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boris

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  1. boris

    Lines becoming impassable/disappear

    What exact editor and version are you using? And providing the WAD might help.
  2. boris

    Invisible Pacman Ghost

    Read up on sprite names: https://zdoom.org/wiki/Sprite Try naming your sprites PAC1A0, PAC1B0 etc.
  3. boris

    NanoBSP

    Planisphere 2 doesn't have the nodes built, so of course the lumps added by a nodebuilder are missing. And GZDoom has ZDBSP built in, so it doesn't care if the lumps created by the nodebuilder are missing, since it'll just build the nodes. Both SLADE and the DB2 family don't have a internal node builder, so they save the maps without nodes and then run the external nodebuilder on them. Imagine if the external nodebuilders required the nodes to exist, so that the lumps are in the correct order. That would be a bit stupid.
  4. boris

    How To "Fix" The Spider Mastermind?

    There's a flying (weaker) SMM on R667. It's called the Arachnophyte.
  5. boris

    How to Make Switches in Slade?

    Making a switch is the same in Slade and UDB anyway, so changing editors wouldn't help.
  6. Here's a playthrough of both maps (will still take some time to be processed for HD): It's pretty cool overall, but really hard. Mostly because of the amount of hitscanners and little health. Especially in MAP02, there are like 10 medikits and 4 stimpacks, but a fuckton of hitscanners all over the place. Is there a reason the liquid flats are not scaled? It looks pretty weird.
  7. Added the last three maps, E4M6, E4M7, and E4M8 to the playlist. E4M6 was running low on ammo aroudn the berserk area linedef 1167 has a wrong texture E4M7 I played it back when it was released 3 years ago, and I even recorded a video of it, even though I could not remember that the sound tunnel near the beginning (sector 30) is quite obvious and at first I thought it was a secret the lava sectors in the map are pretty dark, which looks a bit weird, as I'd expect lava to be bright. But transfering brightness would probably also look weird, with the lava being bright, but walls staying dark E4M8 with the highish amount of monsters I didn't expect the map to be so short, but seeing that most monsters were in one room it made sense. I prefer the last map in an episode to be snappy I didn't realize that the RL/PG became available only after pressing the first switch, I genuinely though I had missed them what's the idea with the Soulsphere secret? I found that after I beat the fight, and getting it while the fight is raging seems like a rather suicidal endeavor the green armor secret feels a bit redundant since you'll (most likely) get a green armor shortly after the secret one (which you could of course safe for later, if necessary) the end is pretty cool and (Doom-)cute Overall a really cool map set with quite some variety. Maps are not overly long, which I prefer, and not filled to the brim with monsters. The path of progression is usually clear and except for a few exceptions straightforward. Anyone remotely interested in a Doom 1 map set should definitely play it.
  8. You have to search for secter effect 1024. Secret is not a flag for sectors.
  9. Added E4M1 through E4M5 (including E4M9) to the playlist. E4M1 you do not need to raise the pillar to get to the automap secret I didn't manage to open the plasma gun secret, but I see that it was already reported E4M2 textures on lines 2634 and 2636 are misaligned in DSDA-Doom (and probably in other non-GZDoom ports, too) secret exit sign is hard to see E4M9 sector 427 (with the green armor) turns into lava, which doesn't seem to be intentional E4M3 exit sign is hard to see E4M4 that sector 236 is an elevator had me stumped for a bit exit sign is relatively hard to see
  10. boris

    Multiple Stacked 3D Floors in Zandronum 3.1?

    Since Zandronum doesn't support multiple tags per sector yet you have to use different control sectors for the same tags. If you use the Zandronum config in UDB and the 3D Floor Mode it will handles all the tags for you.
  11. For GZDoom specifically you could use the RenderRadius property. Otherwise you could try to have two actor per tree, one with a big radius for visuals, one smaller invisible one for collision. But that'd double the number of actors per tree, of course. Retroactively adding an additional actor at each tree's position could be done through scripts.
  12. There are actually two exit signs in front of the last "room". I didn't see them either. And I didn't see them in map03, either, even though there are even four exit signs.
  13. Added the rest of episode 3 (E3M6, E3M9, E3M7, E3M8) to the playlist. In E3 it's really interesting to see the clash of old and new mapping style, with E3M4 and especially E3M5 as the oldest maps being rather contorted, while the other maps feel much more spacious and have a better flow (for me).
  14. Added E3M2, E3M3, E3M4, and E3M5 to the playlist. I'm dumb and had the wrong scene selected in OBS for E3M2 and E3M3, so the window is cut off a bit and there's no in-game sound and music, but it's still OK I guess. E3M4 sector 655 is damaging, but only has a blood floor linedefs 3212, 3213, 3214: they all have a switch texture and a special, but only linedef 3213 has the majority of the skull texture. That means that you can activate the lines left and right of the actual skull, without the skull changing the texture E3M5 feels confusing an convoluted I only found 1 of 5 secrets, never found that few on the other maps you can fall into sectors 1017 and 1018 and get stuck. thing number 205 should probably the non-blocking variant, since it's pretty high up
  15. I added E3M1 to the playlist. This one has commentary, where I explain my observations and thought processes. Let me know if it's useful, otherwise I'll not keep making a fool of myself trying to speak english ;)
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