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Nootrac4571

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About Nootrac4571

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  1. Nootrac4571

    Post your Doom textures!

    I can totally do that. Is there any convention about naming them in the .wad? So as to avoid conflicting with other texture packs etc?
  2. Nootrac4571

    Post your Doom textures!

    Just make a normal room, then cram arches into every available space and give it a needlessly complicated patchwork of floor textures, it's what I did ;)
  3. Nootrac4571

    Post your Doom textures!

    Here are the gfx I made for Demonastery:
  4. Nootrac4571

    Demonastery - RELEASED! (Now on idgames)

    I'm super glad you enjoyed it! I'm especially happy that the difficulty level worked for you - I'm no DoomGod, so UV is pitched slightly higher than my own comfortable skill level, which is obviously quite hard to playtest.
  5. Nootrac4571

    Demonastery - RELEASED! (Now on idgames)

    It's finished! And now on idgames - see original post for details/links etc. Cheers everyone!
  6. Nootrac4571

    Demonastery - RELEASED! (Now on idgames)

    OK, so since a couple of people have missed the SSG, and the early level is much less fun without it, I've added some bars to the door to the courtyard, which only open up once you've pressed the switch to access the SSG. It's a tiny bit "random switch does something random elsewhere," but since the door in question is right by the exit to the room and there's nowhere else to go at that stage I think it's ok.
  7. Nootrac4571

    Demonastery - RELEASED! (Now on idgames)

    Hmm, there's a SSG quite near the start, in the building with the burnt wooden beams, but since going into that room isn't mandatory it is possible to miss it. I'm reluctant to make major changes at this point but I could totally make it a bit more obvious.
  8. Nootrac4571

    Demonastery - RELEASED! (Now on idgames)

    Demonastery v0.4! Ok, so I think I'm about done with the map, aside from music (which is on the way) I've tested with Zdoom, GZDoom, PRBoom, PRBoom+ and the Eternity Engine and it all seems to work ok. Link: https://www.dropbox.com/s/ri1z67mg2n0j4gc/Demonastery04.wad?dl=0 Changelog since the last update: * Thanks to Obsidian, (Thanks, Obsidian!) it should now be entirely Boom compatible. (I was aiming for Limit Removing, but Crispy Doom doesn't seem to like a few of my more creative uses of linedef actions, so I can't say that with confidence.) * A few more aesthetic changes - I'm at the point now where I'm just fiddling with stuff for the sake of it, and really need someone to tell me to stop. * It now has a much better sky texture and a custom title screen. * I've made UV a little bit tougher and balanced the other difficulty levels a bit better - In particular the third key area is now much tougher on UV, but a lot more forgiving in lower difficulties, and there's a little bit less health and armour in key positions throughout in UV. * I've slightly adjusted the backpack secret to avoid a potential accidental cheesing which could make 100% kills rather frustrating to track down. If anyone wants to give it another go just to check for compatibility/obvious broken stuff/egregious balance oversights etc, then I'd much appreciate it! I'm hoping this is the last update before calling it done. Thanks for your feedback everyone! I've already started playing around with a couple of new maps, so I'm super eager to move on to one of them. Also: If someone wanted to assume I'm a total idiot who knows nothing, and explain how I'd go about sharing the custom textures/sprites with you all, and submitting the map to /idgames I'd be incredibly grateful. And - when it's 100% done, should I post a new thread with the release version, or just update this one?
  9. Nootrac4571

    Demonastery - RELEASED! (Now on idgames)

    Thanks for the visual critique, I genuinely appreciate it. To address your screen shots in order: 1) To be honest, the rock sprites are just there for colour and I don't think they look that good up close. That's the only one you can actually walk right up to, so I've just moved it. 2) This was actually originally shadowed, but it made the whole area look too gloomy and samey in terms of lighting, since I can't shadow the floor without also shadowing all the walls. Plus, it made the door to the SSG building a bit less obvious. Ultimately I decided that a specific bit of visual consistency was less important than the overall aesthetic, and massively less important than game flow so decided to keep it brightly lit. It's a compromise, yeah, but a good one I think. 3) Interesting: This is deliberate, to break up long stretches of brick texture and make walls a little bit more interesting. But I didn't realise how obvious the seams are with texture filtering turned on (I much prefer it to be turned off.) I'll knock out a transition texture so it still looks nice for those folks who like their walls to be all blurry ;p 4) The larger bricks are supposed to represent "quoins" (the larger bricks used at the corners of some buildings to provide structural strength.) I thought they looked ok, but I've just realised that I actually made a few specific quoin textures then forgot all about them, so I'll just swap them in. Should look much better. 5) Fixed, cheers. I wish GZDoom could apply its texture filtering across adjacent linedefs; those hard seams always look horrible. I suspect that's a really tough problem to solve though.
  10. Nootrac4571

    Demonastery - RELEASED! (Now on idgames)

    How odd, I literally copy-pasted it from the OP. Fixed it now I think. So, Newb question, but: What's the best way of going about this? I'm a little vague on how deHacked works - is there a way to include Obsidian's fixes and the DECORATE/MAPINFO lumps in the same release? Or would it be best to just use the deHacked version since that's the most widely compatible? Or just include two versions of the wad?
  11. Nootrac4571

    Demonastery - RELEASED! (Now on idgames)

    Crap, just realised the link in my previous post was the wrong link. Version 03: https://www.dropbox.com/s/z2nzxkbiriw0sat/Demonastery03.wad?dl=0
  12. Nootrac4571

    Demonastery - RELEASED! (Now on idgames)

    New version! -----Demonastery Version 0.3----- Changelog: * Lots of slight balance changes * Rejigged the Arch-Vile key area a bit, to make it tougher and to fix an issue where it sometimes wasn't working properly * Prettied up a few areas that looked a little dull * Made it harder to camp by the switch in the final battle * Many slight texture fixes L̶i̶n̶k̶ ̶t̶o̶ ̶v̶e̶r̶s̶i̶o̶n̶ ̶0̶.̶3̶:̶ ̶h̶t̶t̶p̶s̶:̶/̶/̶w̶w̶w̶.̶d̶r̶o̶p̶b̶o̶x̶.̶c̶o̶m̶/̶s̶/̶f̶7̶q̶h̶a̶d̶q̶j̶d̶1̶c̶o̶e̶1̶5̶/̶D̶e̶m̶o̶n̶a̶s̶t̶e̶r̶y̶0̶2̶.̶w̶a̶d̶?̶d̶l̶=̶0̶ EDIT: Link to version 0.3: https://www.dropbox.com/s/z2nzxkbiriw0sat/Demonastery03.wad?dl=0 Feels like I'm getting close to calling it done - let me know any comments! Wow man, that's amazing, thanks!
  13. Nootrac4571

    Demonastery - RELEASED! (Now on idgames)

    Thanks for this - I'll admit to being a bit confused about source port compatibility. I've updated the original post to clarify. What source port are you using? The barrels are actually supposed to be exploded by a crushing ceiling long before you get there! Looks like the latest version introduced a weird inconsistency where they behave correctly in GZDoom, but only in GZDoom? I think I've fixed it now, I'll post a new version later today along with a bunch of other tweaks. Thanks man! Your midi is legit great, but I'm still undecided about music. Haha, cheers. I had so much trouble with larger monsters refusing to climb stairs until I read up on the actual movement logic, and it all suddenly made sense.
  14. Nootrac4571

    Demonastery - RELEASED! (Now on idgames)

    Thanks for your comments everyone! I've made an updated version based on all the feedback - it fixes a bunch of things and hopefully is slightly better? I've updated the original post with the changes. Demonastery Version 0.2 Changelog: * Altered the BFG secret to no longer require mouselook * Added a way back from the final area, for 100% hunters * Added a few more monsters in certain areas, and swapped a few of the barons for other beasties. * Made a sky texture - it's not amazing, I might improve it. * Slightly tweaked the armour balance * Made the gore areas a little tougher * Added a railing to prevent players cheesing the backpack secret * Now tested with both ZDoom and GZDoom! * Many minor texture fixes I've also temporarily changed the music to D_IN_CIT - I still intend to sort out some custom music, but this'll stop D_RUNNIN from driving everyone mad in the meantime. Link to latest version: https://www.dropbox.com/s/f7qhadqjd1coe15/Demonastery02.wad?dl=0 Ah dammit, I thought I found all of those. I've fixed the two in your screenshots, I'l try to hunt out any more.
  15. Nootrac4571

    Demonastery - RELEASED! (Now on idgames)

    Yeah, I'll add a few imps or something to the revenant room. Not sure about a second Arch Vile; it's a personal thing, but I just don't find fighting more than one of them at a time very fun. If you killed him quickly you might not have noticed the fun surprise in that room: the corpses aren't just decorative and he will resurrect them if you let him. Maybe I just need to move them closer to him so he bumps into them quicker. I'll experiment. Point taken, that's a great idea. Good spot, I'll fix them. Absolutely! I'd love to see other people using them. There's also a few more that didn't find a place in this level. What's the best way of sharing them?
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