Jump to content
Search In
  • More options...
Find results that contain...
Find results in...

SilverMiner

Members
  • Content count

    1218
  • Joined

  • Last visited

Everything posted by SilverMiner

  1. SilverMiner

    Need suggestions on a midi for a new map

    https://static.angryscience.net/pub/hosted/klem/midi/mm2/17 Organic Gods.MID
  2. Updated my map (e4m3) Link is the same; added an optional area with BFG and some early 2000s-like detail
  3. It's a lighting switch. It shouldn't change the gameplay anyway. I might replace it with something, remove or do nothing I knew about that but anyway thanks, fixed(it now can be lowered like a lift). However mine is far from that level of abstraction. Weird thingy EDIT: Hmm, I'll call it "Not a sewer"
  4. I've made a map and haven't come up with name yet. EDIT: the name be "Not a sewer" https://www.dropbox.com/s/ilyfp5q2jk0wj8z/ds4-e4m3.wad?dl=1 E4M3, includes YOURPC patch and midi. Not the best view but here's a screen(gibbed shotguys are buggy): Maybe I could make enemies repopulate after getting red key hmm
  5. To guys who requested playtesting:

    I apologise for not testing some of your maps at an expected time. I have studies: they take up almost all my free time, and make me think about study at all times, even when I should be sleeping. Last year I had studies as well, but it wasn't that time-consuming

     

    Maybe I might find time to do it after all, by now I have only a half of a megawad to finish and then I'm gonna get on to something else.

     

     

     

     

  6. Sign me up for map26
  7. SilverMiner

    Random Image Thread

    Weird book cover
  8. SilverMiner

    Guess the map [5th edition] (NEW HINTS ADDED)

    1 - doom 2 map29 3 - plut map 21 4 - doomsday uac e1m8
  9. SilverMiner

    First Doom map VS Now

    I'm showing not my first and not the latest maps cuz the first one is pretty boring, and the latest one is built not quite the way I'd like it to be. So the first one could be my second ever map using map07special it's around or more than 8 years old and it was intended to be map20 in a 79 level Zdoom megawad. I remember it used sky4 from Ultimate Doom in its first iteration but I had switched it to hexen boggy sky and I dunno why. Here's a screen from my third "magnum opus" (Prboom+ and Zdoom compatible map, not sure about GZ) EDIT: I was wrong with build time, the sketch was made in 20s of November and the map finished on 2 dec. Still fast
  10. SilverMiner

    Help with weird map glitch.

    Try dividing the sector in 2 and make them differ in brightness (like 176 and 175) It could help
  11. Will this guy (Dune Warrior from 667) be ok? (his color fits the sky imo) For more contrast, his legs or cape could be recolored to black
  12. SilverMiner

    Good WAD's using the jump feature ?

    Hexen.wad
  13. // Do not spawn cool, new monsters if !commercial if (!commercial) { switch(mt->type) { case 68: // Arachnotron case 64: // Archvile case 88: // Boss Brain case 89: // Boss Shooter case 69: // Hell Knight case 67: // Mancubus case 71: // Pain Elemental case 65: // Former Human Commando case 66: // Revenant case 84: // Wolf SS spawn = false; break; } } In case we want new monsters and decorations: in theory, we can use six Doom 2 hanging corpses + demon spawn spot (87) to place these in maps. I mean we can have more decorative stuff. And maybe this could help with merging ds4 with ds1,2,3 EDIT: Maybe changing editor IDs of things above^ could make it possible to include them as well, so we can expect enough place for dehacked stuff if it was present in ds1,2,3 (I didn't check this) EDIT2: We even could have tech lamps, megasphere and keen heh that's more than enough to merge ds1,2,3,4
  14. As for me, the resource pack and limit removing thingy doesn't give me any ideas on what to draw The fat imps look gross imho, maybe that's the reason I've not started mapping for this yet. However I think, when I have time, I gonna draw something abstract but playable, maxable and somewhat detailed
  15. SilverMiner

    The 96 kb challenge: final round of Doom!

    iirc, the Vandalism (map11) is the only map using animated tnt switches. So, to make them working, I made this(2 lumps): https://www.dropbox.com/s/vivy2lu3g7frw0a/VandalismTNTSwitchesfix.wad?dl=1 (SIDEDEFS should be put in map11 and SWITCHES to be replaced) If any other maps have bad switches like that, they probably shouldn't be like SW*FS*1 or SW*FS*4 because I tried to make a SWITCHES entry like that and it didn't work. But SW*FS*2 did. So every switch like SW*FS*1,3,4 should be renamed to SW*FS*2 in order to make it work
  16. SilverMiner

    The 96 kb challenge: final round of Doom!

    I mean he made a pack of plutonia textures for Doom 2 EDIT:
  17. SilverMiner

    The 96 kb challenge: final round of Doom!

    Credits: Blastfrog for the stuff taken from Doom Aesthetic Pack (like the third frame for FIREBLU, wow) LoneAlpha for fixed Doom flats and fixed TNT textures 32in24 team for 32in24-15 resources Supercupcaketactics for Auger;Zenith palette ReaperAA for ColdPal.wad Jimmy for Plutonia for Doom 2 texture pack Thomas van der Velden for some textures used in Plutonia for Doom 2 texture pack (like SW1,2SKULP and CEILVINE) Sunbeam for LiveReverb Gothic for PatchTex.wad Gothic DM team for Gothic DM textures Mark Klem and David Shaw for some midis This might help when writing a .txt for our wad. Also I think we could have something like this to make people use the custom palette and/or reverb mod if they want to Zip: - something like 96KB.wad or 96KB_FD.wad - 96levels.wad (the main one with maps) - 96tex.wad (doom paletted stuff) - 96texpal.wad (96 paletted stuff) - 96reverb.wad (LiveReverb ported to Zdoom 2.8.1) - txt that is meant to help making a batch file to run this And let authors use both 96tex.wad and 96texpal.wad for their own projects.
  18. SilverMiner

    Favorite level in TNT: Evilution?`

    Warm hole, Habitat and Crater EDIT: Also mt. pain, caribbean and deepest reaches
  19. SilverMiner

    The 96 kb challenge: final round of Doom!

    I've fixed the color messing of flats and textures by proper converting Doom 2 and MudicewindTNT's patches to 96's playpal. Also I shifted an M_DOOM logo 10 pixels up. And replaced missing FB flat in map16 with ALLBLAKF (these are just two identical pitch black flats) EDIT: shit, I fixed something not that bad No other changes were made. But could be (I think about fixing typo, but a wrong typo could be an easter egg hehe). https://www.dropbox.com/s/agojtourb3gqy2d/96KBALPHAFIXEDFORPALETTE.zip?dl=1
  20. SilverMiner

    The 96 kb challenge: final round of Doom!

    I didn't even think that the name I spontaneously chose could have anything to do with what I had made. Cool find
  21. SilverMiner

    The 96 kb challenge: final round of Doom!

    https://www.dropbox.com/s/qlqdigg6q3f2yni/SMSLIDOORS.wad?dl=1 Here's a template Gzdoom just doesn't recognize fragglescript, but despite that, it tries to run it, I guess. I didn't expect that EDIT: I mean I didn't expect Gzdoom would even try to run something that it doesn't support since some time
  22. SilverMiner

    The 96 kb challenge: final round of Doom!

    My longplay demo failed but here's some particular feedback: I really like these maps: 3,11,13,17,21-25 Map05 - it's a frustrating linear map. It's like climb a mountain that wants to shake you off and after a long ascend, to be mauled by cybers. Also I don't like the conveyor part being necessary, and non-functional exit switch at the start of the level. Map06 - killing 2 pinkies with a pistol at the start is a chore. Map07 - even HR2 is fairer than that Map09 - personally I don't like arena fights with a fixed arena time. If I want to play arena-styled games, I play them outside Doom. Doom is a shooter after all Map10 - Nice HR2 styled map Map14 - The hellknight in a cramped place is like impending death most the times Map23 - I like the marble and lava style. Reminds me of Quake episode 3. Map26 - Why is the nukage damage made unavoidable? How do I get the radsuit thru an impassable wall? It is a pity that the text screen for the submarine map is not used as a result of it being Map03 instead of Map07. This is probably one of a few maps here of sufficiently high quality, and to which I was able to tie at least a little bit of a decent story that can be useful to go thru this map. Also, it's cool that the maps have a use of sky transfers. IMO, the sky is a significant part of the visual look of the map. And I'm not quite satisfied with the skies some my maps got: map15 and map16 were intended to use sky2 (I mean the plutonia's red sunset sky2) EDIT: The palette and the custom colormap can be removed at all. Objectively speaking, it messes reds and blues
  23. SilverMiner

    The 96 kb challenge: final round of Doom!

    I'm ok with what you suggest. I'm gonna maybe record a demo of full longplay of the wad on UV. Also I dunno what to do with switches but I'll try to find the way to fix it
  24. SilverMiner

    Hell Cellar map

    I appreciate both IWAD and source port choice
×