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phoo

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About phoo

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  1. phoo

    My dream doom wad

    If you've got an idea you like, I would encourage you to use some of the available tools and software to create your dream doom wad!
  2. Thank you! I'm not sure where this is in the settings exactly but I'm sure it's there, I'll need to check that out more. It does turn out that I need a palette in that wad, simply copying PLAYPAL from the Doom 2 IWAD does the trick.
  3. Hello! I've been working on a Boom compatible wad, and I am adding a custom dehacked monster to my wad. I'm happy with the behavior of the monster, and I would like to use some custom sprites for the monster as well. This is where I am running into an issue, I'd appreciate it if someone could let me know what I'm doing wrong and offer suggestion(s). I had a created some custom sprites in paint.net using existing sprites from the Doom 2 IWAD (used Slade to export them as PNG). When importing my custom PNG files into my PWAD and then converting them to Doom format, the sprite's colors are all wrong. I know that Doom has a particular color palette and I imagine the colors in sprites must conform to that palette. When creating my custom sprites, I only used colors found in the exported Doom sprites. Here's an example: Firstly, exporting this sprite Next, I've imported that PNG sprite into a wad archive and have opened the graphic format conversion menu (no changes were made to the PNG sprite) Despite what is shown in the right preview window of this menu, this is the result of that conversion I'd appreciate any input on this issue I'm having, thanks!
  4. Hi, I'm running into an issue in PrBoom+ 2.5.1.4 related to custom animated textures, flats and switches. Custom textures and flats don't animate, the same applies for switches as well. The most recent pwad I experienced this with is Speed of Doom. I opened the wad up in Slade just in case, and there's a ANIMATED and SWITCHES lump as I would expect there to be that comes after the FF_END. I'm wondering if anyone else has experienced this issue? If so, I'd appreciate some input, thanks!
  5. phoo

    He Came From Beyond

    I love the aesthetic, it looks great!
  6. phoo

    Fairchild Island

    That's some fantastic detailing!
  7. I suppose I should have been more clear. PrBoom+ / ZDoom-based ports / etc is more what I'm aiming for. I've been doing some housekeeping and cleaning up some of the more messy sectors and areas of the map. I've discovered that some of the sector work done in one of the areas of my map was eating up a ton of resources. This area is relatively small. I cleaned up some sectors and removed some unnecessary extra detail in it and cut the amount of SEGS for the map in half. I was experimenting with the RROCK5 flat texture by "cutting out" the rocky parts of the texture and raising their sectors heights to create a neat cracked ground aesthetic with some height variation. This was eating up a ton of resources, so I'm detailing this area differently now. Testing it, I determined that this relatively small area alone contained ~15,000 SEGS which is absurd and needed to be corrected.
  8. Hi, I've been working on a wad project on and off for a couple of months now. My wad is boom-compatible and is set to be a few maps (currently 3 planned) that are quite detailed. I'm about halfway done with one map at the moment. I'm a little concerned with the level of detail I'm applying, I'm worried I may run into some limitations If I continue applying this level of detail. I've opened Slade to take a look at the lumps for my MAP01 and I'm currently sitting around 13833 linedefs, 25962 sidedefs, etc... Given that this is set to be boom-compatible, are there any limitations I need to be especially mindful of as I continue my project?
  9. phoo

    Doomkid's Mega! [Episode 1 Finalized]

    I love the classic look!
  10. Based on what you've written, I have a few ideas about what may be wrong. Unfortunately, I don't have permission to access the google drive link you posted.
  11. Hello, I'm pretty familiar with importing and converting textures to Graphic (Doom) and Graphic (Flat). I'm using Slade to edit my wad file. Inside of my FF_START to FF_END markers I currently have 9 Flats. Whenever I attempt to convert a newly imported graphic into a flat, the lump instead becomes 'unknown'. I have tried different names and graphics (all 64x64 of course) and I always end up getting the same result. I even deleted some of the existing flats and added new ones in their place and I'm always able to convert 9 flats before this issue occurs. I suspect this is a problem with the structure of my wad file or perhaps the naming conventions used for some the of lumps but I'm just not sure. I'd greatly appreciate some help, thanks! Update: I created a test wad file with just the FF_START and FF_END markers where I tried to import and convert some PNGs to Flats and I'm getting a similar result, except in the case, I'm unable to successfully convert more than 2 PNGs. There's certainly something wrong with my approach, I'm just not sure what. Solved: Boy, do I feel like a moron after this. Closing and re-opening Slade fixes the issue. Previously 'unknown' lumps resulting from the conversion are fixed and become flats when re-opening the wad file after saving. I imagine this thread is kind of pointless and no longer needed, I'd appreciate it if an administrator would delete this thread, thanks.
  12. phoo

    [Boom] Grungy Grotto

    Yeah, it is really odd. I'm running your wad in Pr-Boom+ 2.5.1.4 with no other mods or files. I wish I knew more as to why this is happening. I think it would be useful to have someone else download and play your wad in Pr-Boom+ as well to see if they experience anything similar.
  13. phoo

    [Boom] Grungy Grotto

    I just finished playing it on UV. The map is well designed, challenging, and fun to play. There's also a lot of great little details that really contribute to the map's aesthetic and atmosphere. Of these, I especially liked the angled shadows, torches made of mid textures, and the crackling fire sound of the torches. I didn't think that having sounds like that in Boom was possible, I'd love to know how that was done. As a side note: I did however notice that some textures, flats, and switches weren't animated. I imagine this might be related to the recent change you made when updating the file.
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