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ViolentBeetle

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About ViolentBeetle

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  1. Yeah, that's the problem when everyone is coming from the same direction. I'll have to think about it. Or maybe I'm OK with it because BFGing everying like this is pretty fun conclusion to a map.
  2. ViolentBeetle

    Post your Doom textures!

    More like non-existent. But that's OK, I don't think those curves would look good tiled vertically anyway. A single-row would look great.
  3. ViolentBeetle

    Is 100% kills important?

    I usually feel like running to the exit as fast as possible is the right way to play. After all, that's my goal. And I don't like wall molestation much, so I barely uncover any secrets.
  4. ViolentBeetle

    Post your Doom textures!

    Do they actually tile vertically? I've been distraught by lack of rocks sutable for tall walls in vanilla set as of recent.
  5. ViolentBeetle

    Post your Doom textures!

    Had a dumb idea for spooky texture. This Has an issue with tiling, it does tile but it has a mirrored spot on edges because I'm bad at image editing.
  6. ViolentBeetle

    Give me your WADs - I WILL PLAY AND RECORD THEM.

    I have released MAP10 of the Hell Frontier project for testing. I'd like to show it to you. beheadquarters.rar As usual, it's Doom 2 format without jumping, crouching or vertical aiming. It actually does occupy MAP10 slot this time and if you want to use fully authentic experience, you should load it with the main wad for the sky (Though nothing else important is in the main wad) hell_frontier.rar
  7. I have released MAP10 of the Hell Frontier project for testing. I'd like to show it to you. beheadquarters.rar As usual, it's Doom 2 format without jumping, crouching or vertical aiming. It actually does occupy MAP10 slot this time and if you want to use fully authentic experience, you should load it with the main wad for the sky (Though nothing else important is in the main wad) hell_frontier.rar
  8. I have set myself an arbitrary deadline of September 1st when I will upload the final version on Episode 1 on idgames. Until then I will finish working on tweaks. I am also now started working on further maps that will be included in "Episode 2" pack, starting with MAP10: Beheadquarters. The wad contains stand-alone level in 10th slot.
  9. ViolentBeetle

    Is there a trick for sector light effects in eternity UDMF maps?

    Blinks and glows does it, flicker has fairly minor range.
  10. ViolentBeetle

    Things about Doom you just found out

    Well yes, why would you expect otherwise? Alert propagates on sector basis. If you want to make it work otherwise, you'd have to wrap the joined sector in "block sound" linedefs. Two layers between outside and the monsters, so monsters should probably be in other sector.
  11. ViolentBeetle

    Can monsters see you through walls?

    If I understand what REJECT does correctly, it shouldn't allow monsters to see you through the walls, only prevent them from seeing you when they should (Since it stores pairs of sectors to be discarded on checks if there's no way there can be line of sight between them) I'd suggest you switch to "make sectors" tool and click vigorously all over problem area until all sectors are re-generated.
  12. ViolentBeetle

    What pre-defined shapes or tools do you use most when mapping?

    Imagine using something called "shapes" This post is made by DB2 gang.
  13. ViolentBeetle

    Can monsters see you through walls?

    Is it actually seeing you or is alerted by sound? There's that thing that used to confuse me in the past when I was first mapping - drawn a door frame sector, then door in the middle of it, which left 2 sides of the door as the same sector and allowed sound to propagate.
  14. ViolentBeetle

    Post your Doom textures!

    I was trying to make it triangular (Sort of like Doom logo itself, but the middle is lower) but there wasn't enough space to make it work.
  15. ViolentBeetle

    Post your Doom textures!

    I decided to do what TNT did and mark my crates with letters HF to represent them being belonging to Hell Frontier project. But I can't make them look decent, no matter what variation I try to use. What's the secret?
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