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

The Doomlad

Members
  • Content count

    25
  • Joined

  • Last visited

Posts posted by The Doomlad


  1. Screenshot_Doom_20200725_151854.png.7a965f19035c498461a581de58826b66.png

    Against all the evil that hell could conjure. Of all the wickedness that mankind could produce. We will send unto them, only you. Rip & Tear. Until it is done

     

             In this map designed for Embers of Armageddon, you will battle your way through the downtown ruins of a once great city, now reduced to ruble and ruins. This wad will contain two maps when you download it. The first will be a faithful recreation of Hell on Earth with accurate enemy placement and weapon placement, and then map02 will be a master level that will challenge your skills and put you to the test. This map took me about 2 and a half weeks to make so any errors/bugs you spot would be greatly appreciated/

     

    Credit:

    Doomkrakken: Embers of Armageddon

    Strongbelly: Doom 4monster pack

    Simploo: Skybox

    Ola Björling: Otex Texture pack

    Mick Gorden: Music

    id Software: Doom Eternal

     

     

    DOWNLOAD LINK:

    https://www.moddb.com/downloads/eoa-hell-on-earth

    https://www.dropbox.com/s/maghs1vklnoby0g/Hell on Earth V1.7.rar?dl=0

     

    REQUIRED MODS:

    Embers of Armageddon - https://www.moddb.com/mods/embers-of-armageddon/downloads/embers-of-armageddon

    EOA Monster Pack - https://drive.google.com/drive/folders/1L_YNt3krmZpQnTtcfewPca1nh0vzRbb6

     

    Now go and Rip & Tear some demons

     

    Update 1.1

    Fixed spot where you can get out of bounds near the automap

     

    Update 1.2

    Fixed a really stupid spawn error I made in update 1.1

     

    Update 1.3

    Added extra difficulty settings

    Added Titlemap

    Uploaded file to ModDB (Awaiting Approval)

     

    Update 1.4

    Added some powerups to the final master level fight

    New Mod DB link

     

    Update 1.5

    Fixed spawn on Master level

     

    Update 1.7

    Fixed some teleport spawns on ledges not working

    Screenshot_Doom_20200707_225602.png.0e67cefe6ea0c4c6744297ecf462cee7.png


  2. Just now, Nevander said:

    The easiest and least error prone way is to simply combine the tracks into one.

     

    Or you could do an ACS script to Delay until the track ends and then SetMusic to play the next. The problem however is that bringing up the menu would continue the music but halt the delay, so the timing would immediately go out of sync.

    I've been combing tracks but the reason I want to queue up music is to keep file size to a minimum. There's gonna be lots of tracks with each ranging from 1-6mb each


  3. 7 minutes ago, Nevander said:

    One thing I forgot to mention, if you want them to spawn at their original spots and not where the corpse ends up, you will need a tagged MapSpot to go along with each monster to use in your loop or script, since the script doesn't know where the spots were unless tagged by MapSpots.

    Yeah I tried Thing _SpawnFacing but it seems to not work well with new decorate script monsters so I'll probably go with the mapspot method


  4. 4 hours ago, Nevander said:

    Tag every monster in sequence (such as TID 20 to 60, if you were to have 40 monsters as an example). Don't skip any numbers. If needed, start at a really high number like 1000 so you don't mess with other numberings.

     

    Write a script that uses a for loop that uses a counter that begins at the first TID number (like i = 20). Inside the loop, use Thing_Raise to bring them all back to life.

     

    If you want them to actually re-spawn instead with a teleport effect, it gets a bit more complicated. Since you have a lot of monsters, you'll want to store all the SpawnIDs or actor class names in an array and use Thing_SpawnFacing or something to spawn them.

     

    You will also need to consider what would happen if the script triggered before they all died, in which case you may need some additional checks such as GetActorProperty to check health to see if the monster is dead before trying to respawn it.

    Thanks. I think I'll go with the Thing_SpawnFacing Method. It may be more work but I want monsters spawning in the position they started in


  5. So I've been trying to find a way to add air control into my map to make platforming better. I found a page on Zdoom wiki for a mapinfo change but when I put in the command "aircontrol = 1" into the lump nothing changes. No one seems to have an answer online and the ones I have found are to vague to work with. This is the Zdoom wiki page I was looking at https://zdoom.org/wiki/MAPINFO/Map_definition.

     

    EDIT: So I found the fix 6 minutes after posting this.

    Add a script to you map like this

     

    script 999 enter
    {
        SetAirControl (0.87);
        
    }
    The issue is that it does not recognize it at a value of 1 so just use anything slightly lowered


  6. I found this script to make a health meter for an enemy a while ago and I've used it in my wad. The problem is I want to use it again in a fight with 2 cyberdemons but don't know how to. I tried making two seperate scripts with health bars that are seperate from each other. One glitched out and didn't display right. I want to make a value that combines both things health but I don't have enough scripting knowledge to do so. Here is the script I'm using. 

     

    int mtid = 121;

     

    Script 10 (void) 
    {     
        

        int hdisp;
        int monhp = GetActorProperty (mtid, APROP_HEALTH);
        int mmaxhp = GetActorProperty (mtid, APROP_SPAWNHEALTH);
        SetFont ("NORMAL");
        hdisp = (monhp * 100 / mmaxhp);
        if (hdisp <= 0)
            hdisp = 0;

        SetHudSize (255,500, FALSE);

        int acounter;
        int bcounter;
        SetFont ("MONHPBAR");
        HudMessage (s:"a"; HUDMSG_FADEOUT, 102, CR_GREEN, 0.5, 1.1, 0.1, 1.0);

        for (acounter = 0; acounter <= hdisp; acounter++)
        {
            if (hdisp <= 0)
                break;

            bcounter = bcounter + 2.0;
            SetFont ("FILLNORM"); //By default, the bar shows as a blue bar.

            if (hdisp < 75) //If the hp is at a caution level (75%) Display a yellow bar.
                SetFont ("FILLCAUT");

            if (hdisp < 50) //If the hp is at a danger level (50%) Display an orange bar.
                SetFont ("FILLDANG");

            if (hdisp < 25) // If the hp is at a critical level (25%) Display a red bar.
                SetFont ("FILLCRIT");

            HudMessage (s:"a"; HUDMSG_FADEOUT, acounter, CR_GREEN, 23.1 + bcounter, 7.1, 0.1, 1.0);
        }
        bcounter = 0;
        acounter = 0;
        Delay (1);
        Restart;
    }


  7. 54 minutes ago, Worst said:

    You could use a script like this:

    
    #include "zcommon.acs"
    
    Script 1 (void)
    {
    	int tid_monster = 1;
    	int tid_tele = 2;
    	
    	While(ThingCount(0, tid_monster))
    	{
    		SetActivator(tid_monster); //Select one of the monsters (not random)
    		
    		int x = GetActorX(0); //Get current location
    		int y = GetActorY(0);
    		
    		Teleport(tid_tele); //Try teleporting
    		
    		int newx = GetActorX(0); //Get new location
    		int newy = GetActorY(0);
    		
    		if (newx != x || newy != y) //If the location changed, teleporting succeeded.
    			Thing_ChangeTID(0, 0); //Untag monster to prevent script from teleporting it again
    			
    		Delay(1); //Delay to prevent script from dying
    	}
    }

    This script will always teleport the monsters in the same order, but they will 'land' randomly on different teleport destinations if there are multiple of them.

     

    ZDoom seems to pick at random if you have multiple teleport destinations and the map is in Hexen or UDMF format. Though if you use a mapspot instead of a teleport destination, it will only choose the first one.

     

     

    Thanks this helped alot.


  8. ok so to add more context I'm using the teleport group command. The command line looks like this , TeleportGroup (4, 5, 6, 1, 1);. I'm tagging the monsters with 4 the room with 5 and the teleports are with 6, move source seems to not affect the result and the other 1 is for fog. I put the enemies in a room big enough to store all of them. the enemies I'm using are 48 x 48 in size and the room they are stored in is 256 x 256. 

    Screenshot (23).png

    Screenshot_Doom_20181119_094313.png


  9. I've been struggling with creating effective teleports in my maps. Whenever I try teleporting a group of enemies into an area at least half of them always don't teleport. I'm using UDMF map format. I start with the spawn room and I mark it with a tag. I then tag the monsters with a seperate tag. I've tried placing more teleport spots than are needed and placing the exact amount of enemies that I need to teleport in. However I always run into the issue of less then half of the monsters not teleporting. any help is appreciated.


  10. Thanks but I'm unsure of the "LineID". I can't seem to get it to work. I set the line to have a tag but is this that tag it's asking for or something else. I searched up how to add a line tag but every example says it's in action, but I am using UDMF format so there is no such thing.


  11. So I'm making a map and I want to use a poly objects to create a bridge that slides out horizontally. I figured that a poly object would be the best way to do this but there is a problem. I can't get the poly objects to be a 3d floor. Is there any way to do this?


  12. So I'm making a Wad and I'm using an older version of beautiful Doom that just has the objects so I can use natural torch lighing. The problem is that players will have a message on screen yelling at the to turn smartaim to 3. I want to fix this buy running a script that instantly sets smart aim to 3. I can't figure this out because it keeps telling me I have the wrong identifier. Here is what I am trying to put into my script.

     

    script 11 (void)
    {
        setcvar (v; Sv_smartaim, 3)    
    }

     

    The V is a placeholder as I could not find anywhere what to put there in that.


  13. So I'm making a map and I have a place where a certain even is triggered by a player walking over a linedef. This linedef required you to have a blue. The problem is it displays the message that a key is needed and it would confuse the player. I'm using GZdoom builder in udmf format and i'm raising a floor to highest floor. Any help would be appreciated, thanks.

×