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PeceMan

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Everything posted by PeceMan

  1. Hi yall So I started exporting the textures from vanilla Minecraft into Doom, but I got carried away. I ended up making a texture wad with over 1k different textures. But some of them can be a bit complicated to use, so I made a showcase map with some of the weirder textures on there. I also made a config file, so that anyone that want's to use them can do so easily. I also made a "Pro tips" texture file, with some advice on how to use some of the more complicated features. https://www.mediafire.com/file/b17ensr1qkglgi9/MCTEX.rar/file The map uses the Doom 2 Iwad, starts on Map01 and has to be played on ZDoom. Freelook and Coruching recomended, Jumping needed. Some Screenshots: https://imgur.com/a/Q50ccLW The texture pack is designed with the goal that: Whatever you can create in Minecraft, you can create in DOOM. It comes with the textures of Minecraft Version 1.17, "The Nether Update". Anybody who wants to use it, feel free. That's what it's for. Please credit, though! The texture pack is not a Gameplay mod. There are no custom HUDs, no custom weapons, and no custom enemies. Only custom textures, and one or two button sounds. Comments are more than welcome. The texture pack is bound to be updated some time in the future.
  2. My notes: I appreciate the amount of effort that has gone into this. But this amount of slaughter is a lot, and I don't have the energy right now. Even for Hmp. I'm just going to play it on degreless mode. Archviles and Pain Elementals? That's kinda mean, at least if you're playing on a port which doesn't limit lost souls. I once heard the term "nuts wanabe". I'm afraid that terms fits here. My computer started lagging. The monster counter jumped from 4k to 12k in like 1 minute, and it was not slowing down. I actually had to quit. This map has over 1k pain elementals, and most of them attack in the same open space. Nobody should play this on any port that doesn't limit souls. It's literally unplayable in GZDoom. I appreciate the work that was done on playtesting, but I still found it lacking at the end. The first couple of rooms seemed balanced, but you should really get at least one person other than yourself to test your maps. They would've definitely said something about your liberal use of Pain Elementals, especially in the final room.
  3. PeceMan

    Bloodspeed MAP25

    For some reason, that key is set up to only appear in the UV and Nightmare difficulties. In these difficulties the key is placed precisely in the area in the picture. I think this question was posted to the wrong forum. I think the forum you should use for questions about wads is: https://www.doomworld.com/forum/78-wad-discussion/
  4. PeceMan

    The DWmegawad Club plays: Down the Drain

    My closing thoughts on the WAD I rated each level with a 1 through 5 stars rating. Here are my final ratings: 1/5 Stars: These are the levels I hated. For at least one reason, my time playing these levels was miserable, and if I were to play through the wad again, I would not hesitate to skip these levels. 2/5 Stars: These are levels I didn't enjoy. These levels lower the wad's overall quality, at least Imo. 3/5 Stars: These are levels I found ok. They either had nothing interesting about them, or they had strengths and weaknesses which cancelled out. Over half of the wad reveived more than 3 stars. 4/5 Stars: These are levels I enjoyed. They weren't perfect, but they were good. And if a wad were to contain nothing but good levels, it would be a perfect wad. 5/5 Stars: These were the levels I REALLY enjoyed. I either had no complaints, or the complaints I had were not enough to cancel out the fun I felt while playing these levels. I played each of these levels at least twice. These scores give the wad a final average score of around 3,47/5 Stars. Aesthetics: Music: Gameplay: Final veredict: A pleasant surprise. A couple of misses, but a lot of hits, and a banger soundtrack!
  5. PeceMan

    The DWmegawad Club plays: Down the Drain

    Level 30, "The Great Filter" There were two levels which I had given a score of 4,5/5, namely, level 18 and level 23. After playing level 30, I decided to go back and play those two levels again, and decide once and for all wether those levels deserved a 4/5, or a full 5/5. It's just nicer for me and my ocd to have set scores without decimal places. Level 18, "Slime Activation Facility", again Level 21, "Niven’s Ravine", again My finalized ratings:
  6. PeceMan

    The DWmegawad Club plays: Down the Drain

    Level 28, "Closing Crush" Level 29, "Choke" My ratings so far (we're almost at the end):
  7. PeceMan

    The DWmegawad Club plays: Down the Drain

    Level 27, "Lakeside Rentals" My ratings so far:
  8. PeceMan

    The DWmegawad Club plays: Down the Drain

    Level 26, "Everyone Loves the Beach" My ratings so far:
  9. PeceMan

    The DWmegawad Club plays: Down the Drain

    My votes go to: +++Solar Struggle +++H2H-Xmas
  10. PeceMan

    The DWmegawad Club plays: Down the Drain

    Level 24, "Designyland" Level 25, "The Three Buffets" My ratings so far:
  11. PeceMan

    The DWmegawad Club plays: Down the Drain

    Level 23: "Valley of Mirth" Another level with no chill. Maybe if try, try try again, I would eventually beat it. But I'd rather save myself the blood pressure increase. Command god. This levels is not poorly designed, it simply aims for a skill level higher than mine. Edit: Is that 4 Cyberdemons? Nvm then. Maybe the level could use a bit more chill. We're only on level 23. Edit 2: How the hell are there still like 50 enemies left, even after killing all 4 cyberdemons? Edit 3: Alright, enough god mode. Let's noclip as well! And one minute later, I found the remaining enemies. Once again, the mapper uses way too many Archviles. Here, the problem is not that the Archviles have tons of health, like it was in the past. Here, the problem is that Archviles are hitscan enemies. Their attacks can't be dodged without cover. But in this level, getting behind one piece of cover means turning your back on two more Archviles, who can now attack you. Btw, I wrote that paragraph before realizing the level had 60+ Archviles. With those numbers, the problem of excesive HP comes back. Archviles can be very fun, precisely because of how stressful things get when they're around. But here, the stress from them is so constant that it goes from "tense fun" to simply annoying. As the saying goes: turn the dial up to 11, but if you stay at 11, it feels the same as if the dial had stayed at 1. I was having fun, but the level simply didn't stop grating.Things just got worse and worse. Progression was a bit strange, which on a normal level, maybe wouldn't have been that much of a problem. But here, when taking out 50 archviles with a crusher depends on you finding a small linedef stuck in a corner, things are a bit more tiresome. This level had potential, but not enough to justify it being so completely infuriating. My ratings so far:
  12. PeceMan

    The DWmegawad Club plays: Down the Drain

    Catching up, day 5. Today's batch was of a pretty good quality! I didn't dislike a single one of the levels I played today. Level 19, "The Empty Box Abyss" Level 20, "The Top of the Bottom" Level 21, "Niven’s Ravine" Level 22, "Pournelle’s Hole" My ratings so far
  13. PeceMan

    The DWmegawad Club plays: Down the Drain

    Day 4 of catching up. Level 31, "Down the Drain" Level 32, "WW1.wad" Level 16, "Vidhead" Level 17, "Passive Social Test Lab" Level 18, "Slime Activation Facility" My ratings so far:
  14. PeceMan

    The DWmegawad Club plays: Down the Drain

    Day 3 of catching up. Level 11, "Cache Raiders" Level 12, "Into the Tomb" Level 13, "Vet and Process" Level 14, "The Perfect Human Cage" Level 15, "Doors of Opportunities" My ratings so far:
  15. PeceMan

    The DWmegawad Club plays: Down the Drain

    Day 2 of catching up. Level 6, "Baloney Town" Level 7, "The Perfect Gerbil Cage" Level 8, "Deep Tech" Level 9, "Forts and Alleys" Level 10, "Here n There, Now n Then" My ratings so far:
  16. PeceMan

    The DWmegawad Club plays: Down the Drain

    I'm only joining now, and you guys seem to have gone through a lot of levels. I'll try to catch up. Level 1, "From Unknown" Level 2, "Someone's Castle" Level 3, "Private Island" Level 4, "Kick the Can" Level 5, "Rolling Down" My ratings so far:
  17. PeceMan

    Shitty CodePers Earth Place

    As many others, I think it was fun, but short. Very weird geometry, which is ok, but personally, I would've liked to see a bit more variation in the room designs. Almost all of the rooms had the same walls, floors, and no ceiling. In the future, you could also try to use bigger rooms, which would allow for more interesting encounters. Not just "You enter a room, there are some enemies in there".
  18. Update: What the fuck The map is not the problem (thank god) For some reason, my Doom Builder is the problem? The problem doesn't just happen on the single map, the problem happens on any map I open, even brand new maps. Maybe I got a buggy instalation of UDB? Maybe one of the last updates didn't install properly, or maybe one of those updates was buggy on their own.
  19. I'll change the shape in any way needed, if it means I won't have to trash the map What I shared was just the isolated problem. The issue happened on a much more complicated design, in a much larger space. But after some more thorough examination, its not just that one sector that is complicated. I've lost the abbility to create more sectors. If you open the map with doom builder, delete the two existing sectors, and try creating a similar figure, (One large sector, another smaller sector inside the large one, which shares exactly one of the larger sector's vertexes), the problem appears again. And the same happenes with the larger map. Slade doesn't indicate anything weird, among the vertexes or among the segs. I'll try deleting some things from the wad with slade, like the node file and such, and see if at any point I manage to fix the issue without permanently breaking the map.
  20. Help I accidentaly ran into the following issue broken star test.rar (1kb) There are two phantom vertexes, which are not used by any linedefs, but which are used for segs and sectors. There are two overlapping sectors, and none of the normal tools have fixed the issue. I looked through the backups, but they were all made AFTER I had created the linedef mess that led to the issue, and as such, the problem was present in all of those as well. What do I do? Is there some reliable way to fix this? Can I ignore it, and move it to some random unused location of the map?
  21. Quite a lot of things, but I don't want to spoil anything until I have a working prototype I landed on five after some trial and error. The barrels aren't placed at the same location as the Archviles. But now that you mention this concern, I will conduct some additional testing.
  22. I'm very aware of the potentially un-fun nature of the idea. I want the level to look horrible, not play horrible. I'll provide Invulnerability spheres at multiple locations, and I'll blast 5 barrels at every Archy before throwing them at the player, so that they die a lot quicker to rockets and bfg balls
  23. WIP question. What do you guys think of this? This is meant to be a boss level. I'm going for something that is absolutely not subtle. This is something that people will find horrible, for a different reason. I want to throw the players into a panic, confronting them to higher ammounts of Archviles than they ever thought they would. But is this horror enough? Does this concept fit the CP?
  24. Your level is pretty cool. The atmosphere is built pretty well. There are some technical tricks which I think you could use. Here's a short map which uses some of the useful tricks: Jumpscare build.rar In this map there are 3 ways to trigger a jumpscare: - Walk towards the blue key - Walk towards the red key - Shoot The tricks I used were: 1. The join sectors tool (Keyboard shortcut "J") can be really useful, when used with sectors that aren't actually placed together. - You can use it to remove the sound of doors, because the sound is usually played in only one of the corners of the door sector. (This might only work in DSDA doom, GZDoom fixes this) - You can trigger enemies with sound without having to place a mini-pathway sector joining the teleporter closet, since sound travels within what the game considers to be the same sector - You can set up "next floor", "next ceiling", and "lowest ceiling" actions, which will be used for the next trick 2. "Floor lower to lowest ceiling" action, but the lowest ceiling is actually higher than the current floor height. This makes the floor raise instantly, which is very useful for jumpscares. 3. Silent teleports. Pretty useful. - Great for jumpscares - You can actually use them for player movement, connecting separate spaces seemlessly. 4. Line Action 252. It also has a bunch of uses.
  25. @Thelokk I made a config file with texture sets for RFHelltex. I think people will find it useful. Screenshot of what it does: File: rfhelltex config.rar Comments / Observations welcome
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