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About inkoalawetrust

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    Warming Up

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  1. inkoalawetrust

    The Doom Confessional Booth

    I've never went past the first 1-3 levels of Doom 1 or 2 and have no interest in either games. I don't even play on normal difficulty, instead playing on Hey Not Too Rough since im absolutely terrible at the game. I haven't played any vanilla source ports like Chocolate Doom and after testing out Eternity i think i'll just stick with ZDoom and it's derivatives. Those are the ones i can think of for now at least.
  2. inkoalawetrust

    what are you working on? I wanna see your wads.

    For the last 2 days or so i've been working on a sandbox style city map similar to gm_bigcity but i haven't made much progress considering that the map is going to be 24576x24576 MP across because im making enterable buildings like a fast food to make it a little more complex.. Here's some screenshots from my progress so far:
  3. inkoalawetrust

    What's everyone's opinion of SLADE?

    It crashes all the time for me even by something as simple as trying to close it so i avoid using it and instead use pk3 files, because i can edit those with something like WinRAR which doesn't constantly crash. But when there's something like a doom format graphic or audio file i can only really use SLADE to see it. Plus i obviouly still need SLADE if i want to look into or extract something from a .wad but besides that i avoid using it.
  4. Since yesterday night i've began work on a big sandbox city map. In fact it's so big that when i deleted some of the linedefs for a road it causes the rest of the road sector to have a weird glitchy line effect in visual mode and also the music eventually broke for no reason and doesn't play and there is weird light effect in a large chunk of the map where if you look at that chunk from certain angles in freelook it appears much darker than the rest of the map.


    But most importantly the map is so big that when i open in in GZDB Bugfix it causes my old office PC to lag because the editor needs to use so much memory.

  5. inkoalawetrust

    Lab Infestation (My third map)

    I should've probably made it more obvious that in the final room you need to kill all the monsters in the excavation site and cave for the bars to lower. Also yes i accidentally made the steps too big to simply walk up to and i may end up making a minor update on the map eventually with some changes. In the hangar bay there is a bunch of ammunition on top of the ship that you need to jump over the rails to get but i presume you took the highest platform and launched yourself on top of the ship by sprinting instead. The way to get to the desert section is hidden inside the final room and requires you to climb something and jump on it until you can see the trigger to go to the secret desert section. And also that desert section is 100% a Serious Sam reference complete with almost the exact small opening text of the first level in The First Encounter.
  6. inkoalawetrust

    Things about Doom you just found out

    Im not sure about this but that kind of thing probably wasn't even technically feasible or would be too hard to implement at the time Doom or Doom 2 were released. But what you are describing sounds like a feature straight out of Brutal Doom or Project Brutality and likely one of the two mods has something so you could try getting both mods an seeing if there's anything like it in them.
  7. inkoalawetrust

    Lab Infestation (My third map)

    After a month of back and forth work and motivation on this i have finally finished it and decided that this is the first map i should upload here.* A month or so ago i had made a map simply called lab.wad, i finished it and was fine with it and started working on another map, but eventually i started getting multiple ideas for a map and since they fit the theme of lab.wad i decided that instead of making a new map from scratch, i should just expand upon lab.wad** and room by room idea by idea the current final version of lab extended.wad came to be. The map definitely works with GZDoom and i don't see any reason for why it wouldn't work on other ZDoom based ports like Zandronum since i don't think i used any GZDoom specific features in it. Edit: I made a second version with some small improvements: An extra step on the portal in the final room so you don't have to jump on it Clarification on what you need to do to in the final room Buffed the chainsaw zombies Download: https://drive.google.com/open?id=10tUKHcmrgatUWldgina8NXjc8__Q_m3H (I couldn't get the archive to upload on the forum.) Screenshots: https://imgur.com/a/XZOYYGR (Sorry that i don't know how to embed imgur albums) The Orginal lab.wad The original map is a pretty small map i had made after watching several long gameplay videos of mods like brutal doom and project brutality and thinking to myself " I should try making a map like those cool maps these channels record videos of". The map is about 5-13 minutes of gameplay or maybe even less. *I'll upload my very first serious working map sooner or later along with my second one. **And because i didn't even know where to start with a new map
  8. I've pretty much finished the map and am at the stage of placing enemies but that has lead me to getting sick of my own map because of how many times i've played it over and over and over and over again.

    1. bzzrak


      Have someone else do the enemies then, your work will turn into plain raging and you'll never get it released since you'll be progressively less and less satisfied with it the more you work on it


      Find a mapper you like, maybe a lesser known one, and DM them asking if they could do it


      It'll also be another collab map which is always nice 

    2. inkoalawetrust


      @bzzrak no need for that i managed to place enemies down and make the map beatable now im focusing on changing things like the music and trying to figure out why i can't get my custom intermission background to work

  9. Ever since i made that previous message my motivation and interest has diminished quite a lot but im still randomly spending several hours worth of time working on maps.

  10. inkoalawetrust

    What is your hobby?

    I have no consistent hobbies but for the last month or so i have been making Doom maps and while i've made several maps my interest on it has become inconsistent meaning that some days (Like this whole day) i won't do any work on my maps while some days i spent several hours working on it (Like i did yesterday) but a few weeks i go i made maps and messed around with things when i ran out of things to do like watching youtube videos (Which was pretty often). So far i've made like 3-4 finished maps and just two weeks ago or so i was working on two maps at once however since my interest has diminished im currently only working on one of the two maps which is an extended version of a map i've already finished because i considered the original version to be too short.
  11. I've been working on 2 maps at once for the last 2-3 weeks or so randomly swapping my efforts between the too.


    At least know how to make proper doors and walls now so that's good.

  12. inkoalawetrust

    Walls do not block projectiles

    I only tried building walls from a single linedef the first day (AKA yesterday) i started using Doom Bulder. This time i had used two linedefs before finally figuring out that i can make walls by lowering/raising sectors just 10-20 minutes ago.
  13. inkoalawetrust

    Walls do not block projectiles

    I don't need to now since i figured out how to make the walls block projectiles now. I just made the area i wanna have a wall into a sector and then lowered it down and made a proper wall that way (Although hits don't leave burn marks) but i had to texture every angle because in-game the walls would be see through if i did not.
  14. inkoalawetrust

    Walls do not block projectiles

    On what ? How i made the walls ? If you mean how i made the walls then i can't explain that because i don't know how too and if you mean an example of how i made the building i don't know that either so i can't make an example map either.
  15. inkoalawetrust

    Walls do not block projectiles

    So im making a custom WAD on Doom Builder 2 but an issue that i keep encountering and that i don't know how to fix is that the walls i make cannot block non-hitscan projectiles (e.g the ones Imps throw) and im lost on what to do since im pretty sure i have tried everything to fix this. Note: Originally the walls i made couldn't block hitscans either but i found a thread explaining what to do to fix that and i just had to turned off the "Double Sided" option.