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lunoir

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About lunoir

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    Green Marine
  1. lunoir

    Post Your Doom Picture (Part 2)

    Tried a little more natural formations for the second map. Not quite sattisfied with the texture choice / options
  2. lunoir

    How do you have your controls set up?

    Keyboard + Mouse (No Mouselook) WASD Use E Fire Mouse1 Cycling with numbers
  3. lunoir

    Post Your Doom Picture (Part 2)

    @dt_ great lighting :) the thing keeps growing...
  4. lunoir

    Post Your Doom Picture (Part 2)

    @agent6 Probably not just a coincidence :D I have recently rewatched some of the UV-Max demos of sunder and was reinspired by the awe the architecture instills
  5. lunoir

    Post Your Doom Picture (Part 2)

    Lustmord does weird things to your mapping...
  6. If I do that it (weirdly!) does not load any walltextures from cc4-tex o_O (the floors are working though)
  7. I don't really know where to ask this, but since im trying to create a map with mulötiple resource wads, I figured this would be the right place. A Is there a way for prboom-plus to load multiple wads with the -file parameter? Or do I have to include all textures I used in a single wad for it to work with prboom-plus? Im trying to create a map using both the CC4 textures and custom made ones, but as mentioned above I cant get it to work (in this port)
  8. lunoir

    Which features would you like to see in GZDoom?

    and have 4 mice and 4 keyboards connected?
  9. lunoir

    Post Your Doom Picture (Part 2)

    somewhat proud of this tech-ish texture
  10. lunoir

    First release of 6 Maps (AKA Infiltration)

    Thanks, I will have a look at it when I have a working mouse again. Do you have any idead why there where no visual issues for me, even on prboom & crispy doom?
  11. lunoir

    First release of 6 Maps (AKA Infiltration)

    Sorry for the doublepost, but I fixed the mentioned Issues and updated the OP to include the updated version http://www.mediafire.com/file/hkw2pnaj7botxgd/Infiltrationv1.1.wad
  12. lunoir

    First release of 6 Maps (AKA Infiltration)

    Ah, yes, big mistake by me. You are supposed to get there by a secret, and when you enter through that, a part of the wall near the switch lowers and lets you get back out. I think I will fix this tomorow. Would you mind giving me the more detailed feedback anyway?
  13. lunoir

    First release of 6 Maps (AKA Infiltration)

    Thank you for your feedback :) The cutoff Texture is weird, since it looks alright on my setup. THe switch that you can hit without going behind the bars is intended (or rather left in to be exploited), the jump to the platform is not, but I think I will leave t in as well. The doors and wire are atavisms from the first 8h of working in this map, when I had no grasp on available textures or mapping tricks to get around them. I agree that they look very...meh. Are there more 'jarring' visuals anywhere?
  14. This WAD is my first attempt at creating levels for doom. I created 6 levels, following a loose progression. The Levels are intended to be played continiously, but should work for pistol start as well. I created these levels while learing how to use GZDB / transferring my Hammer knowledge to a 2.5D Space. Therefore there might be some inconsistencies, but I think everything should play smoothly. I'd be very happy for any feedback for this WAD, and especially thankful for some Demos. But any comment is welcome :) The WAD has no difficulty levels, and is intended to be played on UV. ##### UPDATE ##### - fixed some visual Issues (thanks gaspe) - fixed weapon balance in Map01 - fixed possibility to get stuck in Map01 I included some custom textures, either created by myself, or taken from this thread, whenever the original textures were not sufficient for the purpose. There is also custom Music for 5 of the 6 Levels. I can only credit Chris Laverdure for his replacement MIDIs for DooM e1, and Jimmy Da Powerhouse (I hope I did not forget to mention anyone. If you find content in this WAD that has been created by you, please let me know!) The WAD is supposed to be boom compatible (complevel 9) with Doom2 as a IWAD. Tested Sourceports: GZDooM, prboom+ Screenshots: Download: ----------- Updated Version v1.0
  15. For all the switches that are not working, the corresponding SW2 textures are missing I don't know how to "undo removing them" Is there a way to readd the missing textures?
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