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About ViolentBeetle
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Sure, go ahead.
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what are you working on? I wanna see your wads.
ViolentBeetle replied to everennui's topic in WAD Discussion
Sky hack and some unwarranted Hunted tribute. -
I've posted a billboard here at some point. Don't know if it's usable for you.
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SLADE has a slider during conversion that should help preserving more transparency, but semi-transparent is impossible.
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My great uncle was an artist, I figured one of his paintings is useful as a texture/decal I actually made it before, but it was worse. I might make some other paintings into textures later.
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Embryo: where each map is smaller than the last [complevel 9 Doom II community project] -- FULL
ViolentBeetle replied to Moustachio's topic in WAD Releases & Development
I have an idea that I might do, though I go sidetracked by other things. February seems fine. -
They done zombified Mr. T Can't have shit in Plutonia
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[MBF21 Community project] Paint-It Doom. Get creative with simple colors... again! But now with Ancient Aliens palette [Unlimited slots!]
ViolentBeetle replied to ViolentBeetle's topic in WAD Releases & Development
Just wanted to post an update, I wasted all my free time on my own mapping and also got sick, and will likely playtest recent submissions in early October. -
I will play your WAD and make a video with commentary
ViolentBeetle replied to thelamp's topic in WAD Discussion
I did yet another update of the same map -
Hell Frontier. WIP megawad for Doom 2. [Development thread: Episode 3 progress 2/???] - MAP23 update 26.09.23
ViolentBeetle replied to ViolentBeetle's topic in WAD Releases & Development
One more update to improve another encounter. HFRONTE3_DEV_20230926.zip -
Using Frames of Animated Textures as Stills?
ViolentBeetle replied to Burgish's topic in Doom Editing
Indeed, you can't control the frame rate, so you can't really improve the animation, but you can make the loop longer. TNT Evilution even did a funky thing when it moved switches in the middle of the loop to animate them. Of course, from Boom onwards, you can just define your own loops so those trickes aren't as relevant anymore. -
what are you working on? I wanna see your wads.
ViolentBeetle replied to everennui's topic in WAD Discussion
It used to be two things but I figured out how to have just one. It uses A_SpawnObject to launch projectile independent of where his target is, with a little forward speed and a lot of vertical speed, after a while executes A_SeekTracer with minimal angle at full circle. There's also A_JumpIfTracerCloser afterwards to detect if the target died while projectile was in mid-air, that would remove NOGRAVITY flag and have it fall to the ground to explode, but it's hard to demonstrate. -
Using Frames of Animated Textures as Stills?
ViolentBeetle replied to Burgish's topic in Doom Editing
If you are using Doom or Boom (including derivatives), then the answer is no. The game will cycle textures through certain loops and you can't stop it. Fortunately, copying and renaming the texture is very easy. You'd need to use SLADE copy TEXTURE1 from the DOOM2.WAD into your wad, double click on it to edit, find the texture, copy it, rename it and move it before the first or last texture of the loop so it doesn't become the part of the loop. -
They react weird to being shot mid-attack, which isn't a problem for the lost souls themselves, but it is a problem for someone ground-based.
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what are you working on? I wanna see your wads.
ViolentBeetle replied to everennui's topic in WAD Discussion
I've been preparing for an as of yet undisclosed project with custom MBF21 monsters. It will be split in 6 episodes and each needs a boss, so I made some, that really showcase what MBF21 can do.