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

Thorogrimm

Members
  • Content count

    179
  • Joined

  • Last visited

Everything posted by Thorogrimm

  1. Thorogrimm

    Unexplored Themes?

    What Doom map themes don't you guys see very often, or think would be cool to see more of?
  2. Thorogrimm

    Unexplored Themes?

    See, I was sort of considering doing that kind of theme at some point because I remember Blood had at least one, or one in Deathwish which involved you going through a mall. A (sort of) infinite Ikea level would be an interesting idea as well for a DM map
  3. Thorogrimm

    Unexplored Themes?

    I get it, pal. I was fooled
  4. Thorogrimm

    Unexplored Themes?

    Aren't those like the most used?
  5. Thorogrimm

    ANIMDEFS to ANIMATED?

    Yeah, the texture packs I'm using contain ANIMDEFS lumps and I'm just looking for a way to use those animations in Boom format so I don't have to stick to default animated textures. I'll give your link a look
  6. Thorogrimm

    ANIMDEFS to ANIMATED?

    I'm wanting to use textures for my map which is in Boom format but I know I can't use the included ANIMATED scripts with them because Boom doesn't support that. Is there a way to convert it?
  7. Thorogrimm

    Seeking Mapping Advice

    As the title suggests, I'm seeking advice for mapping and currently I've finding some difficulty with my maps because I'm either running out of ideas or getting burnt out quickly. I'd like to ask if there's any advice to making maps, rules to follow (even though it's mostly free form) and ways to keep it interesting. I sometimes use screenshots from maps I've played or maps on the internet as ideas and inspiration. A lot of my time is spent looking for the right textures and rarely know where to go afterwards because so much time is pent thinking about what looks nice rather than structuring the map well for gameplay, and that's most of the trouble I'm having. Is it often good to keep the textures and structures relatively simple if you're still kind of new to mapping? I have about 3 or so maps under my belt currently that I've managed to experiment in and learn different techniques but I still have a hard time trying to make the structure interesting. Many thanks in advance, and I look forward to reading anyone's advice. Doom mapping is something I'm really passionate about and I'm still learning.
  8. Thorogrimm

    War of The Worlds - Doom Edition

    Not sure if it's just me but the whole Hell on Earth thing plays well with the Mars on Earth thing, and I think it would be a really cool idea to make a mod based around War of The Worlds and there being an invasion of giant tripedal Arachnotron-like Fighting Machines. The music in midi form would be really interesting too. Not sure how the gameplay would translate into Doom, but I guess more variations on the Martians and the Fighting Machines is worth a thought.
  9. I do wish they'd reduce the time for weapon switching when using mousewheel or the main switching on console. Obviously on PC there's the numbers to choose weapons but the delay is a bit annoying with mousewheel. Also, I know this isn't a huge deal but carrying achievements from the console to PC would be a nice added feature.
  10. Thorogrimm

    glboom-plus screen tearing?

    I've gone to cap it at 239 in the Nvidia control panel, since my refresh rate is 60hz
  11. Thorogrimm

    glboom-plus screen tearing?

    In glboom-plus I'm getting this glitchy screen effect when moving the mouse quickly and this still happens with v-sync on? Is it to do with the uncapped FPS option?
  12. Thorogrimm

    glboom-plus screen tearing?

    It's worse with Vsync off
  13. Thorogrimm

    Mouselook or autoaim?

    I like both. For GZDoom I prefer to have mouselook with auto-aim off, and for vanilla-oriented ports, I enjoy the experience of just horizontal aiming.
  14. Thorogrimm

    What does GZ in GZDoom mean?

    My first guess is Graf Zahl but I could be wrong.
  15. Thorogrimm

    Infernal Foundry [WAD in Progress]

    Infernal Foundry is my current project depicting a marine who is sent to hell after the UAC discovers hell has conjured a way to steal on of the UAC's factories, bringing it to hell. This entails a series of dire consequences in which hell uses the brainwashed scientists and machinery to create their own technological abominations that our marine must halt production at all costs, including the termination of the brains of the operation. Synopsis: "With hells’ teleportation tech, they have pilfered a UAC factory from Deimos and transported it to their own domain. Turning the greatest minds of the UAC into brainwashed zombies, hell has been capable of producing unthinkable mechanical amalgamations using their knowledge of robotics and weaponry. To shut operations down, you need to terminate the same donut eating smartasses who kitted you with your shiny BFG-9000 and hell has them well with its grasp. Breach those warehouses and labs and conveyor the slaughter chain right to their headquarters..." I intend for this to be a megawad containing intermediately complex level design, closer to vanilla but with some UDMF functions. As well as custom enemies, utilisation of the OTEX texture pack and custom music. This is my first time working on a project this big so I don't know how long it will take to make but I plan to take less time making each map than I usually would due to restrictions on finer details that would often increase the time to months per map. So far I have a good 90% of the first map finished and will post screenshots of progress. Any playtesters or constructive criticism would be delighted! - Tested with GZDoom - Jumping disabled - Built with Ultimate Doom Builder (Doom 2 UDMF format) and Slade 3 - Swimming up & down required Screenshots Test file
  16. Thorogrimm

    Infernal Foundry [WAD in Progress]

    I appreciate the time taken to record and play! I might tweak the enemy positioning choices in the valley, the last thing I'd want is for it to be annoying
  17. Thorogrimm

    Infernal Foundry [WAD in Progress]

    The menu theme was Ynwie Malmstein's Rising Force And the one playing in the map is 'Into the Furnace' by James Paddock
  18. Thorogrimm

    Infernal Foundry [WAD in Progress]

    The new sky is now implemented in the WAD!
  19. Thorogrimm

    Infernal Foundry [WAD in Progress]

    Thankyou I'm glad you enjoyed it! Balancing is tough as I wanted to make use of all that open area whilst keeping it fair, so I could perhaps move a few of them down a bit or make it a little more obvious to spot them. I don't know which secrets you managed to find but there is a Overall though I'm happy you liked the design and the traversal of the areas. I wanted to make them open and enjoyable to navigate. HMP and UV difficulties took time to balance as well.
  20. Thorogrimm

    SKY3 error for Boom testing

    Is there a way I can convert ANIMDEFS into something readable by Boom format?
  21. Thorogrimm

    SKY3 error for Boom testing

    Hi, so when I've been trying to test my Boom map with glboom-plus or any vanilla source port, I'm getting this error about a SKY3?
  22. During my spare time I was imagining what an origin story for Doomguy would look like as an animated film or acted with real people. It would be an interesting concept since aside from there being brief summaries of how he got to the position he was in, there isn't much that expands on the visual aspect of the events that led up to his demon-perforating voyage. From the fan-written fiction on Doomguy we know that he was demoted for disobeying an order to fire on civilians and went up in arms against his commanding officer, this act of insubordiantion led to his reassignment to serving on a base on Mars, in what was believed to be a punishingly boring and secluded post. During his time on Mars, Doomguy worked alongside the UAC as they were performing secret experiments on interdimensional travel. When the UAC's experiments backfired on them, the demons of Hell were able to invade and swarm Deimos and Phobos, Mars' moons, where they slaughtered nearly all UAC and Space Marine personnel, transforming them into zombies to fight their former allies -- leading to E1M1.
  23. Thorogrimm

    SKY3 error for Boom testing

    Oh and one more thing, there are animdefs for the switches from Cage's textures and they don't seem to work? I've had a look and they say they're ZDoom compatible because of the text language. Is there a way to get them working with other source ports or shall I just use other switches?
  24. Thorogrimm

    SKY3 error for Boom testing

    I'll try and remember that for future, these things are still relatively new to me and can get pretty overwhelming at times. Thanks a bunch!
  25. Thorogrimm

    SKY3 error for Boom testing

    Thanks, so it's as simple as selecting all the custom textures and adding them all to TEXTURE1 with all the Doom 2 textures, and does this apply to flats? Also does the file you sent have that applied already?
×