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Everything posted by NeedHealth

  1. NeedHealth

    Nova III - RC1 AVAILABLE!!!

    @DuckReconMajor Thanks! Today I wouldn't have made it a racetrack level but it is what it is. I'll saw a couple texture errors, and that vertex error isnt visible in prboom. Which is what I have tested the map in, mea culpa.
  2. How I do wall / ceiling texturing: Decide on a main texture in your map, say: green. Add two-three different textures to compliment it. After a key door add an other texture. If you're using all three keys i'd probably avoid using an already used texture after the last key door. To avoid texture pile-up. No more than three textures visible at all times from the player view. Support / border textures dosen't count. Floor texture change at sector height difference. Ofcource the ceiling texture should compliment the scene - I mostly go for a darker one. Door textures: I try to avoid confusion by having every door the player should visit a different (door) texture. Probably complimented by light sources. Light comes from a source in a triangle. I forget the term but all light have a source in my maps.
  3. NeedHealth

    Hellforge Speedmapping Sessions (and other community events)

    I'll probably join.
  4. Not really happy with the direction of my map. Going to rebuilt small parts of it. I have the start, the first area and the ending where the exit trigger is and those parts I am happy with.
  5. NeedHealth

    PrBoom-Plus, ver.

    Bern having that "error" for as long as I used prboom. Years. The only guess I have on the spot is hardware.
  6. I remember that someone here once managed to make the snake skin floor texture subtly "move" by manipulating light levels.
  7. NeedHealth

    Nova III - RC1 AVAILABLE!!!

    Map03 is rather lackluster.
  8. NeedHealth

    Things about Doom you just found out

    Not really just now, couple weeks back. Found out that barrels in a cluster can send one through a 16mpix wall activating monsters behind it.
  9. NeedHealth

    What are you listening to?

    Was recommended this.
  10. Not much to say about my map. Its coming along. I'm working on the last area, I only decided to scale down the ambitions abit. I just hope that I managed to stay within the vanilla limits - going to give the map a pass when it it done. I even have my stupid usual wordplay map name figured out already. I think I managed to come up with a map name with three different meanings, so go me.
  11. People around you usually start dying in your 20s . I'm ~15 years older and know at least a dozen people, both related and acquaintances, that are now dead. All over the last 15 years almost exactly.

    1. BigDickBzzrak



      Idk what to do with that info bro tbh

  12. NeedHealth

    What are you playing now?

    For the first time this year I had time to do a casual playthrough of the first three maps of the pwad "End Game" by "Swedish Fish" et al. Demo recording done in prboom is included. Will play the rest of the maps some other day. Year. Map01: Arctic Not an FDA. Simple but effective detailing. Not going to mention the weapond progress but the map is okay, though after the red key the progression is a bit off. Forgot about secrets and, the baron of hell. https://easyupload.io/u0wgnb Map02: Old School FDA. Not as detailed as the map01, mostly green, but checking the doom wiki the map name however is "Old School" so it might be designed with this in mind. Effective Chaingunner placements. Not really much else stands out in my mind and I have watched this demo at least twise before I wrote this. Forgot about secrets. https://easyupload.io/pkzqap Map03 Morsel https://easyupload.io/e0zo2c' FDA. This demo is s a bit of an embarrassment. I got distracted at a critical moment and I forgot that I had seen what I believe is the path to the blue door key.*Poof!* Other highlights is me confusing the yellow key for the blue key and missing a switch to lower a set of bars to somewhere. At least I found a secret. I also had to consult the automap a few times due to the layout of the map, but that might be me. Details are back to normal aswell compared to map02, but there is a sector bleed that is also obvious in the demo at one point.
  13. @Doomkid Probably not because they are a visible product and a reminder of my unability to not do an over complicated map. I was actually also planning to include 3d bridges... yeah. The randomized effect is not really noticeable to the random one time play tester and, an annoyance to speed runners / maxers / what have you. In fact the whole map would have to be based around this gimmick to make it worthwhile. I'll save it for a speedmap, though. Thanks, for the kind words.
  14. Its coming along. Like 3/4 done. Bit of a stop and go though, mappingwise, but I managed to do semi random archvile spawns. Not certain if I will keep them in the end.
  15. 3 months later.... e2m5 is done. Map name is "The Star Child" I have also added coop starts and multiplayer monsters - but not deathmatch spawns as it would entail more time to get this out of the way. Midi music is gigant ball of fucking plasma by crunchynut44. Sorrysorry for not being done with this earlier. https://www.dropbox.com/s/4euj8yt7e0ggsz3/e2m5-fix%2Bcoop.wad?dl=0
  16. NeedHealth

    I'm Also Looking to Play and Record Your Maps 2

    @slush59134 @rdwpa To add on to it -last time I checked- oblige used prebuilt blocks to generate the levels. Maybe the eula says it is okay but regardless you're basically adding touches to someones elses work.
  17. NeedHealth

    Auto correct that doesn’t change actual words?

    Well I am old enough to remember how T9 predictive text was in the new millenium. All its glorious escapades into the unknown dark corners of word association games. I write and speak in 2 languages, plus my mothers dialect. Maybe there is a way now-a-days to differentiate between what language you are writing in. T9 has however put me off for life. Even if it was there is still the issue of trying writing in my mothers dialect with auto correct.
  18. NeedHealth

    Hellforge Speedmapping Sessions (and other community events)

    Copied from the discord Added multiplayer starts, coop start 1-4, monsters, health and ammo for the mp flag. Name is UFO sighting and midi is badaba by crunchynut44. Theme is one weapond and hellscape. Version c -changed chaingunners to hell knights. Added a semblance of difficulty. Added a couple plasmaguns on mp. https://www.dropbox.com/h?preview=nh_bb_speedmapC.wad
  19. @Doomkid I´ll do a map if there is a spot open.
  20. Fixed the texture error and added a few enemies on multiplayer. Name: "Burning Night" but maybe I´ll change that. Music: I´ll get back to it. Map: E3M1 Single Player: Designed for Cooperative: Yes Deathmatch: Yes Difficulty Settings: Yes Other files required: ds3-gfx.wad Build Time: over 3 months Editor(s) used: Doombuilder2 Tested With: PrBoom-Plus https://www.dropbox.com/s/k61lysg38frxuec/nh_e1m1_stand3D.wad?dl=0 also working on mine and walters standard e2m5 collab....
  21. 13.jpg


    I just a orded a new laptop. Will be trying to catch up on my obligations here.