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Aquila Chrysaetos

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About Aquila Chrysaetos

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  1. I expect my notifications to be rather large nor that i am following you :P

  2. Aquila Chrysaetos

    Post Your Doom Picture (Part 2)

    Stuff for an upcoming CP, most likely. My first experimentation with the rotatable grid in GZDoom Builder, too.
  3. Aquila Chrysaetos

    is there any very hard wads where they have 3000000 or more

    If you're strictly looking for a map that has a massive number of monsters, a couple of the ones Nine Inch Heels provided are good examples. Experiencing Nirvana has a map that has over 160,000 zombiemen in it. Also there's a map made not too long ago but not actually released, as best as I'm aware, that has over one million lost souls in it. Of course, there's also one particular wad that seems to have been overlooked: Some of its maps have monster counts in the thousands. If it's not necessarily monster count, but difficulty you're after, again, Nine Inch Heels gave some excellent examples, and Sunder still stands. There's also Sunlust, which isn't slaughter most of the time, Stardate 20X7 has a little slaughter toward the end, Stardate 20X6, and Mayhem 18 Purple and Orange each have a few very difficult maps, made by the same folks who made Flotsam in most cases.
  4. Aquila Chrysaetos

    Post Your Doom Picture (Part 2)

    Not Doom per se. I wasn't even sure what this was until a couple days ago when I decided this was a reinterpretation of Chex's first map.
  5. Aquila Chrysaetos

    Editing tips and tricks

    I don't use the paint selection. I can go into visual mode, mass select what I want, and come back out into classical view mode and edit what I just selected and vice-versa. To make GZDoom Builder remember what you selected, you need to enable the "Synchronize selection between Visual and Classic modes" option in Preferences under the Editing tab. Also, learning the hotkeys is the best way to make your work so much faster, without fumbling with the mouse to use stair builder, you can just do shift+s and tell it what you need to do, or use shift+c to curve lines, etc. Gradients are also your friends to make lighting gradients or steps quickly. I also find that textures that have some sort of naming scheme behind them are the best to work with, because when I want a texture, I can type whatever I need and filter out a thousand textures I don't want, rather than having to scroll through the texture menu to find which one I want. The same thing goes for Things, remembering DoomEdNums and names makes selecting them easier and faster.
  6. Aquila Chrysaetos

    remove linedef action via acs script?

    Give both lines the same tag and in your ACS, write SetLineSpecial (113, 0); Where 113 is the line tag and 0 is the special.
  7. Aquila Chrysaetos

    The Omega Project 2019

    Question: are skyboxes proper (six textures folded into a box) allowed? If so, I might have a couple I'd like to use. I might try my hand at a small* map for this, regardless. *Small in this context means the map will likely take ten or fifteen minutes to complete.
  8. Aquila Chrysaetos

    Final Doom The Way id Did

    Check the alignment of the texture. A vertical alignment on such a texture can cause that to happen. If it has a vertical alignment, try zeroing it, that should fix it.
  9. Aquila Chrysaetos

    Post Your Doom Picture (Part 2)

    What I've been up to, lately. Akeldama 1,000 Lines MAP31 Interception II MAP25 The map for 1,000 lines is pretty much finished, and the one for Akeldama is very nearly finished, so I'm focusing on Interception II at the moment.
  10. Try the process in this thread. You might still have a rather late version of your map in your Temp folder (assuming you're on Windows).
  11. Been chiseling away. Should have something to show in a day or two.
  12. Aquila Chrysaetos

    Things about Doom you just found out

    I believe it's using the manual from the Collector's Edition, which, as I remember, did that, too, but it's distinctly possible that Ultimate Doom revised the manual from Registered Doom, and they used the automap image from Entryway as the example, and so the Steam version inherited it. The point gets across either way.
  13. Count me interested, sir. I'd like to take an E3 slot (which one doesn't matter to me), because that sky really strikes my fancy. Checking out all these textures, I think I could make something interesting.
  14. Aquila Chrysaetos

    Post Your Doom Picture (Part 2)

    Some things for Interception II. Been told "industrial" so that's what I'm going with.
  15. Aquila Chrysaetos

    *** The "ask a miscellaneous editing question" thread ***

    int ChooseSpawn = Random(1, 4); Missing semicolon at the end of your int line.