Jump to content
Search In
  • More options...
Find results that contain...
Find results in...

JadingTsunami

Members
  • Content count

    71
  • Joined

  • Last visited

About JadingTsunami

  • Rank
    Mini-Member

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. JadingTsunami

    Any peculiar Doom habits?

    Getting 100% secrets on a map before moving on.
  2. JadingTsunami

    SLADE default focus issues

    SLADE's default focus for pop-up selection dialogs is never set for me, so for example when I'm choosing a wall texture I have to click on what I want, I can't just type a few letters and press "enter" to choose it like in Doom Builder. I've fixed these issues on my local copy, but I wonder if anyone else has seen this issue with SLADE or it's just something with my setup.
  3. JadingTsunami

    wads for mobile?

    I play on easier difficulty because the controls are not as fluid on mobile. Otherwise it's standard gameplay. I think the most fun I had on mobile was playing Jimmy's excellent Deathless megawad. DoomKid's Rowdy Rudy's Revenge was also good.
  4. JadingTsunami

    DBP 16 : Cyb's Freaky Colonoscopy

    This idea might win the prize for the weirdest example of simultaneous invention. There was a Doom 2016 SnapMap with the same premise, "Ass Demons" and all.
  5. JadingTsunami

    (Need Muscicians!) Interception II Community Project

    My map's ready for playtesting. Download link
  6. JadingTsunami

    A new cheat mode

    It's a general level design rule that the function of a switch should be obvious from either its placement or its markings. But of course, not all maps follow this rule which can be frustrating. And there's always that secret you just can't figure out how to get to until you open a map editor and find it requires you to press "use" on a random COMPSTA1 wall somewhere across the map. To address this I am toying with a new kind of cheat which allows you to target a sector or line in the automap, and it will "glow" in one of three colors: 1. Gray - the line or sector has no special or tag. 2. Green - the line has a special and tag matching the red glowing sector. 3. Red - the sector has a tag matching the green glowing line. This allows the (cheating) player to decode the map without needing an editor. Target a sector and you see its activating line, target a line and you see the sector(s) it activates. Easy. What are your thoughts on this idea as a cheat? Would it be useful to you?
  7. JadingTsunami

    (Need Muscicians!) Interception II Community Project

    I'd like to take MAP20. I might have time to do MAP32 also, but I'm not sure.
  8. Yes, absolutely, I know this feeling. I find it relaxing once I'm in a sort of "flow" while playing.
  9. JadingTsunami

    Best way to use dyanamic lighting in large open areas?

    I think the effect you're trying to create is here: https://zdoom.org/wiki/GLDEFS#Glowing_flats If you apply this to the appropriate sky flat (e.g., F_SKY1), it will cast a light gradient on the walls coming "down" from the sky.
  10. JadingTsunami

    NoisyDiarrhea [Vanilla Speed-Megawad (32 maps)]

    I know it's a bit late, but I wanted to say I really enjoyed this megawad. The maps have interesting ideas, and are short enough to be enjoyable in small playing sessions. I played through (continuous) on mobile which was great for quick playtimes in between other tasks or while waiting. At an easier skill level I had no issues despite the limitations of mobile controls. And I admit, I cheated to find the exit on Map09. :)
  11. JadingTsunami

    Share Your Jokes

    Billy was a chemist's son, But Billy is no more, What Billy thought was H2O Was H2SO4 It's old enough it probably existed alongside the mastodon, but I like it.
  12. JadingTsunami

    Classic Doom level inconsistencies

    Inconsistency in liquid/damaging floors. Sometimes blood does damage, sometimes it doesn't. From least damaging to most, the order is green nukage (5%), blood (10%) and lava (20%), but not always. On rare occasions, water does damage. Most of the time if you fall in a nukage pit, there's a lift or teleporter. But not always. Tech bases have "danger" signs warning you that a floor will do damage. But not always.
  13. JadingTsunami

    On the evils of ML_DONTDRAW

    When you say secret walls -- if you mean "linedefs of a sector marked 'secret'", then yes, I tried that, where that fails is many authors will mark a single small sector somewhere inside the secret area as the official "secret". So you end up with a tiny floating highlighted square off the edge of the map and no clue how to reach it. It's better than nothing, but ideally I wanted the allmap to give a reasonable idea of how to reach the secret areas. Hence why I put more effort into the method.
  14. JadingTsunami

    GZDOOM IDDT bug?

    The code looks okay. Are you certain your setting for "secret wall" color in cheat mode doesn't match the background of the map? If you look under Automap settings -> Set custom colors -> Cheat mode -> Secret walls, and set it to something visible like bright green.
  15. JadingTsunami

    On the evils of ML_DONTDRAW

    The goal is to unhide secrets when the player has the allmap powerup, so as long as the containing or adjacent sector is marked "secret" and the line is tagged with ML_DONTDRAW the line would get unhidden. Fortunately most secret sectors are bordered by a door or room with non-hidden linedefs which makes the algorithm work OK in most situations. I'm still tweaking and playtesting it to see if it's a worthwhile option or not.
×