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About GMan

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  1. If you ever come back, could you please reupload this?


  2. GMan

    The DWmegawad Club plays: Vile Flesh

    @Suitepee I think if there ever is a sequel, it will be some way off. It took me 2 years or so to make the first one! I haven't done any actual map making for a few years, so I hadn't considered contributing to anything at the moment. @plums I dug out the Heretic mapset. I'd finished four levels, of an intended 9. I think I was just going to do one episode, though I'd considered doing a hub in ZDoom, so that levels could be completed in any order. Though playing through it, I think it would work well as a standard a-b level set. The battles in it are pretty full on, and I'm not sure if I'd quite got the ammo/pickups/enemy balance quite right. I'll have to see if I can find some time to pick it up again.
  3. GMan

    The DWmegawad Club plays: Vile Flesh

    Oh, and @Suitepee It was always on the cards to do a sequel, but I'd mapped myself silly by the end of Vile Flesh. Chances are it would have played differently, though I still quite enjoy the sorts of encounters featured in VF. I started a couple of others maps, including a Heretic map set, but nothing ever got finished. All were more detailed than Vile Flesh, and I paid far more attention to things like texture alignment. Maybe I'll get round to finishing them some day...
  4. GMan

    The DWmegawad Club plays: Vile Flesh

    @Memfis Glad to be here! I haven't seen the demo, but I noticed your comment about it earlier in the thread (I think it was you, anyway). I've been back to the map. And yes, that is pretty daft! Though in my defence quite easy to miss ;) I need to catch up with some demo watching, I think. @Demon of the Well You're probably right. I think when the mapset was first released it seemed to go down much better than it has with the players in this thread. Like I said above, there are certainly things I could have improved with hindsight and unending enthusiasm. Maybe it will fall into favour with other players again in the future. Regarding Map 26, I honestly can't remember. The chances are I just got carried away, designed an entire area and then had no real plan of how to sit it properly within the rest of the map. It didn't dawn on me at the time, clearly. I've been replaying some of the maps over the last couple of days, so I'll have a look at 26 again. This sort of thing is the downside of not really planning the levels in advance ;)
  5. GMan

    The DWmegawad Club plays: Vile Flesh

    @dobu garu maru Thanks, it was one hell of a slog. I really enjoyed it, though. I know it won't ever be to everyone's taste, but I'm still proud of it. And it seems to be popular with speed runners. @plums It's hard remembering my exact thought track all this time later, but I intended Vile Flesh to be played through from the beginning. However, the extra kit in the secrets was something of a reward for those who like exploring a bit more. Perhaps at times this makes pistol starts tougher, but I generally played level sets by going through them consecutively, then going back and pistol starting my favourite levels. This is the sort of thing I was aiming at. I enjoyed making the secrets. I think it's far more interesting to use the environments to hide secrets, rather than simply sticking everything behind wall panels all the time. It makes the player actually explore the level (though I appreciate the patience this takes) and feels genuinely rewarding when you finally figure out how to get all the secret stuff. There was an element of wanting to make the levels more interesting without monsters, too. Monsters were always the last thing I added to a level, unless there was a specific trap involving one or more, and so play testing was more interesting if there were lots of environmental things to play with. Perhaps a selfish reason, but I think it kinda worked ;)
  6. GMan

    The DWmegawad Club plays: Vile Flesh

    It really has been a very long time since I posted anything at all on this forum! And it has been almost as long since I last looked at Vile Flesh with any sort of critical eye. Or at all, for that matter. I'm amazed that it still gets played and talked about all this time after release. I've kept an eye on it from afar though ;) I would have respond to this thread just after it finished but I didn't actually know it was happening until a couple of days ago. It's been interesting seeing how people are getting on with Vile Flesh, particularly those who haven't played it before. I read most of the posts here in full. I have to say, I would probably agree with most of the criticisms of the mapset. Vile Flesh was the first set of levels I had ever made, and as such I wasn't really sure how to approach it. Some levels worked, others really didn't, and many haven't aged particularly well. Though I would argue that when I started the level set (two or so years before it actually got released) the general style of Doom level was different to now. I also probably kept things simple due to my inexperience with mapping. Another big influence was Eternal Doom, which featured far more obtuse switch hunting than I managed to create, IIRC. However, my general approach to the whole thing was 'make it up as you go along'. None of the levels were pre-planned, though a couple did get rebuilt from the ground up (Maps 01 and 02). Other than those two, the maps all appear in the order I made them, with the possible exception of Map 32. I have a feeling I made this after finishing the main levels. The detailing of the maps was something I kept changing my mind about. When I set out, I was intending the levels to all be Doom 2 compatible, though this went out of the window quite quickly. I think I probably kept the mindset in terms of detailing. I can see many places that could really benefit from a little TLC, just to add a bit more character. And texture alignment was something I just didn't worry that much about. The levels were all made using WadAuthor, which didn't have any decent system for aligning textures. I didn't discover the joys of Doom Builder until much later. The music was written with the individual levels in mind, up to about Map 15 when I started to recycle some tunes. I'm not sure I could have done 32 tunes! And as the project neared the end I probably got a bit impatient and just wanted it done. But I'm pleased that so many people seem to like the music. It's even been remixed, somewhere on YouTube. I'm happy to answer any questions about the mapset, should anyone have any (I'm not sure there will be any, but what the hell). Even though it seems most of the above players didn't have the best of times (it's okay, really!), I'm pleased that Vile Flesh is still out there. Thanks for playing! Gwyn.
  7. GMan

    Doom Builder problems with Windows Vista

    I am a fool sometimes, you know. I hadn't got that .dll like I thought I had. Having downloaded it, Doom Builder now appears to work fine. I'll let you know if anything comes up afer more extensive use:-)
  8. GMan

    Doom Builder problems with Windows Vista

    The other thing to point out is that the last post in that thread states that this method hasn't been fully tested yet. I'm pretty sure I've done all the things listed (Doom Builder wouldn't even start without msvbvm50 .dll IIRC, and DB is installed in a folder outside of the Program Files directory, and I've tried XP compatibilty mode), but it's still crashing on saving. But only every once in a while. It doesn't seem to be consistant. I usually manage to save a file three or four times before it crashes, and I've noticed that it seems to crash after adding architecture. I can add objects and monsters to my hearts content and it's fine. Could the compatibility problem be in the node builder, rather than Doom Builder itself?
  9. GMan

    Doom Builder problems with Windows Vista

    I'm still getting this message in whatever compatibilty mode I try. Hmmm. Could it just be that Doom Builder needs a few code tweaks to get it to run in Vista properly?
  10. GMan

    Doom Builder problems with Windows Vista

    I've had the same problem. However, I've found that running Doom Builder in 98/ME compatibility mode makes it work properly again (as far as I can tell). By the way, the only reason I chose 98/ME compatibility is because the computer I had before was running ME. Doom Builder may well run perfectly fine in XP compatability mode.
  11. GMan

    Post your game collections!

    I've got about 250 boxed games accross loads of systems, plus tonnes more that are emulated. My pride and joy is my MAME arcade machine, which is fooking awesome:-)
  12. GMan

    Doctor Who is the shit

    Tonight's episode was stormin'. Fantastic end to a bloody good series. Roll on Christmas!
  13. That looks like a texture error message. You may have selected a texture not in the main wad (EAMM, in this case) file and then forgot to add it into the command line when testing it. You could have mis-spelt a texture name if you're typing the texture names in. It could also be an object that hasn't been found, but I'm pretty sure that W_GETNUMFORNAME errors are texture related.
  14. GMan

    Any Heretic I megawads existing?

    I'm in the middle of making a single episode wad. It's taking bloody ages, but it'll get there. Promise. I also like the idea of a community chest style megawad for Heretic. Who knows, eh?
  15. I got my hands on a copy of the 32X version first, about 11 years ago. Possibly 12. I have never played any other game as much as I've played Doom over the years. It's quite scary actually thinking about it. I'm going to stop now. And go play Doom...