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About Ke-Sula

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    Warming Up
  1. Thanks for both posts guys, i appreciate it. I can confirm that boris is right and the solution was Ctrl-Shift-R. Yeeesss ! So glad to have it working, I'm smilin' all day. Thanks. GZDoom Builder had me confused because this command isn't listed in the Controls / Shortcuts list. God knows what other controls are available that aren't listed. LOL
  2. Hi folks, so I'm making a Doom II style map in GZDoom builder and the map is configured as GZdoom:Doom2(UDMF) I'm in visual mode and I go to reset a selected wall texture by pressing Shift+R, as you do, but the texture does not reset or even move at all. The notification in the bottom left says 'texture offsets reset' but nothing has changed at all. It works fine in Doombuilder2 but i much prefer to use GZDoombuilder for map building; its just this little glitch is driving me up the wall! LOL Anybody know the solution to this? Thanks.
  3. Deimos Abandoned Base #79 Playing it again after a few months break gave me a totally fresh perspective and also after getting feedback from friends and players, I decided to make some changes: - general progression is a little more obvious - certain areas have been improved for easier traversing around and less backtracking - easier access to the SShotgun earlier in the game (the most common gripe) - general weapon / ammo / health / monster rebalance - a few new rooms for gameplay consistency - numerous graphical / lighting touch-ups - certain secrets a little easier to notice Disclaimer! : this is not a normal map. This is my attempt of putting a single episode into one large map. It's mostly non-linear and takes around 2 hours to complete. It's a little on the complex side but i don't think its too over the top, shouldn't be a problem for regular DOOMers. Personally i like this style of map and find short and simple maps to be unbearably boring. For a huge map its pretty chock-full of action, adventure and puzzles. If you've played my map before and found it lacking, please try my "Director's cut". LOL I hope you'll enjoy my space base exploration / survival epic. If you don't like it, please contact me for a refund. LOL (hey gimme a break, its my first map)
  4. D2 is what i consider the best game in the world ever made so far! Pretty powerful statement , i know but to me its the perfect balance of action / puzzle / mystery / exploration. i would only change the pistol which is practically useless in the first few minutes. It needs a secondary ability like a zoom scope or charge shot or unlimited ammo or something that makes it possible (but not better) to be used throughout a level. Apart from that, DOOM II is perfect for me.
  5. I'm disappointed with DOOM 2016. There were so many good things about it but ultimately DOOM II + project brutality + any decent wad is way more fun and interesting and unpredictable. Hurts to say it. After watching the promo vids before release i was convinced that Snapmap was the next level and no - one would be playing wads anymore. I was so wrong LOL.
  6. This is an early photo of the exit area of my map:
  7. I just made a huge one, it takes about 2-3 hrs to complete. oh! its on the list. Cool! (Deimos abandoned base #79)
  8. Hi everyone, I'm having trouble uploading my map to the archive : ( I've followed the above video perfectly at least 5 times but still nothing. It's not on the accepted or rejected list either. No idea what I'm doing wrong. Any advice? Thx.
  9. ok, i fixed all my mistakes mentioned (above). Probably shouldn't have bothered reposting a new link, but just in case. I even put in some rockets for after your journey back from hell. Don't know why you ran out of ammo there, when i tested it i a few times i was good there but anyway. Some extra rockets can't hurt. Cheers. abandoned base
  10. Hi Suitepee, thanx for playing and streaming my map, i really appreciate it! Wish you'd given me a heads up and I could have sat in. You picked the wrong map to play when you were tired LOL You seemed a little narky before the map even began. Well i'm glad that you made it to the end, a few times there i thought you were gunna quit. Sorry 4 the headache & thanks for sticking it out. I'm surprised that so many people were watching the stream. Wow you guys are a tough crowd, harsh critics. Love it. Truthfully i really appreciate the commentary and feedback, you guys pointed out things that i had't considered. Please cut me a little slack though, I've never made a Doom map before. I tried to chock everything i love about DOOM into one map. That was the best i had. I'm just glad to make a DOOM map. Let me clear something up: I like this kind of map! Huge and non-linear and lots of exploration and checking the map from time to time. I think it's Dark Souls inspired; or maybe I've been listening to too much Dream Theater LOL I was going for a kinda cinematic vibe . I wanted the player to cruise around and explore a massive base full of traps and secrets and not-so-obvious progression. I'm 95% satisfied with how it turned and was only upset that i screwed up a texture in the crate room + screwed up the textures in the BFG puzzle room + the yellow key progression to open the exit was too complicated (especially after playing for 90mins) Really sorry about that. I've learnt my lesson and I'm going to fix these three things. (BTW the BFG puzzle combination is scattered all over the map - those two textures are constantly repeated. There's another secret where you get the BFG earlier in the map also). One key point that i noticed (which is different to my playstyle) is that you don't look closely at your map but just have quick glances and the map is quite zoomed out. I think you would have caught a lot more and progression would have been easier if you'd looked more closely at the map. Not saying you're playing wrong but I'm used to studying the map more and with it zoomed in more. You missed quite a lot in general but that's more likely to be my bad. I was trying to make a map where you have to stop look around at your surroundings more and add 1+1 here and there. Like with picking up the blue key. You DID look at the map but you also walked past a lot of stuff that i thought was obvious. My fault for trying to make a super-map. You were very close to getting the Computer Area Map and if you had you probably wouldn't have needed to no-clip the exit. BTW rad suits were all over the map, mostly behind poison signs. All poison signs had areas secrets / behind them. My bad for not making it more obvious. I was glad when you finally found the plasma rifle, possible to be fund earlier in the game, as is the super shotty. The 'mandatory secret' in hell was on purpose and designed to make the player go WTF and feel like a spin-off area. Guess I'll change it after all the negative backlash. LOL I was trying to be original and cinematic and creative with stuff. (I like the red door with no side wall!) Looking at my notes I started making it in 2013 and I put in a few hours a week, most of it was made this year though. Of course i didn't take four straight years, I just took my own sweet time and did bits and pieces here and there. There were times where i had a breaks for a while. Making this map was fun and part of my chill-time after work. I shouldn't have mentioned the 4-year thing, it constantly got brought up in the stream. I wasn't bragging about how long it took. Its more embarrassing than anything else. Truthfully i don't know much about DOOM map creation, ports, etc. All that i know I watched from watching youtube vids and reading a few forums and messing about. Don't laugh but i couldn't even change the sky texture, i had to ask a friend to do it. Even after reading forums and trying to do it, i couldn't understand it. Ok, go ahead and laugh. Honestly i don't understand about lumps or changing formats or anything like that. Some people seemed to not like GZDoom, i don't know, i thought it was popular. What should i have used? That's what I've been playing Doom with. I guess i didn't know what 'vanilla' Doom meant. I just meant that it doesn't have any new textures or sprites or stuff and it could be played straight in GZDoom. Well i guess this isn't the kind of map you're used to but if you enjoyed just a few parts of it then I'm happy. Personally I'm very happy with it apart from my obvious mistakes (above). I think i got down most of what i was going for. Sorry if you guys weren't into it. Am i redeemed if i make a new map that's a polar opposite to this one? A map that's small and run-and-gun style, obvious progression and no need to check your map? Simple and action-packed? What do you think? See you in four years? LOL Maybe i should quit. Thanks for your feedback folks. Hope you got some fun out of this map. I'll fix the mistakes and repost a new link soon. Probably not worth it but why not? BTW, I'll check out Hellbound too, thanks for the tip.
  11. Someone spotted bug so i had to go fix it : ( Here's the new link: abandoned base
  12. Hey everyone, its's truly vanilla in the sense that it only uses DOOM + DOOM II textures, and game mechanics from these games as well, no fancy mods or bells and whistles are included and this level can be played straight up as if it were DOOM II. Its not vanilla in the way that it's extremely lengthy and detailed LOL It does have a vanilla DOOM II vibe though. (i hope). No mods are necessary but my personal choice is Project Brutality. It's only been tested with GZDoom so not sure how it works with other software. I'm quite nooby with Doom technical details / wad making / PCs in general and this is probably my first and last level. I didn't find any bugs when i play tested it (a lot!) with GZdoom. This map took about 4 (!) years to make. I know, i know that's crazy but it was about a few hours a week in my spare time and the first year was slow because i was learning all the in's and out's of Doombuilder. I had a lot of specific ideas that I'm glad to say, most of them made it in to the map. It's my best crack at making the 'perfect' DOOM II map. Hope you have fun playing it. It was a fun ride building it.
  13. Hey, one of my bucket-list challenges is finally over : I made a half-decent DOOM II map! Being a PC noob it took a long time but it ended up being one of the largest and most detailed (and hopefully immersive) vanilla DOOM II maps I've ever seen. I'm really happy with how it turned out. Hope you enjoy playing it as much as i enjoyed building it. Would love to hear what you think if you play it. Cheers! abandoned base %2379.rar?dl=0
  14. Pretty nooby question ahead: I'm making a vanilla-style Doom2 map (DoomBuilder2 / ZDoom [Doom in Doom format]) and it uses textures from Iwads DOOM and DOOM II. How do i go about saving my level so that all textures are included whenever someone plays it in GZdoom or some engine like that? I'm considering adding some custom music too. Thanx for the replies. Sorry if this was asked in a previous thread, couldn't find it.
  15. Everyone's different and prefer different things. I like a map that's about 80% nonlinear so I can explore and have more directional choices. Some people just wanna focus on the action and shoot a lot and not think too much about the direction or look at the map. I guess the only advice i have is you should create a map that's the style YOU like. The cool thing about DOOM map-making is that everyone has a style of their own. Good luck.