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superchargecacodemons800

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Posts posted by superchargecacodemons800


  1. 15 minutes ago, Starkiller said:

    That's a good map to speed through. My speedrun playthrough is for Episode 1. Shotgun Guy's are abundant on UV, so ammo won't be a problem. 

     

    Just for the sake of taking risks, should I stick to killing at least one of every monster in the level, or just run to the exit? 

    When I usually do shotgun only speedruns, I try to finish them under twice the par time and with 100% kills and 100% secrets.


  2. 3 hours ago, Starkiller said:

    I've been considering to set myself my own Doom speedrun, with the only weapon being used is the shotgun. 

     

    Any thoughts? Advice? 

    Map02 of Doom II is actually the perfect choice for a map to speedrun via only the shotgun. There are so many shotgunners you almost can't run out of ammo!


  3. 3 hours ago, NaZa said:

    Testing a map I've recently finished in Chocolate Doom. I'm satisfied with how I utilized vanilla textures - what do you think, which mapset(s) inspired this map?

    20180704-identity-e1m1-3.png.a41f17d9d2efdf83c563b1a9eef884e7.png20180704-identity-e1m1-1.png.b8caad1eb167c10df8038554521447b6.png20180704-identity-e1m1-2.png.57276d1d7cef56d150322bb91423a2ed.png20180704-identity-e1m1-4.png.607bf31e088bd80316ccc09668044455.png

    Wow. Great job.

     

    Also your style of mapping is really inspired on mine there!


  4. Ok so I did try it. However now what I am wondering is how can I change the map name that is shown on the automap? (I found that it actually is a string, where I used WhackEd and went into strings and found the automap level names, though some of them are different (ex. Map11 of Doom II is "'O' of Destruction!" on automap, though I found it there, too))


  5. 1 hour ago, bonnie said:

    P.P.S. gosh, with all this talk of doom 1 textures and custom map names and vanilla, why don't you come and make a doom 1 episode 3 styled map for the infernew community project friend?? it's vanilla and we're using the doom 1 textures in doom 2 texture pack, it'll be fun!!

    https://www.doomworld.com/forum/topic/101367-infernew-community-project-where-we-do-map-because-were-never-tired-of-inferno/

     

    No thanks; I am still making a total megawad all by myself, all 32 maps. It will also include textures that never existed in any of the 4 official WADs.


  6. 5 minutes ago, Aquila Chrysaetos said:

     

    This should help you make the proper graphics, though you'll need DeHackEd to modify the names in the automap.

    Link broken! If you have that file, then please attach it to your next post for me to download it from the working mirror.


  7. E1M6 is the best in Knee-Deep in the Dead because it is the most complicated and biggest map in that episode, and it also has the biggest monster count on UV and NM: 177 monsters! LMFAO

    E2M2 is definitely the best map in The Shores of Hell, and in fact the best in all of Ultimate Doom (even better than all of Doom II and Final Doom, not a single map there that beaten the record of how good that map is) because the crate maze is rather interesting, and you actually get a berserk for the first time, and it's just beyond all comprehension!

    E3M4 is the best in Inferno because it has a lot of interesting puzzles, and it has the biggest monster count in all of that episode on UV and NM: 161 monsters!

    E4M6 is the best in Thy Flesh Consumed because it really is the interesting version of E4M2 and also has a lot of great things, and it's just overall fun, especially when trying to hide and seek from the cyberdemon popping out of the blue when you get the red key.


  8. 23 hours ago, Aquila Chrysaetos said:

    The automap and intermission screen will use this map name (here, Entryway).

     

    Not entirely true. Intermission screen map names are used as separate image lumps. Also just wondering how you can put that font usually used in map names in intermission screens.


  9. So when I saw this question, I saw countless people saying edit MAPINFO file, but when I go into Slade3, I can't find MAPINFO. Do I have to create it or what? If so, then where is an example of the script that I have to put in? Also what part of the script has the name of the map?


  10. @anotak Thanks. I will use it instead of Doom Builder 1. I will go back to Doom Builder 1 if I don't like Doom Builder X.

     

    (reason I don't use Doom Builder 2 is because it glitches along with consistent errors saying "Unhandled exception has occurred in your application!" etc. and I tried every development version of it and it doesn't work, and I am not even sure why not, it worked fine before the latest HDD wipe I got, but still not sure why it doesn't work anymore, in case I didn't meet the compatibility requirements, I am using Windows 7, btw not sure how Doom Builder 1 works there)


  11. So I am currently making a map, but there are textures that I need for the map, and they are exclusive to the first Doom, but my map's IWAD is Doom II. How do I make my own textures for a PWAD? Also how do I make it that Doom Builder can recognize them?


  12. 14 hours ago, GoatLord said:

    In my E1M8 remake, I'm experimenting with something of a narrative. The idea is that UAC scientists, deep within a Martian cave, find a demon teleporter which they use to teleport the player to a pentagram containing the bruiser brothers. It's the only known way in and a lab was built in the cave to calibrate the device.

    doom map.png

    Ooooh, let me guess some stuff.

     

    Is the circular room at the south part the start of the original (the demon room with barrels and a nukage pool in the middle)?

     

    Is the southeast part where you get the chaingun/shotgun as well as shell boxes and bullet boxes, as well as demons popping out of there, and a green armor and medikit in the middle?

     

    Is the north part the star-shaped baron chamber?

     

    Is the stuff surrounding it the courtyard, that courtyard that somewhere in it is the stair builder to the teleporter that takes you to the shores of hell?

     

    PS - Great job on all that amazing rebuilding of Phobos Anomaly into advanced map building! Really like it, LOL


  13. On 6/28/2018 at 5:57 PM, Aquila Chrysaetos said:

    Uh, no, it's not. It's a secret level, which means progressing through it isn't required to complete the episode.

    https://doomwiki.org/wiki/Secret_level

    If Fortress of Mystery is a mandatory secret, then so is Military Base, Warrens, Fear, Wolfenstein, Grosse, TNT MAP31-32 (whatever they're called), Cyberden, and Go 2 It, among many others.

    All I said was that it CONTAINS a mandatory secret, just like Dead Simple and some others. I never said that the LEVEL is a mandatory secret.

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