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About Jaska

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  1. Jaska

    Post Your Doom Picture (Part 2)

    What a great architecture and mood in this mod. Unfortunately my crappy laptop lags too much to play it. But I took some screenshots. By @Shadowman & @BigMemka More here:
  2. Jaska

    Point of No Return / "Back Tracking" - Public Opinion

    I had a vision of four different approaches. So you select one teleporter at the beginning and you are given a slightly different experience: https://files.fm/f/2uva93hc There is quite harsh starts :D I'm redoing this someday with better implementation. There is no knowledge how choosing different teleporter affects your play. This is from 2016 and may have many problems on gameplay.
  3. Jaska

    Post Your Doom Picture (Part 2)

    Looked back on my "old" maps from 2016. Some of them looks actually nice. Gameplay isn't good. Odd I didn't notice that then. Progression is often too linear and fights are only from the front or otherwise boring.
  4. Jaska

    what are you working on? I wanna see your wads.

    Or the lava carves its way through the ice & snow to somewhere.
  5. Jaska

    Post Your Doom Picture (Part 2)

    Cool. What about the foliage? Models, sprites or midtex? Where are they from?
  6. Thanks! Watched them. Nice playing. You almost found all the secrets, congrats!
  7. Jaska

    Post Your Doom Picture (Part 2)

    A shitty sketch I made. But this is going to be great!
  8. Thanks @galileo31dos01 ! I added monster blocking lines to some maps. Changed already cyber's platform to the newest version.
  9. Thanks @komojo You can search for more textures like this on my texture credits: "Credits (music): Jimmy Credits (textures): https://www.doomworld.com/idgames/graphics/rtp tenebrae.wad -Realm667 Texture Stock -Textures.wad -Blood -Duke Nukem 3D -Shadow Warrior Stonghold.pk3 Valve.wad DoomPotpourri.wad Community chest 4: cc4-tex.wad, Resource Wad Doom3 textures: https://www.doomworld.com/vb/wads-mods/92309-doom-3-textures-for-doom/ http://www.realm667.com/index.php/en/texture-stock-mainmenu-152-97360/doom-style-mainmenu-153-87237 www.realm667.com/index.php/en/downloads/texture-stock/987-soldier-of-fortune/file NiGHTMARE Ghostbusters Doom Tex's Cage's Texture Pack, cage_tex.wad Captain Toenail for urn Omegalore for doomsky Mechadon (skies etc.) Hellcore 2.0 https://www.doomworld.com/idgames/levels/doom2/Ports/g-i/hc20 Eradrop (skies) Viggles http://thief.washboardabs.net/textures/ Cybermage textures http://realm667.com/index.php/en/forum-board/texture-stock/536-submission-cybermage-textures Killing Time: https://forum.zdoom.org/viewtopic.php?f=37&t=52113 Epic 2 https://www.doomworld.com/idgames/levels/doom2/megawads/epic2 +Some own textures. They start with ji_. Don't tile (yet). Also some modifications which I can't remember. At least some of those bridge textures."
  10. Jaska

    Doom Slayer Chronicles

    Very cool! Nice to see doom developing.
  11. Jaska

    what are you working on? I wanna see your wads.

    Big rocks and mountains are difficult even with custom textures. Some ideas. I would try to keep the rocks as little as possible and let the skybox do the job. And/or just add many round sectors with maybe 2-4 different textures to break the patterns. Some "spikes" (smaller round sector which would be taller than others) with contrasting color. Then maybe make the further rocks's light level dimmer. Lavafalls would be nice but those aren't at your textureset if I remember correctly. Or if the mountains would be almost totally dark except the red texture. Then add light gradients around the red parts...
  12. @hedgehog Thanks for very detailed feedback! I'll really have to think about the sound replacements. Map02: I removed some monsters on easy-skill. Map03: When you arrive the level and look at the sea you don't see the pyramids. They appear when you cross the bridge. It was to surprise the player a bit. The purpose was to introduce them and use them on later map / maps. I'm not quite sure if I do pyramid-themed map anymore. At least it hasn't progressed in an year. There can be multiple keys in other maps too. That is to get more nonlinearity. Map05: I'm planning to add more landmarks. Not sure yet what kind of. Map06: Fixed texture alignment. I have to think something to the mastermind battle. Position behind the fence was to only add a little feel of danger and then later teleport it to the middle. The ending wasn't designed in the best way. I just hadn't a good idea for it. @dsm At first I thought to add enemies on the upper part also but when testing the map I felt better to leave it empty. It's kind of small puzzle where you don't quite know where to go but always arrive to the right spot. I think it works nice like that. At least if you don't fall. @Crunchynut44: Yeah, rewarding is difficult with these items. Balancing secrets has been also surprisingly difficult. If you find all secrets you get maybe too much. And you should be able to finish the map without finding one..
  13. @SP_FACE1 I have intel i5 2,6ghz cpu & hd4000 graphics. Maps are playable but framerate isn't very good. Yes, maps are too open so basically everything gets rendered on some cases. Yes, it is quite impossible to get that bridge to work on multiplayer.. Or I should look on other wads how those are implemented when multiplayer is targeted. Does anyone know where to look at? But it did fail randomly on singleplayer too. I also have hopefully fixed that bug of empty area on "lost in the forest" map on version 9. You could miss the last encounter by dropping into the water and teleporting up. @dsm I was also thinking if the forest would be too long. At least I didn't include the sawmill part to that too as I originally thought, heh. That will be included in some future map. I have to figure out how to make the ending of the castle-map more interesting. Big open area doesn't leave too much options without being the same as in the beginning. Maybe I should make the interioirs more bigger / longer. I've already removed BFG on the newest version (on UV). There may be too many cells though.
  14. @SP_FACE1 Nice to hear feedback from MP also. -Most of the maps lag for me too but I thought most have quite new hardware so that wouldn't be a problem. And I don't want to compromise my vision to framerate. Maybe lag is caused by the (over)use of middletextures on vegetation. I've always hated limitations on mapping. Like 800 polygons on view in quake 2 and something like that. I erroneously thought that I could map without any limitations on good old doom, heh. BTW what would be acceptable "max" limit for linedefs on one view? Or what is the metrics used in doom anyway. -I'll add more enemies and ammo on future release. It's another story balance and add ammo for coop than to single player. Not much experience on that. -I think I fixed the bridge on version 8 or 9. Trigger linedefs were propably too close to each other. Distance less than 16. At least I couldn't get stuck there myself on prboom. @Jimmy Whaat, your MIDIs are great :) I respect your work and vision so I can change the MIDIs as you suggested and put you in the credits on wadinfo (as you already are). Bjorn Lynne's MIDIs are also good. I'll see if I still keep map01's MIDI. Farmlands and downtown are going to be back in the set. I'm going to change farmlands a bit but I think downtown is quite fine as it is now. I've had the same fear of endless cycles myself, heh. Thanks for the feedback.