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About UgiBugi
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Warming Up
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First Things First WAD
UgiBugi replied to Pełzająca Część Twarzy's topic in WAD Releases & Development
First Things First: Congratulations on your first map! :D I played your map, and to my surprise I actually kinda liked it, although it has a rocky start. Frankly, after first few rooms I thought it's gonna some shitshow, but it gets progressively better, especially after you reach outside area. Fights are fun and fast paced (for the most part). There is some annoying monster placement with spiders and imps placed very far away, but nothing ultra-bad. Also, there is one questionable design choice - WHY DID YOU PUT SSG IN OPTIONAL AREA? I can't imagine playing this map without one. if you expect the player to have something make sure he has it, or else it's not gonna be fun gameplay, I guess that's my only major concern with this map. Overall, quite fun map, even if its rough around the edges. -
NoMonochrome - A Color Themed Episode [Idgames Release!]
UgiBugi replied to Lorenz0's topic in WAD Releases & Development
Made a video of couple of your maps. -
To be fair, you have to have a very high IQ to understand morty.wad...
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@Lorenz0 Zan doesn't recognise some GLDEFS features of GZDoom so it throws errors. You can run it in software mode though.
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Yep. Thanks!
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How do I "join" two sectors in Doom Builder? And by "joining" I mean that two sectors that don't share any linedef or vertex behave as one sector, which means they have the same height, floor/ceiling textures and brightness. Basically the reverse of the "Make sectors" tool in Doom Builder.
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YUSSS. I'm not the only one who uses arrow keys instead of wsad.
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GZDB Bugfix possible bug, can't set negative Movement speed for Polyobj
UgiBugi replied to snapshot's topic in Doom Editing
It's not a bug I think. Hexen format stores argument values in unsigned type while UMDF uses normal signed integer. So you cannot have any negative values in linedef arguments in hexen format https://zdoom.org/wiki/Linedef#Specification_.28Hexen_format.29 -
So I found this thing: Dunnno if it's a bug or I just shouldn't made that jump. Great map anyway!
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Thanks for such a thorough review! Indeed without an ssg, later parts of the map are literally unplayable. I just assumed that player would have ssg by then and deliberately cut off the way back up, because I was afraid that some players would overlook the red door and backtrack too much, probably I should have resolve this in some other way. And as for the rest, these were clearly overlooks from my side, thanks for pointing these things out, it really helps! I'll try to make sure that my next map will have none of these problems. ( ͡° ͜ʖ ͡°)
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Thanks. I admit, I was going for the lack of light but the effect may be overdone at some places. I myself am playing with gamma turned up a bit, so when I was testing everything looked somewhat brighter. I will take that into account when making next map.
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Although this is not my first attempt at mapping, I never published any of my maps on the interwebz. So, some time ago I decided to make a wad that would be my first publication on Doomworld and after four weeks (more or less) of making, I proudly present to you: BROWN.WAD. The wad features: -one map with Quake 1 aesthetic theme and about 10 minutes of gameplay. -two difficulty levels: -easy: some of the more dangerous traps are easier -hard: the default option Map was tested with Zandronum 3.0, GZDoom 3.2.3 and ZDoom 2.8.1 so it should run on any port that supports UMDF, but WILL NOT WORK ON Zandronum 2.1.2 So, I think that's all. Have fun playing my map and share your thoughts. DOWNLOAD: https://www.doomworld.com/idgames/levels/doom2/Ports/a-c/brown SCREENSHOTS: