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Danlex

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Everything posted by Danlex

  1. Danlex

    Favorite Doom YouTuber?

    Most of them were already mentioned so I'm just gonna give a shoutout to Neurometry and Korendian199 since they haven't appeared in this thread yet and I really like their videos/streams.
  2. Danlex

    A salad is just a breadless sandwich.

    I prefer to believe that a salad is a tortillaless wrap, because the relation between those too feels more close and commutative than the one between salad and sandwich, considering the fact that there's just way too many types of sandwiches where this logic wouldn't work (ham and cheese, PB and J, grilled cheese, etc)
  3. "Warning: Not for the faint of heart" The All-Ghosts Forest is a vanilla compatible horror map inspired by the Ghoul's Forest serie and other popular spooky wads. Your mission is to find three keys and escape from the forest before the ghosts get you. You will only have a rifle and a flashlight to help you, so make sure to look for ammo and battery while you walk around. Killing the ghosts is not mandatory to beat the map, but everytime you grab a key a new ghost will appear, so keep that in mind. The position of the keys and the order of appearance of the ghosts gets randomized everytime you start a new game. ... and no, this map doesn't actually use the All-Ghosts effect. Screenshots Information IWAD: Doom 2 Maps: MAP01-02 Difficulty settings: yes Coop support: yes (not tested) Deathmatch: no Tested with: check the spoiler below Tested ports Credits Special thanks to myolden and OverflowingMocha (aka LGmaire) for playtesting and also to plums for helping me with some technical difficulties that I had during development. Please read the "README.txt" text file included in the zip before playing DOWNLOAD: The All-Ghosts Forest [RC2] Happy Halloween!
  4. That's what I did for the CacoGhost™ and Lost Ghost™. That's why I said I couldn't make the third one immune to it.
  5. I don't think the arch-vile's infighting behavior can be "applied" to other monsters, and I also don't think there's infighting values that can be altered like you say. The main problem in this case is how the CacoGhost™ works: that ghost attacks by using the "Explode" action everytime it moves; this means that this ghost literally behaves like a walking explosion, dealing splash damage to anything that gets close. So the problem is that the CacoGhost™ can kill other ghosts even if they're not actually infighting. There's only 2 monsters in the game that are immune to splash damage, and there's 3 ghosts here, so that's why I couldn't make the third one immune to it.
  6. Yes, there's one more. The third one is a bit slow and very hard to see so just keep looking or use "iddt"x2 to spot him. If he doesn't appear at all it's probably because he got killed by another ghost before you even had the chance to face him, which is something that happens every once in a while. Ghosts infighting each other is a very annoying problem that I wish I could fix but I don't think it's possible.
  7. o_O That's very weird, I don't know what's going on or what I did to switch from one error to another.
  8. Hi! I just uploaded a new Release Candidate for this map. Link is in the OP. Changelog: - Fixed a softlock found by NoisyVelvet. - Added more battery pickups on all skill levels (keep in mind that lower skills give you even more battery and ammo). - Fixed some Drawseg Overflows in the campfire area that I didn't notice before. - Now the automap is not completely hidden anymore. The forest itself is still hidden, but now all the "important areas" (exit and possible key locations) get revealed once they're found. - Updated "README.txt" file with a few additional notes. Unfortunately I haven't figured out how to fix the issues reported by OpenRift and dusk-iv I'll also use this post to answer to a few comments made before. Thanks to everyone for playing and giving feedback!
  9. Lullaby is a large, very detailed UDMF map with a teal color scheme that takes place in a magic, surreal, dream-like world where you must enter a big fortress and defeat all the evil creatures that live in there to be able to escape. I focused on using a lot of bright details, glowy decorations, an animated skybox and even 3D models to add an abstract feel to the map. Gameplay is a bit challenging (especially on UV), with some slaughtery fights here and there, but there's nothing extremely hard in it. If you're an experienced player, this map should be very easy for you, but if you don't like this kind of gameplay, please try playing on a lower difficulty. A blind run of this map should take between 60 and 75 minutes. Screenshots: Information: Port: GZDoom IWAD: Doom 2 Maps: MAP01 (also includes a titlemap and an epilogue map) Single player only Difficulty Settings: Yes Jumping/crouching and freelook are optional, but highly recommended Tested with: GZDoom 4.3.3, 4.5.0, 4.10.0 Credits: Special thanks to Mary Rose, Gaia74 and BluePineapple72 for playtesting the map, and thanks to everyone who supported me since I started working on this project. Changelog: DOWNLOADS: Lullaby v1.2 Lullaby - Low Specs version (1.2) If you find any bugs or other kind of problem please let me know. Hope you enjoy! As always, feedback is highly appreciated.
  10. So the other day I was looking at the doomwiki article of this map and I noticed that something was added more than 3 weeks ago. There was a bug that I didn't know about because it wasn't reported to me anywhere and instead it was just quietly added to the wiki page. I'm writing this post just to let y'all know that I released a 1.2 version to fix this issue and also to make more optimizations to the Low Specs version of the map. Yeah that's it. Those are the only 2 changes in this version. Link is in the OP. Have a nice day! Btw, to whoever edits the doomwiki page this time: the description for how to get the second secret needs to get updated too; I changed the position of the teleporter in v1.1. You don't need to return to the steps at the west anymore; now the corridor opens at your right after shooting the switch.
  11. Danlex

    Pina Colada - Now on idgames!

    Very happy to know that you liked the map <3 Apple Acres is my favorite map of sf2011; probably one of the maps I replay the most everytime I get bored and I decide to waste a bit of time playing Doom. It might be a very simple map but there's something about the gameplay and the midi that I just love, so that's why I wanted to make a tribute.
  12. I've been making a vanilla compatible wad for the past few months; I'm testing with multiple sourceports, and everything was working as usual until yesterday when Crispy Doom started to refuse to automatically load the .deh file that is included inside the wad. Now it only works if I use the -deh command to load the file externally. However, when I play any other wad with that same sourceport, it loads the .deh file without commands just fine; so there's something about my wad that's causing the problem but I have no idea about what it is. If I create a brand new wad and just copy-paste the exact same .deh file into it, Crispy loads it just fine. The main wad has 505 lumps in it right now; the .deh file is 12.92kb and has 929 lines. The last thing I did before this started happening was modifying some states for the spider mastermind and the archvile flame, and also adding new sprites for these into the wad. I'm not sure if any of this information is helpful but I don't know what else I can specify here. I will not share the wad publicly right now but I can send it in a dm if I trust you. Any kind of help is appreciated. Thanks in advance! Here's how the wad looks like in Slade and also the DeHackEd file itself: agfdeh.zip
  13. Hi, just letting y'all know that I sent the wad to @plums and they found the problem. For some reason, changing some of the Spider Mastermind sprites (SPIDH1-8 and SPIDI1-8) with other sprites that didn't have rotations (SPIDH0 and SPIDI0) was causing problems with Crispy Doom and that was making it ignore the DeHackEd file. We're assuming that it is a bug in Crispy Doom and it will be reported if that's the case. Thanks to everyone who responded in this thread!
  14. It has been named DEHACKED all this time so that's not the problem. Yeah you're right, I just edited the OP to include a screenshot and the .deh file itself. I apologize for not doing that before.
  15. It was the third lump in the wad from top to bottom (Playpal and Colormap being 1st and 2nd), but I did try to move it all the way to the top and unfortunately that didn't work.
  16. Danlex

    Hispanic Community Project {WIP}

    Buenas, yo quiero participar, muchas gracias Edit: me gustaría reservar el mapa 22, se me olvidó decirlo antes
  17. Map Name: In the Hole of the Beholder Author: Danlex Music: Popcorn by Hot Butter Format: Boom Build Time: 1 hour Co-op Starts: yes Difficulty Settings: no Gimmicks: lunar surface, arena fight, event logo in map and 3 secrets Comments: Intended to be used as the penultimate map if possible, since the credits map is gonna be the actual final map. There's a chance that monsters get stuck if the map is not placed in the m30 slot but I personally don't care too much about that. Screenshot: xxx_ithotb.zip
  18. Danlex

    PUSS XXIX: HOT SOAPY WATER [BETA RELEASED]

    Title: TE2P2E1125 Artist: Danlex Music: "Grosstown Traffic" by Zan-zan-zawa-veia aka yakfak Sky: none Medium (mapping format): UDMF Difficulty settings: no Build time: 2 days Comments: A map inspired by a volumetric composition that I made for an assignment in college almost a year ago Jumping must be enabled for this map TE2P2E1125_v1.1.zip Screenshots:
  19. Danlex

    Geometry dash 2.2 is coming out in october

    I don't play it as often as I used to but I still decided to watch the 10 year anniversary/update announcement stream and I was surprised by how amazing and well put together it was. It even made me a bit emotional as it reminded me of how much I used to enjoy the game and how much the community and the game has evolved since then. I wish I could say that I was excited about 2.2 but I'm not really interested in the swing copter gamemode and I don't like the new platformer mode, so I'm just hoping that there's gonna be other features that I do like.
  20. Danlex

    Doom Pictures Thread 2023

    Most weapons in Doom use a serie of actions/codepointers called Light0, Light1 and Light2 during their muzzle flash animation; this actions change the brightness of all the sectors in the map, and the effect is only noticeable during a split second with each shot. Using DeHackEd you can increase the duration of this actions, making the whole map brighter without interruption while you hold the fire button. I also had to make the projectile invisible and untouchable because I want the flashlight to consume ammo (or battery, in this case) and a weapon needs to shoot something in order to do that afaik. This last step is not necessary but I also made a modified Colormap that helps things look better.
  21. Danlex

    Doom Pictures Thread 2023

    Got tired of working on my main project so I started a new one :p Thankfully this one shouldn't take too long to finish. I'm now making a vanilla compatible horror map
  22. Danlex

    Doom Pictures Thread 2023

    More stuff from my vanilla project. Added a bunch of new textures and replaced some old ones, including the sky because I really didn't like how the previous version looked. If you compare this screenshots with the first ones that I posted in this thread you can easily tell that this style of mapping is starting to grow on me, this ones actually look decent and I'm proud of them unlike the previous ones :P
  23. Danlex

    Doom Pictures Thread 2023

    I'm using textures from multiple sets: makkon, otex, aa-tex, foxtex, aquatex, and I'm also using new textures made specifically for this project.
  24. Danlex

    Doom Pictures Thread 2023

    It's been a while since the last time I posted in this thread so I decided to share some progress of my very first vanilla project. Feels nice to get out of my comfort zone to finally embrace the crispness and the static limits. I'm mostly testing with Chocolate Doom but I took the screenshots with Crispy. Of course it wouldn't be a project of mine if it didn't have star shaped things everywhere :p
  25. Danlex

    Comfy Maps (or, favourite maps to just exist in)

    I would like to visit Speedtraps for the Bee Kingdom to stay a night in one of the small wood cabins, and also take a swim or make a campfire at the beach section God I love this map so much <3
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