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Lud

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Everything posted by Lud

  1. (Graphic by Lud.) Cross-post from ZDoom thread. ===Project Staff=== Leader: Lud Co-leaders: Tapwave, BillGuy Top guns: leodoom85, Zero X. Diamond, FishyClockwork Honorable mentions: Vostyok, unRyker Village idiot: SoulCircle Trailers Slots: MAP01: leodoom85 (Finished) MAP02: lil'devil (Finished) MAP03: Caligari87 (Finished) MAP04: Nevander (Finished) MAP05: ZioMcCall (Finished) MAP06: Jimmy (Finished) MAP07: Lud (Finished) MAP08: isaacpop23 (Finished) MAP09: Kinsie (Finished) MAP10: Mor'Ladim (Finished) MAP11: Vostyok (Finished) MAP12: Voltcom9 (Finished) MAP13: BillGuy (Finished) MAP14: FishyClockwork (Finished) MAP15: Tapwave (Finished) MAP16: Zero X. Diamond (Finished) MAP17: NAG (Finished) MAP18: SoulCircle (Finished) MAP19: UnTrustable (Finished) MAP20: Gothic (Finished) MAP21: Zero X. Diamond (Finished) MAP22: UnTrustable (Finished) MAP23: Titan314 (Finished) MAP24: Luigi2600 (Finished) MAP25: Vostyok (Finished) MAP26: Deviluke Roy / unRyker (Finished) MAP27: Janus3003 (Finished) MAP28: Voltcom9 (Finished) MAP29: Crazy Toni (Finished) MAP30: unRyker (Finished) MAP31: Tapwave (Finished) MAP32: DrPyspy (Finished) MAP33: Sgt. Shivers (Finished) MAP34: BillGuy (Finished) MAP35: FishyClockwork (Finished) MAP36: leodoom85 (Finished) MAP37: BillGuy (Finished) MAP38: leodoom85 (Finished) MAP39: lwks (Finished) MAP40: BillGuy / leodoom85 / Tapwave / Lud (Finished) MAP41: Zero X. Diamond (Finished) MAP42: Zero X. Diamond (Finished) DOWNLOAD: I am here! Click me! (GZDoom 2.2.0 or better is recommended. May not be compatible with ZDoom 2.8.1 due to use of advanced features! Dev builds of either should work fine, though!
  2. Perhaps I shouldn't have deleted the sentence in the OP which explains why the project has these limitations and adds some context. Long story short, wildweasel challenged ztktx to make a map with no more than 20 monsters and nothing stronger than a Caco. Of course, ztktx couldn't be arsed to do that, but I decided it'd be a cool idea to do a community project revolving around that. The whole mapset doesn't really pack many interesting fights, but we at least tried to pull off an ok storyline for the end level. It's not really too creative, but I assure you that I have a far better idea for the sequel of the project, whenever that is.
  3. Not part of the mapset. Probably video author using weapon sounds patch.
  4. Doubleposting to say that the project was released on the 23rd of December 2016 and this thread was cross-posted here after several users asked me to do so. Well, here it is.
  5. Lud

    Cacowards 2017 Mentionation Thread

    I second Fraggle's post. ZDoom made miracles possible.
  6. Well...that'll need some serious RadiusGive hackery I'd rather not do right now. It might be too resource-intensive on large maps. Or so I've heard. Only other way to change monster health dynamically and outside of MAPINFO is through ACS, and even then I'm not sure exactly how. Wiki says that APROP_SpawnHealth works only on players. I don't think this'll be possible for a while, sorry.
  7. This is a crosspost from the ZDoom forums. Only part of the thread has been copied. For the full one, go to http://forum.zdoom.org/viewtopic.php?f=19&t=51446 What this mod does: It's basically a "make your own difficulty" kind of mod which lets you modify the following: - Damage done! - Damage taken! - Movement speed! - Health, armor, ammo regeneration! - Jump height! - Air control! - Max health! - Starting health! - Friction! - Permanent power-ups! - Health and armor degeneration! - Randomization! The mod runs perfectly on (G)ZDoom! It may not, however, work fully Zandronum at this point. If you notice any issues with Zandro, post them please. NOTE: For more information regarding CustomDoom on Zandronum, see the corresponding page. No more editing MAPINFO or starting a new game when you find that UV is suddenly too easy! Use a custom menu to change the difficulty in real-time! How to access the menu: - Bind the configuration menu key in the controls OR use the default keybind <o>. Download: CustomDoom v1.7.1 - DEV BUILD REQUIRED! (ZDoom only! GZDoom 2.2.x works just fine.) Old Versions F.A.Q. & ExtraNOTE: For changelog, credits, and license, check the original post in the ZDoom forum.
  8. Perhaps the last update. For the next few weeks/months, at least. I updated because I figured out how to add a feature that's been requested before and turned down as impossible/unlikely. Well, here it is. Starting health.
  9. Updated. Final version is out. Changelog in main post in ZDForums. Needs testing as there is an entirely new system implemented in this version.
  10. I have a feeling that using the A_Chase flag will be less hacky than Speed 0.
  11. Lud

    Reporting bugs with GZDoom Builder...

    Over there.
  12. Then recolour it, smartass. Why do you think I provided the resources? EDIT: Oh, wait, that was bait. I'm so sorry. In that case, please, accept my gif. Next.
  13. Original post @ ZDoom Forums here. =================================== NOTE: I have no idea if this is the right subforum to post this. Apparently Editing seems to be only for questions and the likes. Mods can move this thread if necessary. Just in case people want to do a derivation of HD's HUD, here are the Photoshop resources. Notes: - I advise you get AldoTheApache font. That is the font I originally made the HUD with. You can substitute if you want, of course. - I have also included the original SBARINFO code inside the zip. It probably won't help you much without the mod, but you can see how I did it and take notes. Download: Hellfire Division HUD Resources Screenshots License
  14. Bumping cause I remembered to add the original graphics used in the mod. Those will actually work with the SBARINFO and might help people who don't want to export all psd graphics as png. Numbers are also included. To get the graphics, simply redownload. I apologise for the inconvenience.
  15. Lud

    Pyramid

    Noted. The SSG being a secret with no hint? I put it in a place where 99% of the players will press use, can't be that hard. As for the Plasmagun, I agree, that one was lacking creativity. Too few rockets are on purpose. Wouldn't be really balanced if you spam rockets, now would it? As for the Archviles + Barons, I feel like I could have used hell knights instead (if that's what you meant). The very reason I put Archviles is because of their resurrection ability. Big flat areas are apparently not very liked, that I can also agree on. I initially imagined that area to be a little bit different, but reality ended up being worse than expected. Thanks for the feedback, I'll use it in the future.
  16. Lud

    Pyramid

    This is a crosspost from the ZDoom Forums. ============================================== After originally posting this in the What Did You Last Do Thread, I've decided to make it its own post. A little backstory: This is the very first map I made, using GZDB, around 2 years ago if I'm not mistaken. It includes a little bit of ACS and some custom actors. From the screenshots you can see it's a remake of Map01 from Doom II. Anyways, later on in the map I'm pretty sure I'll get negative feedback because of the monster placement and lack of traps. That I know about and will change it for any future maps. Reason I'm posting this map is feedback. I won't update this particular wad, but I will certainly use the knowledge for any future maps I make. The map has new secrets and almost all weapons. I've played through it several times, trying to balance it. Recommended difficulty is UV, though Nightmare could probably also work. The format is GZDoom: Hexen format. Enjoy! Download: Pyramid.wad Screenshots: http://imgur.com/a/GkeIU (Monsters have been removed from screenshots for tactical reasons. :P)
  17. Lud

    Pyramid

    With the recent shitwad invasion, I'd rather post a crappy screenshot than no screenshot at all and get my arse kicked to post hell. Plus someone's gonna post screenshots anyway, so it doesn't matter much. There are also changes in the monsters - it's not just imps and zombie guys.
  18. Lud

    Pyramid

    True that. The changes on the original map are indeed few. A few secrets and removed sectors. The actual change is when you exit the base. Maybe I should have added a screenshot from outside, but don't wanna spoil the "Hmm, there's actually more?" moment, if there is such a moment at all.
  19. Updated to v1.6.2. This update is more visual than practical. It adds a bindable key to open the config menu, a "kill player" option and some menu colourisation. You need the latest dev build for this version!
  20. Lud

    Cacowards 2016 Nomination Thread

    I was skeptical at first, but after playing Ancient Aliens for a while, I felt the need to nominate it. +1 to Ancient Aliens. I appreciate wads with good stories. I'm mighty tired of shooting through 32 levels and the end credits are the same as in Doom 2. Ugh. Skillsaw goes up in my fav mappers list. The maps play excellently with a custom mod of mine. Thank you for adding a Berserk every now and then.
  21. Lud

    Name of a mod

    Get the new one from here. It's universal and works with everything. Also, use a dev build.
  22. Fixed a crucial bug. A typo in MENUDEF screwed up the armor regeneration cap option. It works as intended now.
  23. I've released v1.6. Many, many new features and a complete menu redesign. For now I am going to take a break from modding, but feel free to suggest more. Feedback on the new menu is also welcome.
  24. Lud

    Sprite Transparency

    Hm, good point. I'm more interested in the reason why the sprite is filled with black instead of being transparent in the 1st place. I've seen many effect sprites do that and I never got why. Will there be a difference if both sprites have Renderstyle Add but one is transparent and the other has a solid black background?
  25. Lud

    Sprite Transparency

    Use "Renderstyle Add" in the actor's DECORATE properties.
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