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Jaska

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Everything posted by Jaska

  1. Don't know if these are how you like it but here is GSTONE variant:
  2. Oh damn.. Got back to this and I just had the pixelratio in a wrong place. I had it on GameDefaults instead of DefaultMap. 1.0 works fine now.
  3. Thanks for playing and feedback! -I just can't understand how I missed those ceiling textures. -I'm quite sure I checked those crates at some point but obviously not. -Another stupid mistake on Division. Must have do something when I've been aligning textures or I changed the geometry a bit on some point. Interesting how anyone else hasn't fallen there. -Skipping the key is actually meant to be like that on map20. -Not blocking bars is.. huh. -I remember on that railing.. There was some reason I wanted that you could drop down from there. Obviously I should have removed the texture on both sides.
  4. Jaska

    Post your Doom textures!

    You can have animated skies on Boom. Eradrop's skies. Also animated. Map16 uses Eradrop's animated sky:
  5. Map making process. I posted this to other thread some time ago, so here a little modified version. If I have an idea which I can't be put on any current map in progress I put it in "ideas map". It can be a single detail, some kind of bigger architectural theme, a puzzle or a gameplay scenario. This is handy because it doesn't limit the creativity at all. Problems arise when I'm putting a map together or trying to get thematically cohesive map. Sometimes a single idea just keeps sprawling and I cut that area from "ideas map" to a "real map". And if you run out of ideas on "actual map" go into "ideas map" if you have now a place for those random ideas or get a fresh perspective to old ones. In map20: I had many, many different ideas which I put together. It was a total mess at some point but I survived! Also on same month: 3 months since. Almost all parts are connected and main areas are done. So the map WASN'T made like in 3 months. Many of the ideas were like 2-3 years old. They were in "ideas map" and maturing in my subconsciousness or something. Of course I made tons of new stuff to link all the pieces together. That "linking" can also get you to a creative mood. So you have two ideas and you have to connect them. Same kind of mess was the forest map. At last some parts were moved to totally other map and big parts were just created on the way. Why I've had problems to continue. -Thematically too cohesive vision. For example if you try to do realistic maps you just can't do layouts that break the illusion too much. -Trying to get two or more ideas to a map which just don't match. -Building a great architectural area but have no idea of the gameplay. Like map31 has multiple examples. -Too much complexity and/or non-linearity. -Just pushing forward without any clear vision and struggling on that. Stop at this point and do something else for a while. -I don't know if there are many people who can constantly be creative on one thing. And there is a limit how many times you can overcome your own best work at given time. Some random ideas to make a map: -A theme. Nature, city, space, void, mystery, tech, medieval, ... -Figure out a start and ending point. Like, start from land level and climb on higher point (some kind of fortress, other structure, mountain, etc) -Look pics from image search about architecture, nature, villages etc. which you prefer to. -Pay attention to detail, everywhere. -Overdetailing actually helped me to a some point to get going on actually meaningful stuff gameplaywise. -Figure out a gameplay scenario. -Try to think which kind of puzzle you would enjoy. -Barrels -Changing environment, lowering walls, rising nukage/water levels or lowering water level exposing way to go.. Light level changes. -Shootable switches, destructible environment. -Self set timelimit can help or be negative. -Drawing on paper can help -New textures -Put a map you are stuck on to a pause. -If using GZDoom, new monsters, scripting, new everything
  6. Boom compatible "Lost civilization" map20 has 12196 sectors. (pic a bit outdated)
  7. Jaska

    Doom Pictures Thread 2020

    Thanks a lot! Yeah, I replaced some gore-sprites with plants so that's why. Kinda funny though. So where should be "blood and guts" & "pool of brains" there will be a flower/plant. If I would have known it, I could have possibly fixed it because there was some sprites which I didin't replace.
  8. Jaska

    Things about Doom you just found out

    Uh, ok, I was a bit misinformed then.
  9. Jaska

    Things about Doom you just found out

    And it was originally developed in visual basic...
  10. Jaska

    Doom Builder feature wishlist

    Yes, also in visual mode.
  11. Jaska

    Doom Builder feature wishlist

    Ultimate builder also has: Archtool: https://streamable.com/riyhi1 https://streamable.com/u8wr49
  12. What's wrong here? I've perfect cube-model made in blender (or not made it is there when you start the program). On modeldef I scaled it up with 64 64 64 resulting 128x128x ??? on Doom? As you can see height isn't right. ZScript height 128, radius 64. Is this that pixelratio nonsense? I've set pixelratio to 1.0. What problems that will arise.. Also top and bottom doesn't render properly on Ultimate doom builder while in game it's ok: UV-map (difference to upper pics, changed white to black..) Why model? They are easier to put into a map, don't break map geometry, they can be pushed and destructed. While rotated ones causes another problem..
  13. Got distracted to other things so not too much progress on last month but something. Started a new area, did a new simple model, some simple sprite edits.. Small changes and minor progress..
  14. Here are some early 2000 Half-life "Opposing force" deathmatch maps. I updated them a little this month. There might still be a need for tweaks but they are good and tested on numerous LAN-sessions. I just can't get my port forwarding to work so I can't host a server right now. But if someone wants to play these with me feel free to send a private message or catch me on discord as "Jaska". More Download link: http://www.mediafire.com/file/ck8n8ohmwlec12f/joi_opf_paketti.zip/file
  15. I have no idea. What are even the most used sites or best communities?
  16. Jaska

    Doom Pictures Thread 2020

    I hardly have ever like 40 FPS. More like 15-30(gzdoom, dynamic lights etc on.). I really should buy a new computer. Not doom so in spoiler:
  17. Jaska

    Doom Pictures Thread 2020

    WTF!? That's epic.
  18. Thanks for the feedback. Division got divided responses. That was somewhat expected as it was possibly the hardest map and had some experimental parts. I liked making map10 a lot.
  19. I would just suggest that the moving platform activation is like 16-32 mapunits from the teleport-line.
  20. I'm not sure, but try keeping activation linedefs 16 units away each other. I hope someone with true knowledge on this will helpas I've heard distance shouldn't matter. What mapping format are you targetting/using?
  21. What mapping format are you using? What editing software? Doombuilder? GZdoombuilder? UltimateDoomBuilder?
  22. Build the catacombs first.
  23. I'm trying to do an object which falls when shot. Instead of falling it just vanishes! What is the problem below? It works if I set flags on death-state but not in pain-state. ZScript: .... Default { health 100; mass 1000; PainChance 256; +NOGRAVITY; +ACTLIKEBRIDGE +CANPASS; +FLOORCLIP; +SPAWNCEILING; +ALLOWPAIN; } States { Spawn: AAAA A 0; #### A 1; Loop; Pain: AAAA A 1 { bSPAWNCEILING = false ; bNOGRAVITY = false; } #### A 1; Goto Spawn; Stop; Death: #### A 0 A_JumpIf(Args[0] == 1, "Wooddeath"); #### A 0 A_JumpIf(Args[0] == 2, "Glassdeath"); #### A 0 A_JumpIf(Args[0] == 3, "Metaldeath"); #### A 0 A_Burst("BrownDebrisZ"); TNT1 A -1; Stop; ....
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