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Aku

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Everything posted by Aku

  1. Aku

    The thread that belongs to oblivion

    I would like to be a bit more connected to the community then i have been, but i feel sometimes a bit overwealmed with all thats on here, like i have put a lot of my time into building doom maps, but it conflicts with all the other artistic endevears in my life, i have the push to creat, but often become disshearted when i spend weeks on end working on something that instantly fades into obscurity.
  2. Aku

    After Doom (seven maps )

    Im really impressed by your work, this is one of the best looking wads i have ever seen.
  3. Basically i want to know what coding to change that would allow the player to teleport to a deathmatch start like it does with the ememies rsther then a player start, that way i could use them to unlock secret areas
  4. Aku

    2021 Goals & Intentions

    My goal is to complete the 32 megawad im working on called labyrinth of the aku. -Add an interesting story and menuscreen for it -then after i finish that i actually want to make a community project collaborating with others to make lots of extra secret levels(which il be making secret exits only accessable via activating special items within the game). My end game is to have a final wad, that feels epic in scale, hours of gameplay and replayability with the methods of stragedy making it feel more like an rpg version of doom.
  5. Start pistal start from level 16, then push on from there, levels 16-19 are on this.
  6. Question, are we allowed to make edits of comercial episodes within our wads, say if someon wanted to use a level from doom 64 in doom 2 , but add onto it and include it as a secret level within a wad, is that allowed.
  7. If anyone can give me some feedback on this wad, constructive criticism would be highly appreciated, im working on levels 20,21 and 22 at the moment, the themes being forest ,fallout and bizarr space city. Heres some images i just took from my phone for them, the next update im aiming to get out by january
  8. This is just weird, im thinking a cooking device inside a console is kinda recipe for disaster
  9. Have not of yet done that, but i have added a lot of elements which if not already used will be used in the upcomming levels im planning, thou i have thought of a few things i could do without, so things will be removed in later versions, but i also plan to put a lot more into it aswell, more new items and more new monsters, which to me helps paint a more extensive universe to explore. Plus it has over 80 new ememies within it, the ambition was always goin to result in a large file
  10. Thank you, i lost the the entire level 20 unfortently, it was a big forest level, but when i remake it i plan to do a few things diffrent , i will update this post in the future whenever i add levels as to not lose such progress again.
  11. Aku

    Cant change the sky on level 19

    Ok i solved it, i realised the texture was matching the unmade level set afterwards in the zmap info.
  12. So i been reworking on my wad project since getting a new computer, all seems to be goin well apart from a tiny little glitch im having, so i have been adding difffrent skies to each level, however cant seem to change level 19, it just loads sky1
  13. Thanks for the feedback🙂 I appreciate it.
  14. Thanks for the mention, i was working much more on it before unfortently losing my computer, however i did save an emergency backup a few weeks prior that had 5 extra wip levels, with added textures /enemies connected to the wad, i was contemplating puting the last wip wap up as a sort of community project to see if anyone could help finish levels 16-20, as i am goin to be without a computer for awhile, but heres the link if anyone is interested in helping finish these levels, i lost a couple of weeks work so it was not the ideal backup save but its better then nothing. http://www.mediafire.com/file/v87kgwkuv05zju5/file
  15. Its not a technique i plan to use in the future, these maps where originally made in doom 2 format, but since this release i have updated all my maps too zdoom in doom format, so i can do more with the levels , however i plan to use udmf from level 21 onwards, as that has better options available to achieve desired effects that would render using teleports in such a way obselete . I think i will incorporate an easy death exit in level 32 for those whom find massive levels a bit too much.
  16. The faces on stone in level 32 each represent a certain path that have 3 parts (3 hubs where each has a section) that help progression in lowering the flesh pillars to lead to the blue key, you basically almost finished the pentagram face line, had you explored the downstairs hub more where you entered the spider fight, you would of probrably worked it out, the teleporters where also not just randomly taking you places, it was going up and downwards in the tower, was using telrports in attempt to try and creat the illusion of floors over floors. The platform you where trying to figure out the purpose for is too kill an icon of sin,
  17. So i recently updated my maps from doom2 format to zdoom doom in doom. Now i hear that i can do a lot more with my levels doom in hexen format and the udmf. Question is can i start using any of those formats from map 21 onwards if the previous 20 maps are goin to remain in their previous format?
  18. Thanks for the reply, thats very good to know.
  19. Im wondering if you missed my last message on my last update of labyrinth of aku? This version has levels 14/15 and 31/32 I would advice a pistol start on level 14 and just take it from there. Level 32 is one of the biggest levels i have ever done so far.
  20. A lot of the time its trying to get a happy middle ground in that aspect, as one wants to be able to enjoy a wad in continuious play but also have the ability to start from any point with pistol. I guess an ambundance of Ammo in any level can have a negative effect trying to creat a wider balance for continous play, the idea is probrably to give them a bit over the bare minimal of what they need to get through with a pistol start.
  21. Hey this was the last update of labyrinth of the aku i put out awhile ago which has levels 14/15, 31/32. http://www.mediafire.com/file/cm8fxtgkygxdhk4/labyrinthofaku17levs.wad/file This is the last version of this wad that uses only vanilla assets, the next update after this will take the game into a totally new direction.
  22. Unpopular opinion- mt erebus e3m6 is an absolutely ugly map that brings me no joy.
  23. Aku

    Is there a Doom WAD where demons are friendly?

    I been working on a megawad caled labyrinth of the aku, the levels im currently working on for the next update feature custome enemies from realm 667. I been incarporating friendly monsters such as a hell hound dog, female zombies, pyro succubus , time imps and a black baron, they are being icorporated in interesting ways to creat unique scenarios.
  24. Aku

    How would you change the Doom's difficulties if you could?

    I would turn the pistol into a laser pistol with unlimited ammo(like in doom 4) Meaning no matter what, you have some sort of attack to get through things, i think that would solve both issues of ammo scarcity and having a useless weapon in your inventory.
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