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About lunoir

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    Warming Up
  1. lunoir

    Which features would you like to see in GZDoom?

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

    Post Your Doom Picture (Part 2)

    somewhat proud of this tech-ish texture
  3. 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?
  4. 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
  5. 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?
  6. 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?
  7. 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
  8. 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?
  9. All of the linedefs are tagged None Of them have more than the required switch texture - I tried changing the action, and it still does not work so I guess it's tied to the textures
  10. 166 - ceiling raise to highest ceiling 221 - floor lower to nearest floor 127 - stairs raise by 16 (fast) 46 - GR door open stay
  11. stock but there are stock switches that work (triggering doors & lifts) and those that dont work (everything else) the actions work, the animations & souind dont (i just mentioned the animated lump because im not sure whether that can interfere)
  12. arg, meant to write ANIMATED :/
  13. All of the switches are doom/boom actions and its alot of switches, so there isn't a linedef blocking in each case and there is no switches lump (though I use animdefs)
  14. Sorry for doubleposting, but the issue seems to be different the switches work fine in GZDooM, but with prboom-plus they dont I had this problem before, but got around it by using the appropriate complevel flags (complevel 9 in this case) but even though I set the correct complevel, it still won't work :/ only that door & lift switches work fine, but ceiling / floor switches dont I have no idea...
  15. I used SLADEs "remove unused textures / patches" function to plean out all the final doom textures it worked, however now all of the switches - while still usable - dont change their texture and dont make a sound when used I guess its because SLADE removed all of the SW2 textures from the wad is there an easy way to fix this, or to readd the missing textures?