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About CBM

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  1. just having some fun with doom e1m1
  2. CBM

    (TMM returns) Interception II Community Project

    It seems that this megawad no longer needs more maps. In light of this I have decided to withdraw my map from this megawad so that I can use it as part of my own upcoming mostly Vanilla megawad that I am Also working on
  3. I wont join since I have to finish my map for inception soonish but it seems like good practice
  4. CBM

    (TMM returns) Interception II Community Project

    some updates outside rocky mountain area
  5. CBM

    Post Your Doom Picture (Part 2)

    So a level for GZDoom can actually use 3D models as terrain? Holy.... Do you by any chance have a tutorial link?
  6. CBM

    Mapping regrets?

    Same here except I only just started recently getting Into doom mapping after around 20 years Had I found out About doom builder and all the modern tools when they came out then I would have started again Much sooner Luckily I still have Many interesting map layout ideers kicking around in my head
  7. CBM

    Dose DOOM 2016 run well on Nintendo Switch?

    https://www.metacritic.com/game/switch/doom It seems the switch version is the version with the "worst" visuals due to the very moderate horsepower available in a switch and indeed in general in a nintendo console, the wii consoles were also very low performance wise. I would suggest that if you want to play Doom 2016, then get a Ryzen system.. I made one recently for very little money, just by using a motherboard with the A320 chipset, a Ryzen 3 2200G and 2 sticks of 8 GB of DDR4 2400 MHz modules plus a PSU, SSD, keyboard, mouse and monitor that I happended to have laying around anyway... Even a low end APU (CPU with integrated GPU) solution like that, even with a low end motherboard and low end memory, can play doom 2016 at 60 FPS, if the detail level is set to a mediumish level (assuming the switch version will be similar to the lowest setting in a best case scenario)
  8. CBM

    Things that mappers do that annoy you.

    I think an actually definitive list of "Do" and "Dont's", could be very usefull for a mapper like me recently smitten with doom virus, despite not having made any doom maps since the 90s I can start the lists by saying this: * DON'T use the same wall texture in 90%+ of your level * DO make sure the level has a player start and an exit
  9. CBM

    DOOM mod i made in doom bulider

    Are you saying we did not have texture variation in our maps in the 90s? ;-) j/k
  10. CBM

    Excited For Eternal?

    if we are lucky, then bugthesda will release a seperate DLC with horse armor for every doom monster AND make sure the games has even more glitches and bugs than Fallout 76, if such a thing.... is even possible :-) also... a seperate DLC for each level, weapon, powerup, item and decoration, while ensuring no 3rd party stuff can be used or added :-)
  11. CBM

    (TMM returns) Interception II Community Project

    I have been looking at boomedit.wad and none of the effects will work if I simply copy paste that map in to my own... And boomedit.wad only works if I run it unmodified in prboom only effect I have been able to use thus far is the silent teleporting between linedefs with similar tags, but I would love to learn more stuff that will work in boom/prboom are you also testing maps using prboom? The conveur belt tut looks interesting and I will definetly try to incorporate that, seeing as I am required to have industrial as part of the map I am hoping to get the water effect working as well... https://www.doomworld.com/tutorials/boom2.php I am already using teleports, lift & light effects https://www.doomworld.com/tutorials/boom4.php https://www.doomworld.com/tutorials/boom5.php https://www.doomworld.com/tutorials/boom7.php Found the link to dragonflys tuts https://www.dfdoom.com/tutorials/ I would also love to use transparency effects, Just need to find a good way to use it, it seems to be fairly easy (just tagging a linedef?)
  12. CBM

    (TMM returns) Interception II Community Project

    Thanks, I will... conveur belts.. thats just a scrolling texture right? I know that in GZ you can tell for example a river texture to scroll for example to the north and then the player will be transported with the stream when in the map
  13. CBM

    PrBoom-Plus, ver.

    Any plans for allowing multiple Custom pwads to contribute textures to levels?