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Chloroxite

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About Chloroxite

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    Warming Up

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  1. Chloroxite

    Certain linedefs are appearing darker than others

    Thanks, I think that might actually be it.
  2. Title. I have no clue what is causing this and I would like to fix this as soon as possible. Any advice is greatly appreciated.
  3. Chloroxite

    [FINAL RELEASE] Eviternity

    It's supposed to require a red key, and then it takes you to an encounter that then gives you the blue key, but it is bugged, so the only way forward is to type "give blueskull". Just pretend you don't have it until you get it proper.
  4. Chloroxite

    [FINAL RELEASE] Eviternity

    I don't know if I am just bad but... https://prnt.sc/lu8lb4 This encounter can go commit die. It's mainly hurt by the astral cacos, which may I add, are probably the most ridiculously overpowered enemy I have seen. Sure, in open spaces they may seem fine, but if you get too close they can one shot you, even from a solid 100 health 100 armor. Personally, I think they could probably use a nerf. They shouldn't just be able to leap out in front of you and one shot you from full health, it feels really really cheap. It doesn't help that most of the time I see them, it's in a closed space where I have no room to dodge their projectiles. (I am sure that's the point, but that doesn't change the fact that it just feels cheap.) The entire WAD up until this point? Some of the best shit ever. The music is great, the maps look beautiful. The gameplay is generally fantastic (minus that arena fight, which made me super angry). I'm happy I took time to play this, it's been fun so far.
  5. Chloroxite

    [FINAL RELEASE] Eviternity

    Question: Did you guys force infinite height actors in gzdoom? Cause I am pretty sure I just got blocked from moving over a cliff by an enemy at the bottom of it...
  6. I will admit that I am not that great at designing indoor areas. Outdoor areas seem to be a little bit easier for me to do, but I definitely still have a ways to go before I can map well. Anywho, I'm glad you enjoyed the map!
  7. Oh and one last thing, the reason the ending is so odd is because, well, I wanted the map to be UV maxible. If I had had it teleport you back to the spawn room on the other end, there would have been four zombies left you could never get to.
  8. Well in any case, thanks for all the feedback. I am honestly happy just to have this thing get noticed, so to receive relatively positive feedback for this being my first map has really made me happy, and excited to try and make more maps in the future. Will look into the issues soon enough, and release an updated version. Another question though: What was with the link? I noticed it was doing that too but didn't know what was causing it.
  9. I mean I usually did just to speed it up in testing. I am working on a map right now but I will definitely take a look at that as I said.
  10. Hm.. The teleporter fails in the conveyor room? Odd... In my testing that never happened, neither in Prboom nor in GZDoom Will look into it, if anything, to figure out what's going wrong for future reference.
  11. The enemies being close to spawn was meant to push the player into a "SHIT RUN" state. It caused more problems though that I am not sure how to solve while retaining that feeling of "fuck I need to run" As far as ammo goes, I kept trying to add more ammo but it never seems to be enough :/ And yeah I will admit the archviles definitely are a bit grindy, but I wasn't sure how to change that to make it better. Regardless I am glad you did enjoy it, and I appreciate the feedback!
  12. Chloroxite

    CyberShade - Another Video

    What happened to the old weapons sprites?
  13. I have always had my eyes on mapping for Doom, and recently I finally decided to give it a shot. This is the fruit of my labor: Hell's Cathedral. This was originally going to be a small mapset similar to the WAD Disjunction in that it featured a few maps of varying theme. I did this as I figured working with different themes would give me opportunity to get good at mapping. However, disaster struck not too long into development in map 2, when over-ambition (attempting to work with new textures and flats and such) caused my map to become unplayable in Prboom, I sent it off to my friend for him to check it out and he found a lot of errors that could potentially be hard to fix, and in fact my friend noted that the map boiled down to boring boxes and hallways. I took a good step back, and realized he was right. In light of this, I decided to scrap the project, release the map that did get finished out to the public, and re-evaluate my next projects. But enough backstory, here's the map! https://www.dropbox.com/s/hbhhueuwy5ba6xy/HC.zip?dl=0 And some screenshots! The map is built to run in Prboom (specifically Complevel 9), meaning you can run it in practically whatever source port you want so long as it's not below Prboom. Credits for added midi and skybox provided in the zip file above. I hope you enjoy, and I am accepting any constructive criticism and mapping advice you have. :D The map is built for UV Difficulty, and you probably wont see much change if you lower the difficulty passed the first half of the map UPDATE! I have addressed some of the issues that you people stated, such as the rocket shortage and the bugged start teleport. Hopefully that second one is fixed now. Thanks for all the feedback!
  14. When I play mods, I tend to use GZDoom and use mouselook (of the vertical and horizontal variety). When I play "Vanilla with sprinkles", as I call it, I use ZDoom with mouselook disabled and with a multitude of aesthetic mods such as bloodfixer, smoothweapons, caulkpc etc.
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