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theDia

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Everything posted by theDia

  1. theDia

    Making Doom realistic

    Hmmh, that would make a normal door 4 meters high. :)
  2. 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. :)
  3. 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. :)
  4. theDia

    My door just don't work!

    Hard to tell just from a screenshot in vertice-mode. :) We need at least the heights of the sourrounding sectors, the way you defined the Door linedef and the floor/ceiling Height of the door sector...
  5. theDia

    Empire of Sin - New strategy game made by Romero

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

    Empire of Sin - New strategy game made by Romero

    Wow thanks. This looks exactly like it was made for me. ;) Time to visit Steam again after years of not using it...
  7. theDia

    The Legacy of Heroes - on idgames

    Wow @gaspe, you made this eternally old Doomer feeling eternally happy again. :) Admitted, due to time-problems, I only checked level 1 so far, but you got the feel and look of Eternal Doom down. Also, don´t get this wrong, I´m also feeling a little bit proud that our work from the nineties still influences new mappers. :) I will give the whole set a playthrough at the next available time-slot - it´s a long time since I got lost in Eternal Doom. But from what I saw (and read) so far you get my seal of approval and could even call it Eternal Doom 4.5. :) BTW I´m also back on the mapper-scene, but - as in my work for ED - I´m still no castle-guy and just trying to use the ressources slightly different and - also as before (and man, did I get hate for this back then and still) in a more surreal way. At least we had the time-travel plot back then and this is exactly what I will use in my upcoming level-set again. ;) Keep on the good work and thanks for keeping Eternal alive... dia
  8. theDia

    Empire of Sin - New strategy game made by Romero

    If it could bring back the feeling of the original Syndicate it would be great. I don`t know how many hours I spent mind-controlling whole citys. :)
  9. You need MOUSELOOK and JUMPING to play this level ================================================================ Title : INVICITY (version1.0 - 1st completely playable version) Filename : invis10.WAD release Date : 09.06.2019 Author : Dia Email Addres : dia@nostalgeeks.de Misc. Author Info : German old-timer Requirements : RETRES.WAD by TeamTNT (included in this zip) and the recent version of ZDOOM. What has changed : After almost 15 years I finally decided to finish this level. Added some new and changed some areas, fiddled around with some wobbly scripts and killed some misalignments (not all though - i will do this for version 1.1 - probably in another 15 years;) ) ================================================================ * Play Information * Episode and Level # : Map 01 (DOOM II) Single Player : Yes Cooperative 2-4 Player : not tested but implemented Deathmatch 2-4 Player : would be hours of just searching for the other players - not implemented Difficulty Settings : Yes - all New Sounds : only those from retres.wad New Graphics : allmost everything - thanks to retres.wad New Monsters : the famous dark imp from eternal is there. :) New Music : not yet Demos Replaced : None * Construction * Base : New level from scratch Editor(s) used : ZETH and some finetuning with Doombuilder for Version 0.9. Slade for this version. Time : Almost 4 Years for V0.9. :) No, seriously - the mainwork was done in about two months, but included many hours of "learning by doing" and some complete re-designs of the more complex views. The Update for Version 1.0 took about 2 Days (and I changed a lot). The new SLADE-Version and my better knowledge of scripting helped a lot. * Permissions * Use it for inspiration, but please don´t just copy areas. Be fair. :) ==================================================================== SOME INFOS: This is my first released single player level ever - but don´t be scared. I already made some levels for "Eternal Doom" and some Quake 1 and 2 ones. "INVICITY" was started in 2000, when "Doom2000" (released as Daedalus) was slowing down again and all Quake Projects of Team TNT were aborted. I also lost interest in Levelbuilding and four years later (after Daedalus) I discovered the file sleeping on my HD. Off course at this time it only weighted about 200 K and was nothing but the starting platform and the first area. Also it was just grey in grey and without any detailing. After the release of V0.9 in 2004 I got some reviews from DoomWorld and other sites. Most critizised some faulty scripting. Before I could fix this, ETERNAL DOOM IV went into production and I concentrated on this project (which - as all of you know - never happened). :( In the last 15 years I forgot Doom. Well, not really - I played from time to time - but real life and other interests took my time. Since John Romero released SIGIL I thought it is about time to check if I´m still able to build something usefull and so I started a completely new Level and while doing so found Invis0.9 on my HD again. I think fixing/redoing it was the best way to get back in the saddle and I (re-)learned a lot of stuff I can use in future-projects. TIPPS: Well, all in all it´s just straightforward dooming I was aiming for, but some hints will help you in the more crowded areas. 1. There are some autosave spots included in the map. They aren´t there without a reason. :) 2. Sometimes it´s better to let the monsters fight it out by themselves 3. NEVER feel save when backtracking 4. Use the windows to avoid loosing orientation 5. Sometimes it´s better not to take an item, because it probably will spawn some trouble. :) 6. They are 3 secrets right now - but you don´t have to bump your head Wolffenstein-wise for them. 7. All weapons are included, but of course you have to find the BFG. ;) SPECIAL THANKS: Paul Schmitz - my mentor, who helped a lot again during the scripting problems I discovered while building. Ty Haldemann - who sadly died in 2015, for the first hints. You were one of the best. Rich Nagel - for the yet to add score :) TEAM ETERNAL - for the great times then and still the best TC around TEAM TNT - for giving retres.wad to the crowd - those textures are a great inspiration DECINO - who will hopefully play this level on his youtube-channel and finallyy John Romero for loving ETERNAL DOOM, giving us SIGIL and inspiring me to create again. invis10.zip
  10. theDia

    INVIS10.wad - 15 years in the making. :)

    @Suitepee FYI - the map was completed in 2004 for ED IV and in this way you were right - it was a time we all experimented with all the new features of ZDoom. Interesting enough I could surprise you a few times with tricks I build 15 years ago, so I wasn´t totally on the wrong way back then when ZDoom was in it´s infant days. What I did for version 1.0 (which you played) was just fine-tuning and re-learning the scripting language. What has become of the map in between will probably surprise you when it will be released in it´s final form - just gimme a few weeks. :) What I found interesting when re-visiting the forums was that most of the younger Doomers prefer a more "vanilla"-approach, so I will adapt to this a bit more (f.e. the jumping/mouselooking is gone now), but I will still use the Eternal ressources, because (as you could see in Invis(city) ), there are still new ways to utilize them. At least I didn´t bore you and you weren´t lost in the map or in the puzzles (which was one of the biggest criticism Eternal got even back then). So be prepared - there is more Dia-stuff coming in the near future. :)
  11. theDia

    INVIS10.wad - 15 years in the making. :)

    Thanks - i will watch it after work. :) I like your style of playing...but as mentioned, by now the level is really different. :)
  12. theDia

    INVIS10.wad - 15 years in the making. :)

    A little update. In between Invis (will be level 4 or 5) is ready to go. Mouselook and Jumping aren´t needed anymore, because in the week I spent again here on DW I discovered that most of the recent players prefer a more vanilla play-approach. All bugs - even those @leodoom85 found and exploited in his (unreleased) video-playthrough - are squished and some areas look and feel very different now. So even if you played invis11 before you´re in for some surprises. :) But the best thing of all I have an composer on board. Electronic- and filmmusic-fan Michael Engels (https://www.imdb.com/name/nm1477657/) will compose some action-packed tracks fitting the levels. For invis I used one of his unreleased themes from "Violent Shit" for now and even if it´s only a placeholder - his style works really great during the action. So if anyone wants to test this (almost final) version - just PM me. Have fun and a great weekend...
  13. theDia

    Tell Me This is A Joke...

    Hey, it's not funny to make jokes about us humorless Germans. We also can laugh - just look here: Hargh hargh, tschuess wachhund... :)
  14. theDia

    Tell Me This is A Joke...

    This would be a RIFFenant then. :)
  15. theDia

    Tell Me This is A Joke...

    And don´t forget the dopefish in Quake. :)
  16. theDia

    INVIS10.wad - 15 years in the making. :)

    Thanks a lot for your comments. The double save thing never came into my mind, but that´s an easy fix - I will add a few seconds delay to it. Call me stupid, but I really never used the teleporter when hunting the stooges, but of course you´re right, also I will ad an "in sequence" to the according message and switch 2 and three around, which will fix the telefrag possibility. I also will change a big point some other tester pointed out. Because really jumping and mouselook are only needed for grabbing the goodies and the first shootable switch. I used both back then when starting the map, because this was the big new thing, but now I´m probaby losing the more vanilla-players due to it. The update will come after my next map, because right now I´m planning to use Invis as level 2 in a episode of four or five levels with an ongoing theme. Let´s say it will be Eternal Doom 4.2. :)
  17. theDia

    What's your playing style?

    And I thought I saw it all in the last 25 years. :)
  18. theDia

    The DWmegawad Club plays: Eternal Doom

    Who summoned me from the realms of the dead? ;) Serious - after 15 years I´m back in the saddle and for all who missed me I brought a lost Eternal.wad with me. :)
  19. KEEN was the first platformer I really fell in love with. Played it a lot at times when I should be working, without my boss ever realizing what I was doing - at least I was typing something. :) This abomination has nothing to do with the Commander I knew and loved. The grafix I could even live with, but the gameplay looks nothing like what I think about when KEEN flows through my mind. The worst with all this is probably that it´s in portrait mode - there´s problably nothing else what destroys the platform genre more. :)
  20. theDia

    What Was the First Map You Published or Made?

    I build my very first map around november 1995 but never released it. :) My second work was a project called "Weapons.wad" in which the player was forced to survive each level with mostly one special weapon in mind. While fiddling around with this (and completing the first 4 levels) I was hired by Team Eternal for Eternal Doom. So my first published maps were ED 03 and 08. The starting level of weapons.wad became level 14 of ED later. After ED I swiotched to Quake and Quake2 for a time, worked a year with the Acknex-Engine (talk about hell) and just a few weeks ago the bug bit me again. So one could say Invis10.wad is my first ever released level - and it took 15 years to complete. :)
  21. Ohhh, how I can relate to this. I bought Doom3 on day one for my X-Box360 and never made it even to hell. When switching to the PS3, after playing all X-BNox Games I was interested in, I also bought Doom3 with the console. This time around I saw hell - and was also bored. Well at least the disc provided me with a way to play Doom and Doom II on the console and thats the only reason I use it from time to time now. :)
  22. theDia

    I'm Also Looking to Play and Record Your Maps

    Hi Hak, I´m back in the saddly after almost 15 years of just playing Doom and finally finished a map which was at first planned for "Eternal Doom IV". I know you hate mouselook and jumping but it was the big hype back then in the old days and so this map was constructed with this in mind. :) My next work will be more vanilla again, I promise, but I surely woulkd be interested to see somone discovering the map for the first time - especially when it´s someone who obviously loves and understands the game.
  23. theDia

    INVIS10.wad - 15 years in the making. :)

    Thanks for the heartly welcome backs. :) Sadly I lost m old account, because I changed my internet-provider during the last 15 years and couldn´t log in anymore. Well, sh*t happens. :) I´m very impressed to see, that Doomworld is still running strong and even found some other oldtimers still roaming the realms. Very slowly I´m getting back in the saddle, so be prepared for more Dia-Stuff in the future...
  24. theDia

    INVIS10.wad - 15 years in the making. :)

    You got me there - I like the light-FX you can create this way. We discovered this when building ETERNAL back then, probably I should use something else in my next work. :)
  25. theDia

    INVIS10.wad - 15 years in the making. :)

    Back when we are kids we had to walk 40 miles to school every day...through the snow...without shoes and we lived in a shoebox with 13 people. 3:) But of course you´re right, I also remember those times, but for me it was waiting in line to play a PONG-console when it was the hot shit. Strangely enough I played every console since then and most of the relevant (except all War-Stuff, I simply can´t stand it) Games, but none stayed by my side like Doom. :)
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