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Everything posted by BrassKnight
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I have another stupid mod idea for Doom: Someone should make this a reality.
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Ace Attorney but it's Doom. It would take place during the events of Doom II: Hell On Earth and the lawyers and witnesses would be demons and zombies. You will be playing as an Imp as the defense attorney, the main prosecutor that you're going to face in court would be a Revenant. The cases would be around monster infighting. I'm imagining Doomguy beating the crap out of hordes of demons while the Fist of the North Star opening theme plays.
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I decided to draw a tank with a mouse in MS Paint and the results doesn't look very bad as I expected. I also edited this on Photoshop to make it transparent.
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What Video Game Are You Currently Playing?
BrassKnight replied to Neurosis's topic in Everything Else
Stargunner, the last game that has Apogee Software logo in it before Apogee turned to 3D Realms(correct me if I'm wrong.) It's a horizontal side-scrolling shooter game that takes place in three different places. Outer space, some rocky planet and an underwater planet. Man, this game is tough yet fun at the same time. -
Drake memes are probably dead by now but here's one I just recently made.
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how 'da frik frak do i make a skybox in doom builder 2!?!
BrassKnight replied to memes4lyfe's topic in Doom Editing
If you're talking about sky textures then the only thing you need to do is find the F_SKY1 texture and paste it on the ceiling and you have yourself a sky. But if you're talking about actual skyboxes then follow these steps, keep in mind that this is only available in Hexen or UDMF format but it can be made in Doom and Doom 2 format if you're mapping for GZDoom and ZDoom: 1. Make a sector outside your map, it can be of any shape. (The sector is pointed by a red arrow) Click on the spoiler to see image: 2. The next thing you want to do is to go to the sector you want to be your skybox and put a skybox viewpoint thing inside it, this will be the camera for the skybox. Click on the spoiler to see image: Remember, your skybox viewpoint thing will replace the SKY1-3 texture used by the F1_SKY1 texture and instead will display your skybox. Here's a screenshot of it in action. Here's how it really looks like in GZDoom Builder's Visual Mode: By the way, you can adjust where the skybox viewpoint is facing using the angle setting that you can find when you place or edit a thing. It's the same procedure as other formats like Hexen and UDMF. If you have a few questions then feel free to ask, I'll try to answer them. -
CASTLEDOOM | First Time Map Maker!
BrassKnight replied to PoohBoi's topic in WAD Releases & Development
I remember this some days (or maybe weeks?) ago from Reddit by the way. So I have played it and I found some problems: - Some enemies are stuck on walls. - There's some missing textures found on the ceiling of the berserk room. - There's already some textures missing in the map. I'm guessing they're from Doom 1. If you want to fix this issue, just get the Doom Textures For Doom 2 pack from Realm667 and use SLADE 3 to import them. - There's this marine who wants me dead. - The monster death sounds have the marine death sounds (probably from Brutal Doom.) - The doors sides are not lower unpegged resulting them to move with the door. I remember seeing this a few weeks ago from Reddit by the way. Looking from the post, it seems that it needs Brutal Doom to be played properly. Even though I'm just a new mapper (have published 2 maps so far), you should have more supplies like medkits and ammunition placed around the level. Most of the time, I was running around trying to find a good weapon or some medkits just so I could survive. I kind of didn't like that. One last thing, you should post your map at this thread, @HAK3180 can give you some good advice and feedback for your map that can help you improve your skills. -
So I just found out that GZDoom's OpenGL renderer has a ton of graphical settings and I decided to mess with them, here's more screenshots of what I'm working on:
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Electronic Arts, I hope you're not lying.
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Screenshots of a map that I recently started working on. What do you guys think?:
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An edit of a T&J meme that I made with MS Paint and Powerpoint many months ago.
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Post Your (Other) Video Game Screenshots Here
BrassKnight replied to Neurosis's topic in Everything Else
An old FNV screenshot I found lying around hidden in my Documents folder. -
DW's all-inclusive Discord/Xbox/PSN/Switch/Steam ID bonanza!
BrassKnight replied to Liam's topic in Everything Else
Steam: BrassKnight PSN: hurdur101 (I don't play my PS3 that much anymore) -
How do you make a conversation just like in Strife? (GZDoom In UDMF Format)
BrassKnight posted a topic in Doom Editing
This is something that I have been trying to figure out for a while now but I couldn't seem to find any tutorials about it. So how do you do it? I kind of want to have this in the WAD that I've started working a few weeks ago. I also want to know how to make a single piece of dialogue activate an action, like a door opening or a cutscene. -
Anyone in the Generation Z who like Classic Doom games?
BrassKnight replied to crazyflyingdonut's topic in Doom General
Well yeah, I was born in Febraury, 3, 2004 and I love playing the Classic Doom games. -
So I just recently started making my third map (which will probably turn into a megawad) a few days ago and here's a some screenshots of it so far: There is also a story that I'm writing about this that is still not finished but I'm not going to show it to all of you yet.
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How do you make a security camera in GZDoom Builder UDMF format?
BrassKnight posted a question in Editing Questions
So I have been looking through some tutorials about this and I couldn't seem to follow them so I decided to ask here how to do it. I barely know any knowledge of cameras in Doom so could you explain it in good detail while being easy to understand? That would be great. -
Something I've noticed while playing The Shores Of Hell episode in Doom is that the more the player progress throughout the episode, the more the Tower of Babel gets finished. Here's a gif of it:
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*** The "ask a miscellaneous editing question" thread ***
BrassKnight replied to baja blast rd.'s topic in Doom Editing
Where do you find those tags? I tried searching for them in GZDoom Builder but I never got any results. EDIT: Nevermind I found it, it's actually "End Normal" in UDMF. -
*** The "ask a miscellaneous editing question" thread ***
BrassKnight replied to baja blast rd.'s topic in Doom Editing
What's the switch and teleport exit tag in UDMF and how do you use it? -
1. Are you sure you added the PNG textures to the patch table in SLADE? If not, then some texture won't be available in Doom Builder. (I don't have that much experience importing texture though so it might not work.) 2. There is a good video tutorial by Chubzdoomer about how to adding and making custom monsters and things through SLADE. Here it is: 3. I don't think GZDoom will work without an IWAD, atleast in my experience. If you run GZDoom without an IWAD, it will simply refuse to run telling you that you need an IWAD to use it. Can an IWAD be created from a pk3/zip file or does it have to be a "proper" IWAD? I've never tried this before so I'm guessing it'll probably not work.
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The song used in Doom II's The Focus sounds like Zero Hour from Wolfenstein 3D.