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TravyB

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Everything posted by TravyB

  1. TravyB

    Shadow Zone (DOOM II)

    I really liked that. It's neat seeing what can be done with some creative use of the vanilla textures and geometry wizardry.
  2. TravyB

    PRBoom+ question

    Didn't even think to do that... Thank you so much
  3. TravyB

    PRBoom+ question

    I've only ever used GZDoom, I like how simple it is to change this or that and with the comp settings it seems to have a negligible impact on gameplay, but since I've started mapping I want to try and make sure that they work properly with it since I know so many do prefer it. That said, is it supposed to be so bright? Both the hud and the game are much brighter than GZDoom and GLBoom+, its kind of completely off-putting. Is there a way to change this? If its somewhere in the options I simply can't find it. More specifically, I want lighting similar to that of GZDoom's 'software renderer' mode but without the default brightness (and that of the hud) being so high. Help? :\
  4. TravyB

    PRBoom+ question

    You're an absolute saint. Would you happen to know how to restore the hud as well? I pressed F5 to see if changing the hud worked but now I can't get it back to normal lol
  5. TravyB

    Claustrophobia ('Caged' remake)

    I was actually wondering myself why the lift looked like that (I thought it might have been a Boom 'floor' thing), and I guess I forgot to uncheck that after changing the method for it to work. I didn't even think to give the trap doors near the red switch a red key req, to be honest lol I'm glad you enjoyed it.
  6. Claustrophobia is a remake of Plutonia's map 4, Caged, with elements of that levels (I assume) inspiration, Doom 2's The Abandoned Mines, thrown into the mix. It was made using the Boom format, which was an interesting change for me, and was tested using GZDoom. Design-wise, I tried to build it around the idea that instead of being so early in the megawad, Caged was instead placed somewhere in episode 2 or 3 of Plutonia. I enjoy both of those maps quite a bit so I figured I might as well try my hand at a fairly quick remake just to try and learn a bit more about level design. I'd say its pretty difficult. Like Caged (and I hope I'm remembering this right...), the map may at first seem a little bit confusing but once you find the right path (the same as Caged) to the first key you should be good to go. Because it's so dark and everything, its my intention that you play with the software renderer (its kind of required for one section to function as intended, but won't break anything if you don't). There's a few secrets to find, over 200 demons to slaughter and I hope you enjoy it. I'd love your thoughts on it, both positive and negative. Screenshots Download (now with a few fixes) https://www.dropbox.com/s/uzm098xy9x9ewls/CLAUS.wad?dl=0 The map includes textures taken from Realm 667, to whose creators I give full credit, and the song is "Battle Strategy" by James Paddock.
  7. TravyB

    Claustrophobia ('Caged' remake)

    I'm sorry, I completely forgot to mention (again... :\) that I only used GZDoom for testing. I assumed that since I used the Boom format it would work fine with Prboom but I guess I should look into that. Nice catch. EDIT: I'm stumped... moving the flats out of the FF entries (which I know aren't needed) fixed the error, but then they appear as a black void, not a HoM, so I just don't know what to do. I'll have to do more research on how to get them implemented properly, I suppose. So far I've just kinda figured it out by messing around with different stuff but I suppose that'll only get you so far lol
  8. TravyB

    Claustrophobia ('Caged' remake)

    Thanks! I actually just put the textures I'm using between the TX markers to make it simple for me to see what I'm working with as I import them since it's my first time using the Boom format and I found the Pnames and Texture1 a bit confusing. If it doesn't have a Texture1 I don't know why? Last I checked it WAS there so I don't know what happened to it. The Endmap entry might be a remnant of my originally using UDMF before I decided to give Boom a try, though that was before I even started on any geometry. Abbadon's Nightmare is alright. I should probably go through it some time and fix some of the mistakes I made with it. EDIT: Texture1 oughta be there now. I have zero idea how it got deleted, must have done so by mistake at some point, I guess.
  9. Can anyone tell me why the extra textures and things I have loaded into this wad aren't appearing when I use the Doom Builder Boom format? https://www.dropbox.com/s/uzm098xy9x9ewls/CLAUS.wad?dl=0 The textures and things DO appear when I try to load it using a Hexen format (and would assumedly also load with UDMF) but Boom just isn't reading them. Are you supposed to import and place files into the wad differently when you're planning on using Boom? I'm stuck :\ And to clarify, I mean that they're not even showing up in the list of textures I can use.
  10. So what should they be?
  11. Abaddon's Nightmare is a large, somewhat lengthy (I can complete it in about 13-17 minutes) and difficult map for GZDoom. Originally, the plan was to create something similar to Plutonia's map 12, "Speed", but that turned into both a proving grounds for everything I've learned about using Doom Builder, Slade3, etc. over the last few months and to experiment with lighting and design. Some of these work a bit better than others, in my opinion, but I'm happy with how everything turned out. Much of the map was not pre-planned and what little was ended up being changed as I started plotting it out in DB and adding details. I've used various textures and 'things' taken from the packs available on Realm667, to whose creators I of course give full credit and thanks, but the gameplay is completely unchanged. The map also features a lot of work on the lighting in a few parts so I'd recommend playing with the software renderer for maximum spookiness. I also only ever play with both mouselook and jumping turned off, but using them yourself shouldn't break anything (I hope). Screenshots I hope you enjoy the map and I'd love to hear your thoughts, both the good and the bad. Gameplay-wise I'd say its pretty difficult but I tried my best to make sure everything was fair. Keep an eye out for secrets, traps and enjoy the archvile. The song is Baron's Province by James Paddock Download https://www.dropbox.com/s/utxhlsw9mxzjcd5/ABBADON.wad?dl=0 Original Post
  12. I'm glad you liked it, and I'd say those points are all valid. On my end the cave was darker then it seems to be for everyone but I was also afraid of making it too dark to navigate, despite it being a loop.
  13. TravyB

    Simple as Hell (WIP)

    I'm very much looking forward to this
  14. TravyB

    Abaddon's Nightmare (Finished!)

    That's awesome :) I'm already working on my next one, which will have a nukage facility theme
  15. I'll keep that in mind, and will update the post as well.
  16. I would assume so, yes. To be honest, I don't know anything about ports beyond GZDoom since I never used them.
  17. I'd love your thoughts on this map I made!
  18. TravyB

    Abaddon's Nightmare (Finished!)

    Bump, since it's now finished!
  19. TravyB

    Abaddon's Nightmare (Finished!)

    Thanks! :) The lack of ammunition is unintentional, something I wasn't quite sure how to go about, and will thankfully be fixed once I release an updated version of the map, hopefully later today. I never thought that I put quite THAT little ammo in the map lol Oh, and the secrets will hopefully be fixed. You ran right by both of the intended ones :P
  20. TravyB

    Abaddon's Nightmare (Finished!)

    Sometime soon, maybe, since I've now decided what I'm going to do with the third section, roughly. Nice find. I have no idea how that happened but I'll add it to the list of things to fix.
  21. TravyB

    Abaddon's Nightmare (Finished!)

    Because its map01. I've actually just figured out how to change the skybox so will be replacing it with something more hellish later on down the road.
  22. TravyB

    Abaddon's Nightmare (Finished!)

    That's what I was going for! I'm a big fan of the things made possible with sector lighting.
  23. TravyB

    Abaddon's Nightmare (Finished!)

    I know exactly what I did, and that must have been when I marked the Berserk as a secret and then accidentally kept that box checked while adding other stuff. I actually spent a lot of time worrying about giving too much or too little ammo and simply wasn't sure about how to go about that beyond giving what I needed to beat it, but knowing exactly whats around the corner gives me a bit of an advantage. I did feel like I was being a bit stingy, but since I now know I was I've got the jist of it now lol The exit switch was placed there just as a means to end the level instead of sitting in limbo forever. Once the map is finished it will lead to another of the four sections, one which I'm hoping to make a bit more monolithic and hectic. and thanks :) EDIT: Oh, and that secret wall will lead to something special once everything's done
  24. TravyB

    Abaddon's Nightmare (Finished!)

    Jeez... thats one thing I didn't even think to test for... damn crates. I'll upload a fixed version soon.
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