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HAK3180

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About HAK3180

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  1. HAK3180

    Malevolent Murder Machine [limit removing]

    For me, this is one of the most enjoyable parts of working with vanilla or limit-removing. I'm pretty sure the first time I did this was with a WR door open wait close effect, but it's always interesting to come up with "vanilla scripting."
  2. HAK3180

    Silent Lift

    Yes, better to force it with mapinfo since you are targeting (G)ZDoom anyway. And you should be able to do it for defaultmap, in case you are making multiple maps that use the effect. But yes, there is a way to force it in-game with the options. And it's definitely strange that none of the stock compatibilities have that set to yes.
  3. HAK3180

    Silent Lift

    This depends on the port. In Z-ports you will hear the sound, regardless of how far away a joined sector is. I just did this in a map with both a door and a lift. It works as I intend in DSDA, Crispy, Boom, but it's perfectly audible in GZDoom, even under "Doom (Strict)." HOWEVER, if you go to Options > Compatibility Options > Sound Behavior > Sector Sounds Use Center as Source > Yes, then you should be good to go. I'm not sure why that's not the default setting for Doom (Strict) compatibility.
  4. No, but you could make sure that your wad runs perfectly in at least one of them. You can say that your wad is bug free and the source ports are to blame, and that may be true, but it's irrelevant to the consumer. For all intents and purposes, it is your wad that is buggy, not the source ports. It's probably too late now, but I just fear people will not even download upon seeing that list of bugs with not even one port to play it on fully functionally. It's a major turnoff to me personally, and I'm someone who does not care about immersion and plays on different ports and/or comp levels all the time. Let me ask you: If you want to play your own wad Sign of Torment from beginning to end, how do you personally do it?
  5. Glad to see this unique project finishing up. As I read the bugs, it does not appear that you can play this in any single port without dealing with issues you did not intend. Is that accurate? If so, I hate to say, but that could be a significant deterrent.
  6. HAK3180

    Malevolent Murder Machine [limit removing]

    Those are my intermission percentages. I don't think I killed every monster, but obviously got over 100% with the arch-vileage. 30% was 4.
  7. HAK3180

    Malevolent Murder Machine [limit removing]

    I finished in 18:05 with 105/76/30. I didn't have too much time, so I didn't go secret hunting at the end at all. There's a ledge with a bunch of medikits right after a super shotgun secret that is damaging and seems it shouldn't be. Very unfortunate to have to die there. In general, I thought the -20 everywhere was a little rough, especially when it was mandatory to cross, but maybe there are suits on medium and easy. It's a clever map. The layout has some Against Thee Wickedly Vibes where you feel like you simultaneously know and don't know where you're going. In the end I wasn't sure which keys I actually needed, but I never found myself puzzled as to what to do next. I think the pretty easy computer map is helpful in that regard, but I still barely used it. I got the rocket launcher pretty late, but I assume this can be played a lot of ways. If I recall, I just got scared off by viles, so I came back for the blue key much later. There's an H shape toward the west side of the map. There's a megasphere in the middle of it. Chainsaw is in this room. There's a missing texture in the southeast corner of it, perhaps only after something lowers. It seems like there was a lot of focus on somewhat choreographed fights, and I mostly enjoyed them. I thought the opening cyber was fun. There was a lava run just to find yourself staring at mancubi in a narrow hall. The arch-situation was interesting. Visually, this map is a great example of not underestimating lighting. Texturally, there's not much going on, and if you play this map with a light visor, it really doesn't look great, but the lighting makes a huge difference.
  8. HAK3180

    WIP Limit-Removing Megawad Crossbearer

    I'll have you know I successfully used it in Map 22. See if you can spot it. I'm not against it as much as I don't plan enough for it. I often don't know if the stairs will all be uniformly 8 or 16. And if some of the stair sectors will be shared with differentiated ceiling detail or lighting or something, then there's more issues, I think. Dummy sector floor raise to lowest ceiling gives me more control and more ability to procrastinate solidifying final design. Maybe.
  9. HAK3180

    Earliest Doom memories and impressions?

    I think I was 7 when I first played Doom. I remember encountering the cyberdemon and thinking it was a baron of hell. (Now, now, remember how crappy the game looked back in the day.) I thought, "Psh, this is easy. I'll just blast him with my BFG like I always do." Because I was a chronic IDKFAer, which was the only cheat I knew. I soon realized it wasn't in my head; that alert sound was a bit deeper, and I had to figure out how to kill this jacked baron that can kill me in just 3 or 4 hits (I'm Too Young to Die, of course).
  10. HAK3180

    WIP Limit-Removing Megawad Crossbearer

    @Clippy, very cool. Some stuff below:
  11. I was wondering this morning what you do way up there in the land of ice and snow. Wikipedia says early October, eh? Anyway, Paradise was among my favorites.
  12. HAK3180

    WIP Limit-Removing Megawad Crossbearer

    @Clippy, haha, that’s definitely not the stair effect but is indeed floor raise to next with a bunch of dummy sectors. I never intended it or thought of it as a Christmas map or the white liquid as snow, just as some indeterminate liquid. This is the second “dream map,” so if Christmas is your take, that’s fine. Oddly enough, Map 17 is fairly heavy on reds and greens and is also not a Christmas map. It’s good to get your footage. Your playstyle is so different from mine in a lot of ways. You came very close to one of the other secrets, intentionally I might add. The final one just never occurred to you, and it’s hard to get by accident. The berserk secret does have a slight indicator (the door starts out barely cracked), but if you’re just guess humping, that will be easy to miss. Ah, good memories of the 12 Days of Doommas from last year.
  13. So are you trying to make a jokewad that is actually bad but people are supposed to wink at it and laugh with you because they know it's intentional, just trolling "bad level design"? Or are you trying to take design ideas that are frequently denigrated and vindicate them with maps that utilize them in good and fun ways? I think the latter is a much better idea.
  14. HAK3180

    WIP Limit-Removing Megawad Crossbearer

    2.5 new maps are up (05, 17, 22), bringing the total to 23.5. Download the .zip here. New map info below. Wad info in the OP. Limit-removing, mostly tested in Crispy and DSDA.
  15. Enjoyable little map of nonstop action. I even found it more visually charming than your usual offering. Overall it felt kind of like an E2M9 replacement at first. I did think it felt a bit disjointed, almost like two distinct levels in one mapslot, but the continuous action itself does defend it from that charge somewhat. I thought the final cyberdemon was unnecessary, but maybe it just kinda got stuck. I fought it right at the end with the exit easily accessible. I thought the difficulty was pretty good with good ammo management until excessive cells right toward the end. I died once at the very beginning and did eat a surprise rocket, but I had 200/200 at that point.
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