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theDia

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Everything posted by theDia

  1. theDia

    Post Your Doom Picture (Part 2)

    I´m so glad havinbg some free days in the next week. :) Man, that looks impressive. A lot has changed in the mapping scene in the last 15 years I was "offline". :)
  2. theDia

    Post Your Doom Picture (Part 2)

    These are the moments that makes this old Doomer happy. :)
  3. theDia

    Post Your Doom Picture (Part 2)

    I´m going "open-wordly" with my next map. :)
  4. theDia

    Post Your Doom Picture (Part 2)

    Shit, I know this but my old alzheimers brain can´t find it. :)
  5. Done. :) This was a residue of the first version of the level were you didn´t find the chaingun at the start. And - absent from the chaingun surprise in front of the blue key they will be gone soon. Again residue from the 15 year old version when stealth monsters were the big shit. :) The only trouble with the help-monsters is that everything in this area is really unpredictable. F.e. as soon as a pinkie runs over one of the map-spots where the monsters appear, they will appear at random in other close by areas. So if the Arachs appear in the front they are cannon-fodder for the Knights and vice versa. It´s a tight rope to walk, but at least I hope I left enough ammo to deal with any survining monster. :9 In the meantime they are teleporters all around the level which transports the player back to the starting area (so right in the middle of the level). Yeah - a big problem. Thanks for discovering the once only teleport LD. Never thought about this - a typical case of mapper-blindness. :) I will change this a bit... Well, it´s blinking and the only reason ever to use the rad-suit. Also - you really don´t need the BFG at all, so I think I will let it bee this way. :) Yes - you can jump over from the other side Area closed now because part 3 and 4 of the level are in the work. :) Copy and pasting while writing ACS - done. :) Thats a problem when creating an "open world map". In the end you have three different ways to approach the map - in each one you will find an SSG and an RL in similiar ways/areas with similiar ways to get them needed. If you are to scared to grab a weapon your at the wrong place. :) After grabbing the yellow key there will be another Rad-Suit just below in front of the area were you got the RL. :) There is no red key yet, because this is what the next part of the map is for and the blue key is simply not needed to solve the map at all, but will provide the player with a way to get additional goodies in each of the three areas (the already blue marked but not working doors). Perhaps I will make the way to the key (and the SSG for this area) a bit more obviously later. For now I thank you very much for the detailled and helpfull (I could bite my own ass about the once only teleport-lines;) ) review. Some of the troubles you had will be probably none anymore in the final version, because I will explain some of the mechanics running through the whole set in Map01 which will be called "The Ropes". In the end it will be a 5 map-set where what now is map01 will be 3 and map02 will be 4. In the beginning you will learn "the ropes", than you have to find your way to the time-gate, clean up the "golden City" and finally kill the big baddies (not yet sure who they are) and find a way back home in Map 05. As mentioned further above - if everything runs smoothly I will get a final (or at least completely playable) version of the "open world map" to you on monday. :)
  6. theDia

    Top 5 Essential WADs

    No Problem - here it´s about the "best Wads" and not about the most influencal. Eternal never had the flow I and the other early members had planned for the whole thing and after the third giant castle even I lost my interest in playing through the whole damn thing. :) Who else would keep the eternal flame burning?. :) I´m also back into mapping - just look for my recent thread about the "Golden City".
  7. If anything runs smoothly you at least can play two complete levels next monday. And you can be sure I have added enough tricks and traps to kill k8vavoom. :)
  8. And they also fit nicely into the overall design theme (and so will apear in the other levels also). :)
  9. theDia

    Top 5 Essential WADs

    Finally some love for Eternal. :)
  10. The lamp-posts have to go..., but I need something to take cover during the later attacks in this area. Any ideas?
  11. theDia

    Eternal doom wad

    Interesting question. The oldest version I own is a pre-release one containing levels 01 - 28 (so without Jims secret-levels, cyber-sweeper and my credits still as level 28). But absent from the sequence of levels (and the missing ones) its almost the same as the final release. I should have kept some of the earlier versions because we changed a lot even in the first levels over the production.
  12. Seems like I have to join here. :) As mentioned in the txt-file level 01 is ready to test, after I got some very helpfull input from a bunch of testers a few weeks ago (and @Suitepee forced himself through the early version). The upload will come later today (I still have some little details to change). So if you can find the time I would love see you playing at least the first level:
  13. Seems like it, because everything else runs smoothly so far (even if I saw some serious framedrops in some of the big outdoor areas). The first test-version will be available in about 14 hours and include (as mentioned) the fixed Map01 (so that Ketmar can check for compatibility-issues). The trouble is that i was away for such a long time and so have lost the contact to the players out there. Design-wise I´m still "good old Dia", so don´t expect realistic settings and be prepared for a more surreal approach, but depending on playability I definatly need your help. :)
  14. Nope, when executing a script it stops working on k8vavoom. :(
  15. :) Nope, they are done. :) Hey, I´m close to the big 6, but stil able to learn...
  16. Yeah you´re right. I need these collumns there so the player can take cover in this open area (you will be under fire from all sides later on). I will check how it looks with the simple version from picture 03.
  17. theDia

    Just for fun: My 5 favourite DooM mappers

    Well, I was of the game for more than 15 years so I really don´t know the more recent mappers, but from an old-timers point of view: Paul Schmitz (who inspired and helped me a lot) Sverre (Darkdome is still the best looking "old-school" map ever) Jim Flynn R.I.P (he taught me a lot and I liked his riddle-ridden style) Bob Evans (I still play Odessa from time to time) John Romero (obviously:) ) Strangely enough all of them but Romero worked with me on Eternal Doom, but Romero at least mentioned "Eternal Doom" as his all time favourite Doom-Addon. :) From the levels I tested during the short period of time I`m back in the forum I liked "Legacy of heroes" from Gaspe playwise and from the sheer visual impact Elend´s "Hurt" a lot.
  18. theDia

    Eliomaps.wad

    Sorry Kid, but it seems you actively try avoiding to understand what people are explaining to you - and this is not the first time/thread I saw you do this. As mentioned before - grow up...
  19. theDia

    Eliomaps.wad

    Man @DespairDev, if you don´t like the heat, don´t jump into the oven. :) Simomarchi took his time to play your levels and took another hour or so to write you an intensive and very detailled review. And you try to come up with - really stupid - excuses for each of the errors he mentioned, instead of thanking him and correcting the obvious flaws in your designs. The first thing you should learn as an up and coming artist (and it doesn´t matter in wich art) is to accept and use critizism to advance in your art. If you´re aren´t able to do so you will never get over the point you are now and that is an "unexperienced new wad-autor with great ambition and an little bit of talent". Sorry, just judging from your remarks I´m sure I will not play any of your levels in the near future - at least not until you grew up a little. ;)
  20. theDia

    Quake/Doom/Doom2 made out CARDBOARD

    Great Scott. :) These are really great. What a creative way to do classic reviews. Thanks for the find. :)
  21. theDia

    Making Doom realistic

    Hmmh, that would make a normal door 4 meters high. :)
  22. theDia

    4 Common Myths about Classic Doom = DEBUNKED!

    Better than those Youtubers who need 4000 cuts to do a ten minuten monologue. :) Mistakes happen - this is whats makes us humans. :)
  23. theDia

    4 Common Myths about Classic Doom = DEBUNKED!

    Exactly my thoughts. :) I remember the first time playing Doom co-op with a friend in early 1994. It took us around 5 hours just to get the serial connection working and a game started. But after that - wow - a whole new world of dooming opened up. Later we also had a doom-friendly BBS, but when you have to pay the connection in minute-rates you aren´t really interested in such stuff for a long time and so we meet monthly, stripped up to four PCs together and had our Doom-Sessions. :)
  24. theDia

    Empire of Sin - New strategy game made by Romero

    Yup, found it, bought it and will spent my holidays in July playing it. :)
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