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donevan427

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Posts posted by donevan427


  1. I'm planning on playing some custom doom wads in multiplayer. That got me thinking, What are some good wads to play? I know of some I like but of course that means i already played the wad. So what are your favorite wads to play in co-op? Can be a single player wad that's also good in co-op or one built for co-op.


  2. 5 hours ago, azerty said:

    @donevan427 Here are my thoughts about your level:

    The concept is pretty fun. Complete a small challenge, get back to the hub, get some supplies and onto the next one. I was a bit shocked when I saw the monster count but it turned out to be OK. All the "challenges" were fun except for one. The one with a lot of elevators wasn't fun. There where to much shotgunners that just shot you dead while you tried to kill all the cacodemons. I certainly liked the later more difficult ones those were hard but fun. Overall a very solid map good job.

     

     Thanks for trying out my map and leaving giving me feedback. always interesting seeing new players play your map differently then you expect. When testing the map myself I found the hedge maze area tougher than the blue and silver area you had more trouble with. I also can make the line dev that raises the lift further out so it happens without having to get so close, that was something that never even occured to me when testing since I know how the lift works but of course people playing the map first time won't know that.

    About opening the opening the gate on the castle part, I did make it so you can open it from the outside for coop play. I could either put a switch up by the teleport to open the gate up from inside, or put a teleport to the start of the map from the end, so you can collect kills/secrets that you might of missed.


  3. released the map and made thread. built in udb, no untextured sectors. looked into slime trails don't think that's it. The part shown is early in the map so you can check it out in  a few mins playing or just open up and editor. not really too bothered by the bug mostly just curious. thanks for the replies.

    On 12/31/2021 at 9:48 AM, Redneckerz said:

    I think people need to see the inner workings of how the WAD is assembled to denote what is going on. What level editor are you using?

     

    On 12/31/2021 at 9:50 AM, HAK3180 said:

    It might just be some bugginess related to the angles, i.e. a slime trail. They can have a number of different appearances. You don't have a raised untextured sector, do you? Like for a vanilla "bullet proof" window?

     

    Can you post a screenshot of map editor view at least? But you might have to post the map itself.

     

     


  4. I'm late on the holiday map, but here it is. map with the gimmick of 12 days of christmas. On the first day doomguy got one berserk pack, find out what else he got in this map. The map is longer than i usually make my maps and starts tame but ramps up quite a bit.

     The map is map04, doom 2 iwad, tested in gzdoom and crispy doom, no crouch / jump, freelook is fine but not needed. The music is "Tomb of the Unknown King" by AD_79.

     here's some screenies

    Spoiler

    Screenshot_Doom_20220102_023801.png.bcf484f89b4c4306e9c6fb6326b616aa.pngScreenshot_Doom_20220102_024335.png.9d09451ebabf63cfa62e6be1808db89e.pngScreenshot_Doom_20220102_024518.png.4cb544f8b46d1fbd3de20e0add058073.pngScreenshot_Doom_20220102_024238.png.fb1330f1c25cbb2fbf2d1044f31dbaed.png

     

    12_days.rar


  5. Anyone know why this visual bug is happening? I have some pics showing the bug. The first one shows it in crispy doom from the south and it looks fine. The second one shows it from the north and the flat on small wall floor appears as if its non textured. The third one shows it from the north and from a high vantage point, which makes it much more apparent. The fourth is using GZDoom and it looks fine from all angles.

    pic1.PNG

    pic2.PNG

    pic3.PNG

    pic4.PNG


  6. thanks for replies, I was planning on crediting the midi in the thread and in a read me file with the map. As for asking dragonfly, that seems like overkill and how would I go about that? Is he around on this site? Do i just dm him? What about stewboy the author of map15's midi? I get not stealing other peoples work is important but I'm not trying to claim I made the midi. What is the usual way people go about using custom midi's in maps?


  7. first time trying this ironman thing out, inadvertently cheated by playing on hmp, otherwise its cat 1. still think its an entertaining replay.

    Spoiler

    can watch my horrible attempt at punching barons. could also use some help with setting using prboom+. don't usually use that source port. the lighting is dark and weird looking compared to dragonfly's. at the end the i couldn't kill the revenant since my autoaim would shoot the barrier near the floor, not sure why this is happening. what do most people playing wads for this thread use as a source port/settings? I found the setting in prboom+ to set default difficulty to UV. oh and the time was 23:something can give me a DNF/DQ is you want.

     

    testdemo1.rar


  8. 4 minutes ago, Dexiaz said:

    This is far away from what I've asked.

     

    Even Doom 1/2/TNT/Plutonia is also designed for continuous play. I've asked for mods which are designed for continuous play ONLY.

     

    BTW, I've remembered. "Cold as Hell" is good example of such mod. Because it's a HUB-styled mod.

    AH ok i was reading your previous post like "no wads are designed for continuous". instead of are there any ONLY for continuous. What would be the reason to design for continuous only? The only things I can think of would be bad like getting to a late map without enough ammo, when its assumes you have plenty. or missing a gun and only getting unusable ammo for it in later maps. I think ill try that cold as hell map to see what kind of gameplay it can offer.


  9. I thought the pistol start rule was for map makers to make sure their map is possible/enjoyable from a pistol start. Both styles of playing a map are fine. Just do whatever you feel would be more fun for the wad your currently playing.

    10 minutes ago, Dexiaz said:

    Hmmm...are there a WADs which does not use the Pistol Start rule? I just thinked about this now and I don't remember anything like this.

      I would say a good example is valiant, you can beat all the maps from a pistol start but it also designed for continuous play. The new episodes force a pistol start to reset players power, and all the levels end with 2 medkits right at the exit that wouldn't help if you just pistol started the next map. They seem to be put there so you can't end a level with less than 51 hp.


  10. Just played your test map, the main problem im seeing is there is only 1 threat at a time. 1 shotgun guy, then a few former humans, then an imp. what would make the start of this map more difficult, and more importantly more interesting would be to start the player in a room with the shotgun guy, former humans, and imp all in the same room (probably with their back turned to the player). This way the player could choose to prioritize the shotgun guy first to get rid of the biggest threat and get a better weapon. If you want an easy way to make a map more difficult, you can also go plutonia style and replace your enemies with chaingunners, revenants, and archviles. I would focus on making interesting fights over just difficult ones. having a fun map is more important than a difficult one.

     Specific to your test map, the demons can't climb the steps.


  11. 3 hours ago, alLAN95th said:

    donevan427,

     

    Even if you could get this to work (it works elsewhere), it won't work very well as a fire button. You won't be able to do the attack rapidly, it would only register one shot per mouse wheel movement. So the chaingun, chainsaw, plasma gun, etc. will all become useless beyond single-shot bursts. It's not meant to be a button for a reason.

     

    Respectfully,

     

    -alLAN95th

     It wouldn't be useful with vanilla weapons, but with mods it can be useful. More importantly im curious as to why it doesn't work in gzdoom, other sourceports let me bind mousewheel to fire and work ingame. gzdoom lets me bind mousewheel to fire but does nothing ingame.


  12. 12 minutes ago, Gez said:

    The next/previous weapon commands are not button commands (they don't have + and - "phases" so to speak), so they work with the mousewheel, but the same is not true for the attack function.

     

    Something you may try is this (type in console):

    
    alias kludgeattack "+attack; wait; -attack"
    bind mwheelup kludgeattack

    It does result in attacking when you scroll up with the mousewheel. Keep one thing in mind, however: doing things like this will prevent you from holding fire, it'll just be a quick click-and-release every time. For some weapons, it can result in a slower fire rate... (But for those weapons that let you shoot every time you click, it should be quite efficient.)

    just tried this out and it is very close to what im trying to achieve, but the rate of fire is slower than spam clicking the mouse. I'm using a mod that has a gun that lets you fire as fast as you can click the mouse. I think the problem is the "wait;" part taking too long.

     after some more testing you can fire very fast if you time the scroll, this might be because the gun does have a maximum fire rate. holding the fire button will only get 1 shot. scrolling fast on the mousewheel only shoots once, but timing the scroll slightly slower can get very fast shots. again though if you scroll too fast you only get the one shot.


  13. I tried using prboom + and i can use mousewheel to fire with that sourceport.

    5 minutes ago, plums said:

    If you used mwheelup to attack, how would you stop attacking? mwheeldown? Or would you just only attack as long as you're scrolling the wheel?

     Each notch of mousewheel counts as one input. You can use this roll down (or up) on the mousewheel to get a bunch of inputs very quickly. Its useful for firing a semiautomatic weapon very quickly, or getting alot of jump inputs in a short period of time (useful for bunny hopping).

     


  14. I tried "bind mwheelup +attack" that does the same as if i went into options and set mwheelup as the fire key. It says its bound to mwheel but scrolling the wheel does nothing in-game. It works to cycle through weapons with each notch of the mousewheel with "next/previous weapon".


  15. On 12/10/2020 at 1:55 PM, VGA said:

    If there is one shotgunner among them then it's even better because you get ammo. If it's a bunch of zombiemen then it's better to mow them down with the Chaingun and then get their ammo.

     

    By the way, players of the classic console Doom ports and Doom 64 understand the value of the Chaingun. Playing with a gamepad, dark and low resolution and with low framerate makes the Chaingun a LOT more practical. For example, when anticipating a trap in PSX Doom, I usually switch to the Chaingun or the PlasmaGun and get ready to unload some serious ordnance downrange. The SSG can get you screwed with one or two misses.

    The PSX Chaingun is the best video game flashlight.

     Oh and I guess I should answer the thread question. The SSG feels too classic to not go with, and it rewards getting close to enemies. The revenant changes up things with the homing projectile, which really spices up the combat.

     

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