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dl_simc

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About dl_simc

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  1. dl_simc

    Things about Doom you just found out

    Open prboom-plus.cfg from the PrBoom folder in a text editor and find the "Key bindings" section. Give the unneeded commands a value: 0x0 The next time the PrBoom's bindings page will display their bindings as "JUNK".
  2. dl_simc

    Best Alternative to Slade?

    With v.2 Slade it's enough to copy the required file MSVCP71.dll inside the Slade main folder.
  3. dl_simc

    Patch Problems ...

    You might have a wrong Doom version. What version is your starting point? Run Doom2.exe in Dosbox and see the version number briefly appear on the 1st screen. Then either: downgrade 1.9 to 1.666: https://www.doomworld.com/idgames/utils/exe_edit/dm2dwngr update 1.666 to 1.7a: https://www.doomworld.com/idgames/idstuff/doom2/doom2p16 update 1.7 to 1.7a: https://www.doomworld.com/idgames/idstuff/doom2/doom2p17 update 1.8 to 1.9: https://www.doomworld.com/idgames/idstuff/doom2/d2_18_19
  4. Only 4 hours. Started one hour late. But there should be no missing textures and such. title: Day in the office themes: city centre, cake, 10 tags midi, Memento Mori, MAP01 https://www.dropbox.com/s/qswppkze2xhzgti/eagle8_dl_simc_v2_%28new_nodes%29.zip?dl=1 (new nodes) Rebuilt nodes. + Added multiplayer starts, named the wad file properly, adjusted skill levels and texture alignments.
  5. I made a map too but I blew up the time limit. Fixing bugs and creating some game play took long.
  6. That's a cool wad - I like the traps and the detailing looks great! It's a good use of various lineactions. If some places are locking up could you rethink of continuing on other parts of the map or even on other level? Passing time might bring up new solutions to the problems and the project would stay fresh in the mind. Don't be so hard on yourself. Make levels YOU like!
  7. The exit of MAP11 is missing also. @NoisyVelvet It's -1.
  8. Thanks! I didn't thought of that... (It's difficult to foresee how the people will play the maps.) I made the darkest areas a bit more lighter (looks better indeed) and to give the chaingun more early I changed the useless chainsaw and one of the early shotgunners to a box of bullets and a chaingunner. Also build the map with Zennode. Initially used only an old ZDoom to playtest the map. Hope this isn't too late: new version: https://www.dropbox.com/s/p4fuisldzcgkt55/dl_simc_pigeon2_v4b_(zennode).zip?dl=1
  9. uac base in where? (VERSION 4) 3.15 hrs + extra for music (+ more for fixes) music: Memento Mori, MAP09 46 monsters 4 textures + 1 door + 1 switch + 3 crates = 9 textures 6 flats (2 of them crates) only cc4 textures not too much crates, only some First time for me to use cc4 textures. Couldn't find matching textures fast enough. (Live and learn.) - - - ver 2, coop starts, missing textures ver 3, tex alignments, includes the used cc4 textures/patches and flats Updated ver 4, nodes rebuilt with Zennode (no glitches), some game balancing
  10. Hi, my map is *still* not finished. It's around 3/4-7/8 ready now. I have't posted here with no concrete alpha/betas to offer. Right: I've been busy elsewhere and not been able to spent as much time as earlier. I've wasted time with bumping compatibility issues. The map is -complevel 9 (Boom 2.02) but I realized that some ideas didn't work with the default PrBoom complevel of version 2.3.1 (2004) and after. That's probably a well known fact but I cried with it. For example try this one room test level in PrBoom+ without complevel selection (or with -complevel -1, 17, 16 or 15) and compare the result with PrBoom+ -complevel 9, ZDoom/GZDoom, Eternity, Risen3D, WinMBF or Doom Legacy 1.46.3. It's not a fault of any port but I decided to try make the map as compatible as possible. That's mostly done by now. I'm sorry to take so much of time. I want to get this map finished.
  11. I fear other maps in this project are unplayable with -complevel 2 too. (huh I got scared) ;-) Thanx, here's the a new fix:https://www.dropbox.com/s/3vkld0zpoknli7v/102c3.zip?dl=1 (MAP02 +D_STALKS)
  12. The exit of MAP03 does not work? - The W1 exit line is only 16 units apart from the impassable line behing the final lost souls.
  13. Awk, here's one more fix to MAP02. Missing textures and there was a one sided line marked as 2s. https://www.dropbox.com/s/hocvr2e8djrvh8n/102c2.zip?dl=1 (MAP02, no music) I don't know why but MAP01 loads in PrBoom only if the MAP04 GL nodes are deleted.
  14. Those themes were the guidelines but strict following them isn't mandatory. Thanks for @NaZa for organizing this event! - - - @Spie812 My goof up! Here's a fix: https://www.dropbox.com/s/xjjfzn3vxu930z0/102c.zip?dl=1 @bzzrak The Spectrophotometer is one of the most unique levels I've ever seen. Real bad-AAS.
  15. Hi, here's one more. Ghostbusters here we come! 3 first themes only. I misread the bonus theme and used the plasmagun only. Build time 3:00 (+extra for music) Music is from MM2, MAP01 (by Mark Klem) EDIT: Updated the link. A minor fix.
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