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boris

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  1. You can even have this effect in vanilla Doom. Just raise the ceiling of the sector where you want to have a bright floor, but a dark ceiling high up, and don't set the missing upper textures. This is how it looks in the editor: There are quite severe limitations, though. For example you can't have height changes in the ceiling. A map that made nice use of this technique is map07 in End Game by @Szymanski: https://www.doomworld.com/idgames/levels/doom2/d-f/endgame
  2. Quite possible that this was the case in early version, but in GZDB-BF it's definitely not the case. I checked both the code and tried it out with the debugger.
  3. That's not the case. The DB2 family doesn't even have an internal node builder, it reads the data right from the WAD. The nodes only get rebuilt (with an external node builder) if one of the lumps required for the mode are missing, or if the map was changed.
  4. The DB2 family has a mode that shows subsectors (and splits). If you want to add subsector visual output to ZokumBSP I guess SVG would be a good format.
  5. boris

    Doom Builder 2

    You don't necessarily have to cut down map size, putting the parts closer togther might do the trick already. As the thread @Nevander linked says your map has to fit into a 32767x32767 box. You could try to move your lava area between the other areas, like this: Then check if it doesn't exeed the 32767x32767 limit (easiest way is to try to draw a box with those dimensions around it).
  6. boris

    the church of SATAN (2 map vanilla wad)

    I first read that as church of STARTAN.
  7. boris

    Make flat from 64 to 128?

    When you're targeting GZDoom anyway there's no need to put your textures into a WAD. Just use a ZIP file and put your textures as PNGs in the textures folder.
  8. boris

    kmetal 2018

    I don't mean teleporters, I mean portals.
  9. boris

    Ethics of announcements/releases

    I never look at pinned posts (when do they ever change, really?), so I missed the release of REKKR.
  10. boris

    kmetal 2018

    Just keep in mind that - depending on what you are doing - portals can be a better solution.
  11. boris

    Ethics of announcements/releases

    Do it like the gaming industry starts doing: make an announcement that you'll make an announcement on date X. That way everybody else can plan accordingly!
  12. boris

    Griefless - Final Release (v1.1)

    Just played E4M9. Nice homage to Doom 2 Map02. The red key area instantly reminded me of map02, but what really gave it away way the blue key drop and exit room. I noticed you can grab the blue key from the plasma secret.
  13. boris

    Griefless - Final Release (v1.1)

    E4M2: E4M4: E4M8: Same with the box of rockets on the other side. I wouldn't call it "forced" pickup, since you can navigate to not pick them up, as I said it's just tedious to do so. I also see it as less annoying with ammo, since you're not swimming in ammo, so it's not as likely to waste it as it is with health. Also I'm not a fan of the scrolling upper texture around the plasma gun in E4M7, it just looks weird to me.
  14. boris

    Griefless - Final Release (v1.1)

    Really nice layouts for speedmaps done so quickly. The RL in E4M4 only shows up on UV. Is that intentional? It's a bit irritating to have rockets in the map, but no RL. I spent a few minutes looking for it, thinking I had somehow missed it. What I also don't like are items directly in front of switches or in the middle of a pathway, just makes navigation tedious if you don't want to pick it up. [edit] The WAD seems to include all Doom 2 patches, even the unused ones like the Wolf3D ones.
  15. boris

    Freedoom haves a lot of errors

    Look, Freedoom: Phase 1 (freedoom1.wad) is a replacement for Doom 1, Freedoom: Phase 2 (freedoom2.wad) is a replacement for Doom 2. So if you want to create maps that are compatible with Doom 2 you should use freedoom2.wad as your IWAD, and only that. And for compatibility with Doom 1 use a Doom 1 config in GZDB, and freedoom1.wad. Loading both freedoom1.wad and freedoom2.wad as your resources will allow you to use textures from both, and you might end up with maps that have missing textures if run with only the IWAD you designed the map for.
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