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R1ck

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Posts posted by R1ck


  1. Ed_Deth said:

    I am confused. The images show the map layout looks right but the gun graphics are different. rdwpa said:
    Gave it a spin in GZDoom. The lift behind the blue key seems to work only once or twice. I had to idclip past that.

    I found the blue key at the end a small maze in a room with a baron trap and there was no lift. Is the name shiet.wad. Just confused. =:)



    I was using Doom 4 weapon in Brutal Doom plugins. And what he meant by that was the lift behind the blue door.

    I'm about to begin the fix.

    Edit: the wad name is actually sheitmap.wad. the name might change though.


  2. rdwpa said:

    Gave it a spin in GZDoom. The lift behind the blue key seems to work only once or twice. I had to idclip past that.

    Enemy composition is fine. Ammo is easily sufficient, maybe at least 2x-3x as much as is needed. Beware, though, of putting blocks of monsters in ways where they do nothing but slow down progress. The first group of monsters in the building -- the ones you drop down to via a lift -- basically would be awful if this were actually for vanilla, because monsters are infinitely tall there. There'd be no way to even get in the area without tediously picking away for maybe a minute or more. In GZDoom, though, I could just run over their heads. The monsters behind the blue key door on the lift are similar. There is no way to ride the lift up there without killing them first, so you just have to stand down there and shoot away until they are mostly dead. Rest was okay. I like the monster count in general -- it's fun to shoot the SSG and blow away 3+ monsters with each shot, and most of the monsters are low-tier so the pace isn't really so slow, apart from the aforementioned lift section.


    In all honesty, I am suck at monster placement. Gonna trying to fix that by reading the guide. I'm sure it's here in this forum somewhere. And the lift as well. Somehow it slip trough when I was tested it.


  3. Hi there, sorry for such an inactivity for a long time because of procrastinating (and I blame warframe for that) and earlier this month I've been working on a vanilla Doom 2. wad and I just finished it like tens of minutes ago.

    This is supposed to be the first out of five maps in the said wad that I named sheitmaps.wad (for reasons)

    UPDATE:1/3/17
    1- Done with map02: here are the screenshots:







    [img]http://i.imgur.com/gddQYbl.png[/img



    2- take away download link for map01 for further fixing.

    3- map name officially changed to Claustrophobia.
    ___________________________________________________________________

    please use only gzdoom to play the wad.
    map02 can be downloaded here:
    EDIT: FIXED THE EXIT DOOR BUG HOLY SHIT HOW DID I FORGOT THAT.
    http://www.mediafire.com/file/34mztesc333t3x1/sheitmap2.wad



    Thanks.


  4. I don't know if this is allowed, but what the hell.


    I don't know how to explain this in words thus I'm not a native English user so I just cut things to the crucial points.

    1 - 20 participants.
    2 - Each participant draw only ONE 800x800 sector along with the monster and stuff before pass it onto other participant via pm.
    3 - vanilla only.

    Those should explained enough.

    the thread will be edited when there's a participant.


  5. Recently I've played 1993.wad and it was kinda okay. Months before that, I stumbled upon this (unrelated) Half life mod where they've changed all the texture in the game to the damn crates texture

    then I've found this on my facebook news feed.
    http://imgur.com/a/OoDJM
    (idk why I can't embed the image :/)

    So the idea is to make a joke pwad that replaces all the Doom (or doom 2) texture to any (vanilla or any texture pack) wood texture just for the lol.


  6. 5- The way id did (I love maze based levels)
    4- Hell revealed 2 (screw those archvilles with chainsaw)
    3- The sky may be (because it's weird)
    2- No Rest For the Living (literally the last one I've played before my 360 dead)
    1- Brutal Doom v20 starter pack (I know sarge is kind of asshole, but this wad kick ass)


  7. kb1 said:

    Raise everything up so it's on the top of a cliff. Then, on an edge of your map, make a spiral staircase down into a some caves with lots of radical height changes, to an underground river that leads to the outside, at the bottom of the cliff.

    Or, add some high ledges for monsters to snipe at you, into the original part of the map. Make these areas accessible with some darkened, behind the scenes hallways and lifts/staircases running on the outside of what you've just built. These are full of baddies. Maybe this ledge is to the north of your current map, and, maybe it overlooks a new area to the north of it as well, so the ledge splits the map into the original area at the bottom, and a new area at the top.

    Just some ideas. I personally like when the map geometry affords interesting multi-height fights, with backdoor ways to infiltrate, or just go head-on like a (dumb)bad-ass :)

    Good luck! Taking a break, or getting a good night's sleep can do wonders as well.



    Thanks, I've been stuck on that part for days now. might use your Idea.

    VGA said:

    Errrm, that seems more useful for Wolf3D or Blake Stone maps :D



    yeah, I've did some experiment with that generator. Had a hard time to work on texture offset on a large circle sectors so I decided to screw it.


  8. EDIT: I realized this is the wrong section I'm sorrrryyy......

    EDIT 2: I removed the embed because it somehow broken.


    I've got this stupid Idea came across in my mind for week after seeing my friend's facebook post about his homebrew DnD map (I'm not into DnD so idk what I should call that) and decided to generate a map from Dave's mapper and give it a shot.



    The generated Map/Dungeon looked like this:
    https://postimg.org/image/8n667avv9/

    And this my version of the map. WIP:
    https://postimg.org/image/6oi6yc8mb

    And this my version of the map looked like. After few tweaks here and there:

    https://postimg.org/image/vkg7zkko3/
    https://postimg.org/image/tv74ri4yr/
    https://postimg.org/image/ol2607kpv/

    Then After this part, I am kinda stuck. Thinking how should the next sector will look like.
    https://postimg.org/image/9dm6fusv7/

    Yeah, I am basically been artblocked or something like that. Any ideas how should I do the next?


  9. Memfis said:

    Just share the damn wads, it's easier and faster than having to open Oblige, generate crap and wonder if you did it correctly. I don't even have Oblige.



    Well The time I posted this thread I've prepared prepared the wad file just in case.

    http://www.mediafire.com/file/9v09c58e7uhes1p/ayylmao.wad

    I'm bad at naming stuff and that's the only thing came cross my mind.
    Oh, before I forget, it's doom 2 based so use Doom2 iwad


  10. ATTN: MOD. I'm not sure which section that I should post this thread to therefore I'm sorry

    One day I'm playing an Oblige generated megawad just for taking its inspiration to my map that I currently working on. As the level progress (until at least map 20 or so) it became harder. Like 4 Archvilles placed side to side by each other made me think is it worth sharing it here.

    PS: I'm kinda high so some of my english might messed up. Sorry.


  11. Yeah, I did some more homework. still look pale though. I need to work more tbh





    EDIT:

    printz said:

    Making realistic light in Doom is annoying. But if you want your level to look stylish, there is pressure to make it realistic. Since it's so annoying, decent setups are severely limited.


    Thanks for the tips. I stole the picture for future reference

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