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About SuaveSteve

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    Warming Up

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  1. SuaveSteve

    Post your Doom textures!

    Ah, ok. Btw, it doesn't seem that "Cleaner version of BROWN144." is in. Secondly, would you consider releasing your changed/new textures as a pack of PNGs?
  2. SuaveSteve

    Post your Doom textures!

    What's "not-fixed" with Doom's GSTONE1-2 and PANEL6-9?
  3. SuaveSteve

    Doom 3 Textures for Doom

    May we please get HLPENTAA, HLPENTAB, and HLPENTG2 with transparent backgrounds? They would make great emblem/decal-like textures.
  4. SuaveSteve

    NASTY: Not A Sourceport, Thank You (Alpha 4)

    This looks very cool. Wish you all the best.
  5. SuaveSteve

    Doom 3 Textures for Doom

    Wow. Amazing work. I'm very overwhelmed with choice.
  6. Would you like us to post feature request here or as an issue on GitHub?
  7. SuaveSteve

    [Maps] Project: Kate. (v1.1)

    Nice looking maps. What exactly must I do in map 3 after the archvile fight? I'm stuck. Was I suppose to archvile jump out?
  8. anotak, from your posts, you remind me of the Factorio devs. You have the right mind set, and your heart is in the right place, to write quality code. I wish you all the best and look forward to what you turn DB into.
  9. I recently tried out Freedoom (0.11.3) and noticed a map I was working on was significantly more difficult in dark areas, and that's with truecolour! The revenant replacement is very dark compared to the original, so in maps where the author was counting on its white and red shades giving contrast, yours blends in to just about be invisible. The archvile replacement is just harder to see, period.
  10. SuaveSteve

    My First Map

    Cool. Thanks for the feedback and demo.
  11. SuaveSteve

    My First Map

    IWAD: Ultimate Doom Map: E2M8 Tested on: Chocolate Doom 2.2.1, PrBoom+, GZDoom g3.1.0 Known Issues: Some slime trails in Chocolate Doom. Some walls shake in PrBoom, seems to be from the very thin sectors. Music: Black Sabbath - Heaven And Hell; couldn't find author of MIDI rendition. Difficulties: HMP and UV. I played around with this on and off for months, initially imposing the limit of vanilla Ultimate Doom to ensure I got the basics down. I do not think I stuck to the spirit of Ultimate as I over detailed many areas, but this map really was just me throwing things at a wall and seeing what sticks. There was suppose to be a general idea or flow, but I'm not sure how well I stuck to it. Jumping not needed but should not break map if used. Freelook is fine used or not. It's shortish map, so excuse there only being three screenies. Criticisms are welcome. stevemap_01.zip