Jump to content
Search In
  • More options...
Find results that contain...
Find results in...

DannT

Members
  • Content count

    93
  • Joined

  • Last visited

About DannT

  • Rank
    Mini-Member

Recent Profile Visitors

1249 profile views
  1. Thank you for all the videos. I'll keep working on completing the megawad
  2. Awesome editing. I like the notes and preview at the start. Looks like I need to protect that red key switch like the others. Doesn't break the game, since you still need to raise the stairs, but it can be confusing. From the various playthroughs, some got it right away, others took a bit. Maybe I'll swap it for the evil eye. In a post-Sigil world, it seems to be expected.
  3. Appreciate it. The switches "should" be unavailable in the latest version after the additions of those barriers...and then the addition of the blocking linedefs to avoid jumping right past them. Going to give these videos a spin now. Thanks so much.
  4. Fixed a few texture alignment errors, and also noticed that the 96px doors didn't play nice on stricter source ports. I had padded them out to 128px in the Texture lump in AIA, but got lazy and just added the GFX file directly on this. Should be good now. Thanks to @AshtralFiend for the additional playthrough.
  5. Thanks @Aeddes666 for the video. I noticed a few things that caused some gameplay issues. -Added some blocking linedefs so you can't jump into the button/banner areas. -Added a light shining on the second door near the first AV, so that wasn't so hidden. -Moved the trigger for the chaingun pillar fight a little earlier so you can't accidentally bypass it. -Added lights to the final two corridors that lead to the graveyard since they were dark and easy to miss -Lowered the Rev in the grave a bit so its head didn't stick out.
  6. Awesome. You rock. Thanks for the video
  7. @Zesiir Thank you for the feedback. Those barriers were a last minute addition since I did realize that the buttons could be pressed. I'll have to make them a little taller so you can't get inside as easily. I'll lower the Rev a bit, and check on that linedef. Thanks again
  8. Download: https://dannarchy.com/doom/Cleanse_v1.zip Format: Limit removing Base IWAD: Doom2.wad Tested in: Crispy Doom 5.10.3 & GZDoom 4.6.1 Single Player & Coop As you approach the once sacred Cathedral, you notice the desecration by demonic hoards. Only through sheer violence, can you bring peace to this once holy place and cleanse it once and for all. Jumping/Crouching is disabled. Freelook is allowed but not needed. Originally an idea for a Doomer Boards Community Project, I knew I wouldn't have time to complete it. Later on I dusted off the idea for another mapping projects, but missed the deadline. Now it's a standalone, but will be part of the AIA megawad in Episode 3.
  9. That's the finale. Thanks for doing all these playthroughs.
  10. All the tracks should be. Not well, but they're there.
  11. It's getting much more refined these days, but the 2022 era stuff was really trippy
  12. Thanks for playing. EP2 did come out in December and I put a bit more into the level design this round. I made another thread for it, which is here: I hate the music too. Maybe by EP3 some better option will be available.
  13. Thank you. I think that one came out best of the levels
  14. Oof, I'll have to check on that. Don't recall seeing a HOM in my plays, but I'll look again. Thanks for the heads up.
×