. Szymanski

    What Is This Called and How Do I Get Rid of It?

    Some sources of slime trails are possible to view in GZDoombuliders node viewer, you'll often find very thin sectors where the vertices aren't where you'd expect. Sometimes voids (fully black areas) between areas. The node builder works best with lines that are parallel, It's sometimes possible to avoid these issues by adding sectors which guide the node builder. Sometimes just moving vertices around will help through trial and error, that's best left for final edits.
  7. I remade some Q2 maps for zdoom (disinformation by Bal and some ztn works) back when zdoom only had sloped walls, lost those with all my emails in a hard drive fail.
  8. Szymanski

    Flaws in Doom 16'

    There's a section in know your enemy that feels like a quake3 void map sandwiched between gorgeous looking mars outdoor areas. Quite an abrupt transition and a bit ugly.
  9. Szymanski

    What nicknames do you have for monsters?

    Tomaco's for PE's because it complements caco, it doesn't work colour wise though
  10. Szymanski

    Post Your Doom Picture (Part 2)

    E4 inspired map for Doom2, 66% done 100% Vanilla
  11. Szymanski

    Boom linedef 242 not working as expected

    That's great, couldn't think of an alternate method
  12. I'm using GZdoombuilder's visplane explorer tool and there's a section of map that is completely ignored, shown as a black square. There doesn't appear to be anything odd about the nodes at this position. I'm using GZDB version 2.3.0.2787 (a41058b) Is there a tool for GZdoombuilder that shows the amount of segs in view? I have some areas that go over the limit in Chocolate Doom's Render limits variant but aren't visible as HOM in game (making debug a little difficult).
  13. Szymanski

    PrBoom-Plus, ver. 2.5.1.4

    No change when map is toggled for me
  14. Szymanski

    Boom linedef 242 not working as expected

    sure, sent
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