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DynamiteKaitorn

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About DynamiteKaitorn

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  1. DynamiteKaitorn

    Favorite doom soundtracks?

    A fairly good re-creation of the best DooM 2 song for the GBA. It's fairly well made.
  2. Almost done with this nightmare of a map to convert... Floating Helmets? I've never heard such nonsense! Chain(saw) reaction! [Seriously unless I messed up the THINGS conversion, the original TNT map had 2 Chainsaws in it.] You have no idea how happy I am to have this map 100% completed. JESUS was this map brutal! Also I updated the spiky fences with this chain-link fence texture. Still got a minor clipping issue (as you can see) but now it looks far more appropriate for a Storage Facility map. At this point I'm going over any texture mis-allignments that are significant enough to worry about as well as fix that floating helmet and changing one of the chainsaws to MP only and then I think this map is ready!
  3. DynamiteKaitorn

    Vertical Counters for the HUD?

    Okay so my HUD is almost finished but I just want to ask, is it possible to have a counter (for example, health) where the numbers are displayed vertically rather than horizontally?
  4. DynamiteKaitorn

    level timer on hud? (zdoom)

    I'm fairly certain you can set the timer per level just by going into the Options of ZDooM, under the HUD menu.
  5. DynamiteKaitorn

    what are you working on? I wanna see your wads.

    I said it's not a map, but it IS still part of the TMoD wad I'm working on. ;)
  6. DynamiteKaitorn

    The "stupid mod idea" thread

    Just curious but what about Doomcption? Where-in you load up a DooM map and inside the map is an arcade machine and that machine allows you to play all of DooM 1 but you see it through the perspective of the first map.
  7. DynamiteKaitorn

    Busted Monitor

    R.I.P Monitor.
  8. DynamiteKaitorn

    what are you working on? I wanna see your wads.

    While not strictly work on my map, here's a small evolution of my BOSSBACK picture replacement:
  9. DynamiteKaitorn

    for the life of me cannot get kill scripts to execute?

    I'm a little lost by "Kill script". If it's to simply stop a script mid-execute then make a while-loop and then check every cycle of the loop if "X" = true/false and then define what happens (then the script should gracefully end). If however it's a Kill script that only executes upon killing an enemy then set the script to VOID then give the enemy the script execute command (may only be possible in UDMF however).
  10. DynamiteKaitorn

    heXen Upstart Mapping Project (XUMP)

    I dibs the Castle Key!
  11. Good news to everyone who cares about TNT! I managed to remove the Memory Allocation issue I had... by deleting the explosive barrels..........yay? I'm not sure if it was the barrels itself or the fact the map had so many so for now, I am going to clean up the map, test run to make sure 100% on UV is possible and then maybe re-add a few explosive barrels here or there (but first, need to do that 3D effect OwO)
  12. DynamiteKaitorn

    Custom Mugshot for .PK3

    https://www.youtube.com/watch?v=6MYAGyZlBY0 And this is why I will forever be a moron. :D
  13. DynamiteKaitorn

    Post Your Doom Picture (Part 2)

    @DragonFly if there's no Pinky Demons on that map, that's a joke missed.
  14. DynamiteKaitorn

    Post Your Doom Picture (Part 2)

    Introducing! The Cowvine! A cow-based beast capable of charging at you at high speeds, ramming you with it's spikey horns! Also this screen shot shows the beta HUD I have made for TMoD S1 Finale. I still need to work on the Mugshot sprites so that it only show the damage phases... May just have to over-write all the default DooM STF images with the necessary damage phase for Dynamite. Also the Weapons Display to the right... I'm gonna scale them down eventually and have them appear where the bottom boxes are in the bottom-left corner (As well as having the keys appear above it). A slow progression to Dynamite's death.
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