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damo

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Everything posted by damo

  1. Its currently hosted on ZDaemon now. Thanks to @Flambeau Malibu EU #07 - Hell Revealations RC1 zds://141.94.27.13:10607
  2. damo

    [v39] TOD666

    It's called Merkin
  3. damo

    [v39] TOD666

    That update is loaded now.
  4. damo

    Doom 64 Lost Levels for Doom II?

    Pinging @Mechadon :-)
  5. Some more... The gates of hell!
  6. Some quality carnage!
  7. Ah that's even better @Flambeau's servers a more stable than mine!
  8. When you have a few more maps added, I can host this on a server for ZDaemon.
  9. Nice one. There an alternative supergun's wad which you might wanna have a look at also. Its a little different from the original superguns2.wad. https://doomshack.org/uploads/super-gun-z-v2.wad One thing I'd recommend in the ZDaemon zserv config is to set the CVAR "sv_teamautoaim" to "1" which will prevent the BFG "tracers" pushing other players round. This might be appreciated in coop.
  10. damo

    Akeldama - Now on Idgames!

    This wad is excellent for survival/coop multiplayer.
  11. Hey I briefly loaded these maps into ZDaemon. map02 has visible voodoo dolls at the start. map29 is using extended nodes, even though it doesn't need them. This prevents it from loading in ZDaemon. I created a small patch wad to supplement this wad to allow using in ZDaemon for coop play by fixing the coop multiplayer starts on map02, and rebuilding the nodes on map29 with zdbsp. You can see it: here. Online multiplayer sever is on ZDaemon here: zds://37.247.54.67:10601 [Broken Glass Breakfast - Mayhem 2020 Beta 1.2]
  12. It's possible to make the monsters `friendly` also. I'm not sure if its intended that the monsters are wandering around @TheNoob_Gamer
  13. That could be fun, but also could cause some hilarious trolling.
  14. Do you see any coop implications with this script?
  15. If @TheNoob_Gamer describes what is needed, someone with ACS skill could maybe pick it up.
  16. Quite the mix bag of maps, looks excellent. If possible, a combines wad would be amazing in multiplayer. I did really really quick peak at these with ZDaemon. Couple of things I noticed, In was A, map08 has visible voodoo dolls at the start. In wad B, I had to rebuild nodes with zdbsp to be able to load map04 in ZDaemon. I will try do a proper run through over the next few days or so.
  17. damo

    Akeldama - Now on Idgames!

    MAP25. Seems that after a player goes down here, a blue key is needed to re-access. This could be problematic if the first player dies. Also I'm not sure if the raising and lowering floor could lock players in depending on different scenarios. MAP26: I wasn't able to get back out of here:
  18. damo

    Akeldama - Now on Idgames!

    MAP22, only 1 person can get the plazma, as the steps lower:
  19. damo

    Akeldama - Now on Idgames!

    On MAP20, it seems that once someone goes through this door, that it can only be opened from the other side. This could cause a soft lock on coop should the player who enters dies On MAP21, seem there this is also prone to causing a soft lock:
  20. damo

    Akeldama - Now on Idgames!

    @valkiriforce I have been playing this online on ZDaemon (Broken Glass Breakfast - Akeldama Beta 2 - zds://37.247.54.67:10601). On Map02, there is a visible voodoo doll at the start.
  21. damo

    [FINAL RELEASE] Eviternity

    The 2nd half of the wad will be played on TNS this evening:
  22. damo

    [FINAL RELEASE] Eviternity

    This in particular is what I had done: - All maps except MAP32 do not need extended nodes, and therefore have been rebuilt with regular nodes (using ZenNode). MAP32 will not work in ZDaemon until extended node support is added, so you should remove them from your map list. - 2 PNGs were converted to Doom GFX. - DEHSUPP lump was added to facilitate adding of Eviternity's new monsters. (ZDaemon doesn't support DECORATE) https://rhinoduck.net/downloads/index.php?dir=/tns/dehsupp/worst/ - A lot of the DEHACKED was re-wrote to take into consideration that ZDaemon is not fully MBF compatible, and to take advantage of DEHSUPP for adding of the new stuff that Eviternity brings. - ZDaemon expects skys to have an aspect ratio of 1:1, 2:1, 4:1. there the skys that were used were resized. e.g. 1024x200 -> 1024x256 - ZDaemon doesn't support ZScript, so weather effects are not available on the maps. - A MAPINFO was generated from the ZMAPINFO using https://rhinoduck.net/git/horrible-mapinfo-utils/tree/zmi2mi - "exitpic" was added to the MAP blocks in MAPINFO with the same value of the "titlepatch". This achieves the appropiate map pic on completion of each map. - "forcenoskystretch" was added to MAPINFO to make the sky's look less tiled - The titlepatch pics were moved from offset 0x2 to 0x0. They didn't show up in ZDaemon otherwise. - MAP15 had a lot of 'metadata' removed to bring it under extended node limit. The map author is doing the same for RC2. This doesn't effect gameplay.
  23. damo

    [FINAL RELEASE] Eviternity

    Yup it does, just waiting for RC2 now :-)
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