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

StorkGreen

Members
  • Content count

    143
  • Joined

  • Last visited

5 Followers

About StorkGreen

  • Rank
    Mother who hold herself in own womb

Recent Profile Visitors

1388 profile views
  1. oh, I see, last prboom+ version still didn't had an mbf21 support, thought it partially did have. You can check those: https://doomwiki.org/wiki/MBF21#Supported_ports
  2. Oh yeah, noticed that in the demo. Not really intentional, just didn't notice that myself Thanks for playing and the demo, GGs
  3. Description Started map as a little example on how to make good visuals in a doom map, to send to a beginner friend. Ended up with some cool looking stuff afterwards, so I decided to actually finish the map fully. Relatively short map with fast-paced battles, takes from 10 to 25 minutes to complete, depending on how often you'll be killed Uses only vanilla textures and flats New take on difficulty DeHacked stuff Screenshots Download and WAD info IWAD: DOOM2 Format: MBF21 Tested on: DSDA 0.27.5, GZDOOM 4.11.1 Build Time: 2 lazy weeks Co-op: Yes, but not really tested Music: Megaman X Corrupted - Strike Battle Download: Link
  4. StorkGreen

    No Time To Be (Megawad in 2 weeks project)

    Update: -Map03 -Small adjustments for map01 and map02 -Some new enemies and some less cool dehacked stuff (you can idclev to test map 04 to check them, if interested; The actual map04 isn't properly finished yet, so I won't include it for now)
  5. Some info and Wad Description WIP megawad, which will (hopefully) be made in 2 weeks. Accidental idea, that I got few days ago. Due to free time in late November and some random thoughts about map designs / themes that inspired me, after some thinking I realized, that I actually want to try something like this. I guess I just want something exhausting to work on, huh. Basically, the premise is simple: I have two weeks and 30 maps to make. Even trough I could have made a bunch of simple speedmaps, and finish megawad really quickly, it wouldn't be that interesting and fun imo. I want to have at least some kind of quality in maps I make for this project, like decent visuals, fun gameplay, maybe been able to throw some interesting ideas into the mapset. Therefore, in the end, I think, purpose of this "challenge" not really in creating 30 maps in two weeks, but in pushing myself to the limits, and be as close to megawad completion, as possible. Also, cuz I know myself, I might just burn out in the middle or in the end, so I decided to make this thread where I can post updates and get feedback, for a bit more encouragement. Plus it may be interesting for someone, to look at creating process. Overall, I just felt like its right thing to do. Plans For two weeks, every day I will make some maps / improve already completed / work with resources like textures, sounds, dehacked, etc. and post updates on the progress. After two weeks, I'll stop at making maps, and release wad version with finished graphics, all maps that were made, and (probably) will add a co-op support. Once an update like this is released, I'll finish the rest of the maps (cuz there most likely will be at least some unfinished) in calmer pace, just to make wad fully completed. New take on difficulty DeHacked stuff Screenshots Download and wadinfo IWAD: DOOM2 Format: MBF21 Tested on: DSDA 0.27.2 Download: Link (v2, 3 Maps)
  6. btw @Yop if you'll need any help with texture compiling or anything like that, feel free to dm me
  7. DSDA is a good one, it crashes with proper error message if you'll do something wrong Now wad is working good btw
  8. Uhh, you have deleted all the vanilla textures also, not just new flats, so its not really working Easiest way to make it work: 1. Add TEXTUREx and PNAMES lumps from doom2 iwad (manually or via base resource archive) 2. Choose all 4 new wall textures and add them to texturex Also, to my experience, crispy-doom is kinda calm one, when it comes to new recourses, and will work mostly every time, even with pwad errors and stuff. So its not really suited for proper resources testing
  9. Quick mention of the problem: you shouldn't add flat textures to TEXTUREX and PNAMES lumps, it causes an error in most vanilla-like ports. Flats will work just fine if you converted them and put between FF lumps Also I really dig the surreal atmosphere of the map! Did a quick playthrough, fights are interesting, but some teleporters seemed a bit late with last monsters. I'll probably replay the map again later and give proper thoughts
  10. @Raith138 Fixed the textures for you: link If you want to learn a bit about Slade and texture work, check this: Texture work and Slade may be weird sometimes, but you better know how it works, for own wads and community project leaderships
  11. Like this map, the only thing I would change: first caco has tendency to fly really high up, and been annoying to kill, due to no mouse look
  12. I would do something like this: Also one of the pain elementals is stuck in teleport closet and they never teleport. As for a midi, I did mentioned two megawads with a bunch of egypt themed midis earlier Sorry for late playtest
  13. I'll suggest to look at Epic 2 midis, there is a bunch of them, also Scythe 2
×