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Aquila Chrysaetos

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Everything posted by Aquila Chrysaetos

  1. I noted a similarity to Military Base myself, particularly in the map's interior structure and generally how it plays. The Fear similarities come along by being a brown base in a liquid populated by shotgunners, I would say.
  2. Aquila Chrysaetos

    Epic 2 demos [-complevel 2]

    MAP01 UV-max/reality in 4:11 MAP02 UV-max/reality in 5:28 MAP03 UV-max/reality in 5:34 e201-03-max Might continue with this up to map 20 or so if the mood (and skill) strikes me.
  3. Aquila Chrysaetos

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

    Eternity Engine is a software only renderer, but it does support freelook. GLBoom can have multiple sky transfers, but they bug out if mouselook is enabled. The result is both bizarre and interesting. To force GLBoom to render its skies properly, you need to disable mouselook entirely, which will cause it to render the sky the same way PRBoom would, as a texture, whereas mouselook forces it to render the sky like GZDoom does, like a barrel.
  4. E1M4 Eternity Engine 4.00.00, UV, pistol start, saveless We're thrust back into the stone and slad here, with a bit of startan for some extra flavor. Nukage is the dominating feature here, with it scattered about rather liberally. This one holds a bit of a Spawning Vats feel for me, particularly in the plasma/red card room. Just a simple key hunt with a lot of extra content to go explore, I do rather like this map. Gameplay is a little easier than before (never mind that I died. I was too busy screwing around with a baron to actually dodge properly), and the chaingun and shotgun will get quite the workout here. The secrets are of the exploratory and "notice this odd bit" variety, and the only thing I couldn't get was the rocket launcher in one of them. The aesthetic is definitely reminiscent of E2, but it still plays more like E1. In both situations there should be a switch to open the door (or bars). If you're referring to the support door that closes off the blue card room entirely, the switch you use to open it is repeatable, so you can avoid a softlock there. That was what happened to me.
  5. Aquila Chrysaetos

    Survive In Hell demos [-complevel 9]

    MAP10 UV-Max-Reality in 9:18 sih10m-918 Recorded more for fun than for time, I rather enjoy this map.
  6. Is that 10 PM GMT (5 PM American EST) or midnight GMT (7 PM American EST)? Because Eastern Standard Time is GMT-5. Just need to check, because that's a little confusing.
  7. Looked like a nice enough setup that I'd carve out some time to join in. Dawn of the Dead E1M1 Eternity Engine 4.00.00, UV, pistol starts, saveless An action start, this map does not hold back in showing what might be in store. The action is dominated by the shotgun here, and there's more than enough ammo to kill everything. Gameplay favors moving quickly, and while there are many hitscanners, there is a blur sphere to spice things up. The wad shows its teeth a bit by introducing a cacodemon early, clearly demonstrating it's not just another E1 replacement. The aesthetic is dominated by stone, primarily, with some tech here and there, making it look a little more like a Doom 2 base to me than a Doom 1 base. Overall, pretty fun, and looks sharp. E1M2 This one has a start that reminds me of Romero. Barrels + zombiemen == Ludicrous gibs! Also available immediately from the start is a blur sphere, which is mighty useful if you don't realize there's a shotgun behind you at the start and attack the zombiemen ahead with only the pistol. How to progress is a little confusing at first. I didn't quite know where to go, and the way only opened after I went back and explored the start again. It's a key hunt, but not an annoying one, and each key has its own way of greeting you, particularly the blue card. Stone gives way to STARTAN in aesthetic, with some tech and slad interspersed. The gameplay favors defensive play, with the many corridor setups to funnel the monsters straight ahead of you. Hitscanners are plentiful, but with a little luck (a staggering amount, in my case), you can squeeze by them with little to no difficulty. A little slower than the previous, but a solid map, regardless. E1M3 This one's much more intricate, and far more interesting to me than the previous two. This map wants you to move, and move you will if you don't find the secrets. Hidden away, you can find a rocket launcher, a chaingun with ammo and a blur sphere, shells, bullets, and a soulsphere, and even a BFG. There's a nasty trap or two here, but they become much easier if you get the 'zerk beforehand. Also, there's a nice teleporter that should not be trusted. It turns out if there's a teleporter with the "no people" sign, you shouldn't go in it. The door to the blue card will close and lock on you, unless you back out fast enough, which I did, and so broke the whole encounter by mistake. Gameplay is kinetic, much more than E1M2, and much more fun in my opinion. Aesthetically, this map reminds me of Toxin Refinery, but there's one particular bit that stands out. Very fun map, my favorite at the time of writing. As I don't quite remember the rules on secret maps (I believe they can be written on the day they can be accessed) I will put my review for E1M9 in a spoiler. Also helps for post brevity.
  8. Aquila Chrysaetos

    Eagle Mapping Project - Final (Now on idgames)

    Actually at this point, I think I'm ready to move on. I just need music credits (let me know here, even if you're on the Discord) for those maps I didn't choose the music for (which would be 8, 9, and 10), then I can put the txt file together and have the final release ready. Expect a final link by the third, preferably.
  9. Aquila Chrysaetos

    Ultimate Doom Redux v1.0 [GZDoom]

    I'm accustomed to DECORATE and ACS for scripting and dealing with ZDoom features, but I'm also aware of quite a few useful quirks that might solve your problem. If all you want is the floor to raise to a specific height, then a control sector is in order to control the height to which the floor raises. To make it raise instantly, if you're not using Doom-in-Hexen or UDMF, then action 102 (S1 Floor Lower to Highest Floor) will carry the day for you, as long as the highest floor is higher than the floor you want to move. Because the floor will "lower" to a point higher than itself, it will instantly move to that point. Doom-in-Hexen and UDMF also support Boom's generic actions, which also make this a snap. Action 200 (Floor Generic Change) will work for this. Tell the floor to target the highest neighboring floor and to lower, and it will function exactly the same. They also support instant floor movements by value (Floor Raise Instantly by Value * 8), which you can also use for this, if you're in the format.
  10. Aquila Chrysaetos

    something you mind find interesting: brutalism architecture

    It does lend itself to Doom's engine quite well, but I must say that it's not one of my more favored architectural styles to attempt to emulate, because it strikes me as somewhat boring when I do it (though when others very skilled in the craft do it, I am genuinely impressed). I find that the architectural styles I prefer tend toward Classical with a touch of Gothic and Brutalist, given that I find domes, vaults, arches, and the like to be very interesting structures. What I tend to look at for making in Doom is, "Would that be cool," and even more difficult structures tend to be the most interesting to me. Among my favorite structures to make are columns designed to hold vast loads, those of the variety that look like they could hold mountains, which has been a big center piece of the big project. Also, and this is probably a meme at this point, I very much like arches, given they're a simple way to make an area more interesting than before without getting in the way. While I like the inherent strength and resilience (and simplicity) of Brutalist architecture, I have to say I prefer the more ornate styles of the classical civilizations. Functional, but very nice at the same time.
  11. Aquila Chrysaetos

    The DWIronman League dies to: Hellfire: Dreams

    A wild eagle appears to throw in his lot. RIP me, MAP06 like everyone else. DWIL-hfd-AC.lmp Category 3.
  12. Aquila Chrysaetos

    Concrete Rage (Single Map For Doom 2)

    Right, and you'll need to fix them all manually. I believe that ZWADCONV deals with that for you, but I can't say for sure as I've never used it.
  13. Aquila Chrysaetos

    Concrete Rage (Single Map For Doom 2)

    I did some quick searching, having remembered a program exists to convert Doom-in-Doom to Doom-in-Hexen, and found the ZDoom Wiki page for it. https://zdoom.org/wiki/ZWADCONV You should be able to get it from the link embedded on that page, otherwise you'll need to do it by hand, as far as I'm aware.
  14. Aquila Chrysaetos

    Concrete Rage (Single Map For Doom 2)

    I think if you built the map in ZDoom (Doom-in-Doom) format, then yes, you can, many of the actions are similar to Boom format, but if you use certain actions (like those that came from Doom Legacy or Vavoom or something), they won't work. PRBoom will automatically close if it detects the map being loaded to be Doom-in-Hexen or UDMF, however, and tell you it can't run the map in that format.
  15. Aquila Chrysaetos

    Concrete Rage (Single Map For Doom 2)

    I checked out your map, and I enjoyed it. dd-rage-AC.lmp ZDoom 2.8.1, FDA I found the ammo to be on the plentiful side, myself (as can be seen at the end when I had a couple hundred cells and 100 shells). I did default to the SSG, most of the time, and still had a lot of ammo. I agree on the teleporter bit (it might be worth it to have a smaller sector just inside the ribs that has the actual teleporter lines). Architecture was on point, and I must say I envy your natural architecture. It was a bit bumpy to move about, but I liked it all the same. Layout I felt was very strong. I never really got lost, only turned around once or twice, and I was otherwise able to navigate the map quite well. I honestly expected something like an archvile in the exit room (which wouldn't be a bad idea, in my opinion), partly because I knew I missed a monster and partly because the map had been mostly easy enough to deal with (the two times I nearly died can be chalked up to me not paying enough attention). Overall, strong map, I look forward to more from you.
  16. Aquila Chrysaetos

    I'm looking for a tower of babel remake map

    It does, in a way. Spawning Vats is the tower in question, and Tower of Babel takes place on top of it.
  17. Aquila Chrysaetos

    The DWIronman League dies to: Hellfire: Dreams

    #TeamScotty I'm interested to see him sweep the board. ;P
  18. 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.
  19. 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.
  20. 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.
  21. 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.
  22. 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.
  23. Aquila Chrysaetos

    The Omega Project 2019 near final release

    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.
  24. 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.
  25. 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.
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