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About Macro11_1

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  1. @Blastfrog So, ive been waiting for this topic :), leme know what you need ok? @Jayextee You need another map? If you want i can try to fill that map slot... :) Just shoot me some idea as to what you want. Also, do you have a thread going?
  2. Hi, its been a while... I am the original author of map04, and i agree its pretty bad. I feel like i can do better, was trying to once but lost steam. Have been afk'ing in the irc channel past week or so making another attempt if that's ok? I'd love constructive criticism on it, i just need a place to host it... unless you all want me to upload it to the current build? not sure what to do... MAP01 -- oh, i forgot to add... I've not tested this in any engine yet, so my recomendation is to fly through it with a map editor. I will make it work under doom.exe as per the updated rules.
  3. Oh thanks, I glossed over that :( sorry.
  4. Does anyone know where the tutorials (I think they were linked to on doom world somewhere) by ... I think the guys name was jhon bishop... In anycase it had a starfeild or black background, and doom sprites on it... I just remember it fondly as it was what helped me the most when i was first learning.
  5. I kind of hope on the off chance it could be metroidvania or hexen style levels with more of an action focus. You know, open ended exploration on wtf happened and having mabye a central hub with objectives you'd have to find and research youd have to do and puzzles and logs and shit. And then have a few linear levels in-between of pure balls to the wall action and big reveals of the big bad's ect.... i think it would be glorious! But that's just me.
  6. "link"
  7. Thank you two for the replies, and yeah I worded it wrong; what I should have said was "is there an easy way to map for Hexen yet get the support of custom doom resources easily?" and by that I mean custom textures and sprites... Sorry about that. I was just kind of hoping some one had already done this... I guess ill have to try converting the textures, though it just seems like a bad way to do it, because if I want people to play the level they will have to download a separate texture pack. (+ I haven't even looked at the *.txt file to see if I can use those textures in this way, I mean Modifying them to suit my needs.)
  8. Ok, so I have not opened any editors in a long time... so I thought "hey, lets play Hexen!" so I went ahead and played some co-op with a friend of mine... And playing through the first hub was horrible, I mean I love Hexen to bits but lets face it, the level design is not very intuitive or new player friendly. My friend had no idea what was going on or where to go.. (this could partially be because I whizzed ahead of him, but even so). So after that I decided "Hey, maybe I should try my hand at Hexen mapping, I mean it can't be much harder than doom mapping can it?" Well, it is similar... however I found my self wanting to use some custom textures like I would from doom, so I downloaded Gothictx because it seemed like a nice fit... but all the textures were garbled, and I then remembered that Hexen has a different pallet than doom; whoops. tl;dr; So long story short, I want to know if there is an easy way to make a map for Hexen yet use doom color pallet and textures. Thanks in advance!
  9. Gargoyles...
  10. Hm, you have some good points... and is that last one a bit of sarcasm? In any case, thanks for the reply. I don't have much to add, as you hit it on the head for me.
  11. Lets face it, prevention is the best method, so if the cannable could have been taken alive and an investigation in to what turned him this way be conducted... I think we would all have been a little better off? Though either result is satisfying to me in this case... I just have a nagging question... how can some one turn cannibalistic even under the influence of drugs... Another question is, what if the man was trained? I mean people are not naturally cannibalistic from what I understand, so wouldn't that mean there would have to be some sort of training involved? And to what ends? I really do hope the victim gets facial reconstruction and the proper mental help to cope with the trauma. :(
  12. So I got Diablo 3, played the shit out of it. I enjoyed the game-play for the first 2 difficulties... I have a level 55 monk. If any one cares, as far as I know the cap for levels is 60. (my gut feeling is that there is an expansion per-planned.) but Diablo has always been about the items, and that is even more exaggerated now. Simply put, if you did not like going over the same area 20x, then do not play past nightmare. (I'm considering stopping with how much trouble I am having in hell.) I liked: +:Revamped inventory (less clutter) +:UI is clean and simple to use +:Malleable Skills +:Improved shops and item drops. My queefs with the game are as follows: -:too short(there are only like 6 randomly generated dungeons in each act, and only 4 acts. Act 4 is the shortest thing ever (feels super rushed and cobbled together.) blink and you will miss it.) -:bad writing and characters(seriously, all the demons sound like super villains from an old cartoon. And all the demons talk way WAY too much.) -:most of the music SUCKS, it lost all its ambiance and went for epic sweeping battle music. -:Cant take hirlings with you unless in single player. -:only 4 players at a time in a game. My bottom line: Not worth the 60$ I paid for it. Hoping torchlight 2 will be better.
  13. Kind of Like this: Hope that helps make sense of it. :| [edit] Sorry, ok what I meant by shift was... you could do like 1/8th of a turn. if you design the maze as such the walls all line up like in the picture, it becomes possible to shift the maze with out breaking it. My problem is that I don't know trigonometry very well, nor do I know if poly-objects can rotate like that around an anchor point (the walls of the maze shifting around the center axis). The Trig I might be able to figure out... (though help is appreciated, or direction). Thanks for the quick reply gggmork
  14. Hi, so I was wondering if it was possible to rotate a group poly-object around an anchor? And if it was possible to do the same with things. and i'm not talking instantaneous teleport, but a translation. If it is possible could some one help me out in figuring out how I would script it? :) The reason I ask is because I had an idea for a map, basically a ring maze. Kind of like that (much smaller scale) and the "rings" are to rotate or shift, moving all the things inside the "ring"
  15. I think your trying to tell me something here... >_> But thanks for the swift reply.