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About mgr_inz_rafal

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  1. Below is my recording of the run. Generally a little claustrophobic map - tight corridors and lots of doors. Well balanced weapons and health, even though I got lucky with my 3% health on the chaingunners trap :) Good that soulsphere was nearby. I also had a slow start on the Cybbies but managed to kill them without a hassle. Overall, good job!
  2. So I played with GZDoom but the teleporter hidden in the Chapel (near the scrolling wall) didn't work... Maybe change it from W1 to WR or assign Tag other than 0?
  3. This is a huuuge thing! Congratulations on putting so much manpower into creating this world. For me personally it's not doomish enough to play, though. But again, huge respect for that :)
  4. Thanks guineu, It's been pleasant to watch. I see that you missed some secrets, but was able to finish the level. You even skipped the BFG totally :) So it seems that I didn't screw the balancing ;) What I think worked good was the nearly constant threat from far-away cybbies and spiders. But there are also some boooring moments I must admit. And I also found two or three minor texturing bugs when watching your video. Regarding the final battle - you did it right - it's mostly abour running around and listening to the beautiful sound of dying enemies. All of them are "damaged" by the script just after being spawned, that's why most of them start shooting immediately. That makes the wave of chaingunners and archies especially critical and that's why the green balls are there :) Thanks for your suggestion, though, and the overall positive feedback.
  5. Hey Guys, Look below... This level can be finished in about an hour. Octavarium, Thanks for spotting this one out - I always try to build something that I have never seen before in a Doom custom map (ACS helps a lot!). That's quite tricky given the millions of maps out there in the wild...
  6. Hell-o :) So I have finished my recent map which became ten times more complicated than initially planned... I appreciate any feedback from you ladies & gentlemen :) Anyway, here's The Story: You're a brave soldier from the "digging and excavation" squadron. You have guns but you also have spade to dig tunnels. One day orders came for you to dig the tunnel to the techbase located on far-away planet named DU-272-PA. It is suspected that this base has been taken over by Great Arachnito - evil spider from outer space - and that he is hiding some powerful device behind the Red Skull gate. Your task is to locate this Red Skull and find out what Arachnito is hiding... Here are some facts: It's a Single-Player only map without support for difficulty levels. I consider the map diffucult, but please bear in mind that I am rather poor player. There is (I presume) plenty of ammo and health so just shoot and enjoy :) My test runs took about an hour to complete. Please use GZDoom with OpenGL renderer for 3D floors, reflections, slopes, polyobjects, etc. I didn't test it in other source ports. This is my first attempt to depart from the usual corridors-and-rooms style. It's a moderately detailed techbase level (a little bit infested, of course) with plenty of monsters, gear and scripted traps. Just run around, shoot and enjoy :) There are 11 secrets. They are not crucial for finishing the level and are quite trivial to find. Most of them are just in the plain sight. Achtung! Map contains Adolf. :) Highest ceiling: 2256 Lowest floor: -4176 More details, credits, etc. are available in the .txt file inside .zip. As soon as I'll manage to go through the map without dying I'll upload video :) Here's The File: And finally some screenshots (artifically brightened):
  7. This is so true... Yet there is always some boring, connecting corridor that could be converted into a room full of tricks & traps :)
  8. Now, seriously... How do you guys avoid going into "too many details" mode while mapping? I can't resist adding more rooms and details and then I'm out of juice to finish the level... Guess I need to revert back to vanilla mapping and its limiting limits... The map below was so simple and nearly finished 2 wks ago :) Now after introducing more rooms I consider it to be 30% done :/
  9. No luck with manipulating light and lines. Perhaps more of such effects will occur in other places once I start adding weapons and enemies (spirtes). I think I will just make a remark in the .txt file that OpenGL renderer should be used to play this map - if I finish it ;) I myself play mainly using OpenGL but there is a good load of nostalgia in the software renderer that I ocasionally switch to it and I would like my levels to be playable and rendering correctly.
  10. I am using gzDoom. What could be a reason of these sprites not rendering correctly using software renderer on some simple 3D floor setup? I have 3D floors is lots of other places, but just this one renders incorrectly. The problem doesn't occur in OpenGL mode.
  11. Evil, demonic eye. Of the Satan, of course ;)
  12. Thank you guys, I am actuallty glad that there is no easy way since I already faked my effect by manipulating textures. Light will also follow you in the final release. Will not work correctly in multiplayer, though. Anyway, is this the correct place to make suggestions or even contribute?
  13. Well, just drop some Revenants around. They're always a good fit.
  14. Dear DooMers, Is there a way to rotate PolyObj to a specific angle? Not left or right, but exactly TO?
  15. Shhieeeet :) I finally beat it after enermous number of deaths and quickloads... Since I'm really bad player I'll just drop my usual comment - give me more health! I think I found one secret supercharge - without I'll be even more screwed :) Here's the video: