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kdoom

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About kdoom

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  1. kdoom

    kmetal 2018

    My 4 year old, 400 dollar, potato powered laptop is starting to strain on this map, so I'm working on the final battle area. I have a better PC to use, but I think by using this POS laptop to build with, will keep me in line for better performance. Just hit 1000 sectors. Should probably have made this two maps. I intended to make a small map to get myself back into it....yeah so much for that LOL.
  2. I would assume a mappers' methods evolve over time. For example, after making around....well a lot of maps, I'm pretty good at predicting dooms monster behavior in a map. My main focus from the start, is usually the main layout...texture motif, connections and overlaps, etc. Setting up locked doors, and where the key or switch placement should be. I do add some monsters into certain areas as I go, but I almost always leave the biggest part of the population, for the last days of editing a map.
  3. kdoom

    kmetal 2018

    This thread is so old, and the map isn't the same map that I started in 2018. I think I should start a new thread for this map....I'm actually going to finish this thing! Admins, should this thread be deleted? I think it should.
  4. kdoom

    kmetal 2018

    Thank you. To be clear, I have no intentions of using specmaps, heightmaps, etc. These are just higher res versions of some original doom textures, and a few I created from scratch to look like old doom textures. 54 textures so far. I still have an entire area to create, and the finale, so I expect I'll need more textures before I finish. I wanted to stay away from it, but I ended up using some small scripts here and there....I think since I decided to use them, Ill go back over the whole map to add some more scripting to objects and monster fight controls. This game ceases to amaze me. I started tinkering with doom in 1994 on a dos pc running at break-neck speeds of 32mhz, and here I am in 2023 making yet another map for it. I just cannot get bored with it....awesome game!
  5. kdoom

    kmetal 2018

    Well, as usual for me, I start adding gameplay, and end up adding entire new sections. New sections require new textures, so on and so forth. Progress is slow, but I'm sticking with it. Is there a limit on dynamic light ents? I feel like I've asked that before.....
  6. kdoom

    Popular port?

    Oh I'll do what I want anyway. I appreciate the opinions. Good to hear.
  7. kdoom

    Popular port?

    I initially didn't hesitate to start building a gzdoom specific map, that also has very little sector lighting. After reading the forum discussions, I realized there is still a very diverse opinion about whether or not a doom map should stay traditional. Many years ago, I happily grabbed the first source port that was released, and embraced all the new features it allowed. Same for Zdoom, and now Gzdoom. I don't plan on spamming the map with gzdoom specifics, but it will only run and look correct with this engine. I hope there's still a good following for the new shiny stuff. I made a lot of vanilla maps that adhered to doom.exe rules, and I really don't have any urge to build that way now. Anyway, I'm curious to see opinions.
  8. kdoom

    Elusive Creativity

    I have never planned anything in any map I've made for any game. My first thought is a texture motif, and even that can change half way through a map. The shapes and sizes of the maps are completely unknown to me, when I start adding sectors. I never try to add meaning, or storylines to a doom map. If I cannot think of a meaning for a room to exist. I'll just put some random objects...computer console, etc. Also, I don't force myself to map....if I can't think of an idea, I just close the editor and go to my backyard. I might take an hour off, or a decade. It's supposed to be enjoyable ( that's my opinion ) to create maps. If you're trying to get recognized by the gaming industry, and you have a block on creativity, you might be barking up the wrong tree.
  9. I forgot about svencoop, that was a cool mod. I could go on listing others, but they almost all ran on some variant of doom, quake, or unreal engines. Dozens of games, but just a few good engines powering them all. I even got into motocross madness for a while ( map making ) because I wanted to better understand the terrain engines. Probably 80% or more of what I did, never saw the light of day.
  10. Hey Kristus! I tinkered with many games over the years, when it comes to map creations. Duke3D, unreal, quake1,2,3, halflife1,2, cryengine. For me, Cube1, Sauerbraten, and Tesseract were a very close second to doom. Doom is the only one IMHO, that stays fun over the years. I suppose we should thank the guys that gave us so many cool source ports, for keeping good old doom fresh.
  11. kdoom

    kmetal 2018

    I appreciate the help. My switch works. Thank you both.
  12. kdoom

    kmetal 2018

    Thank you! I assume I can place the animdefs as a text file in the root directory of my map? Where does the engine look for the textures referenced in the animdefs? I have a /textures directory already in use, as well as the directories for brightmaps that auto-load. I honestly did look for this info before asking....I just didn't quite understand what I found.
  13. kdoom

    kmetal 2018

    Can someone please give me a simple example of how to use animdefs to add a new switch texture? I have a directory of new resources already, so I assume I just create an animdefs.txt in my mods root directory?
  14. kdoom

    duplicate sectors

    Awesome thank you!
  15. kdoom

    duplicate sectors

    Many years ago, in Wad Author editor, I would use the sector numbers to trick the monsters into hearing the player, even though they were in a separate are of the map (a closet with a tele the was not connected to any sectors) . When the player shot a weapon off, the monsters would hear it, and start teleporting in. It was a simple, but effective way of sound control and monster timing. Similar methods were once used to make "3d bridges" in vanilla doom. Now, I'm trying to add gameplay to my map in UDB, and I cannot find a way of changing the sector numbers. Is this just not possible anymore? I could use a script for the monster timing, but I'm trying to not use any scripts in this map. I suppose I might be forced to resort to at least a few simple monster spawner scripts, just to overcome this? The map will only run in Gzdoom now anyway, I guess I should just use the scripts?
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