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Everything posted by Darkhaven4
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Yeah, that's why I'm thinking of renaming it to D-Doom. Yes, I already have some stuff done. If you wanna take a look at it PM me.
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I just wanted to know what everyone's favorite editor(s) was/were. I myself are a fan of DETH, WinDEU32 and Doom Builder.
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It's not PSX Music. It was by Ubik. EDIT : Nevermind...
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The original Doom2.exe can have up to 99 maps total (can't be anymore because of the 2-numbers idclev limit). Of course, you would have to IDCLEV to map33. From there it goes like normal maps (map34-map35-map36, so on). I know exactly what I'm talking about, I'm doing it in Eternal Pain; EP got switched over to vanilla DOOM2 because of certain complications involving radius triggers and map definitions.
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I no longer have my original HACX.DEH patch anymore, but I was interested in some of the effects that they pulled off by DEH tricks and some other non-DEH related tricks; Below is a list of questions if anyone can answer them... How did they do a double-barreled pistol?* How did they do the "blast-range" things, e.g. breakable glass? How did they pull off the "reloadable" Uzi?* How did they turn the screen blue instead of white (invincibility)? Add new switch textures? (if they did in fact do this...) *= Pistol...Maybe done by linking to another zero-duration frame with the Frame 15(IIRC) Code Pointer? "Reloadable" Uzi...Maybe Plasmagun style recoil frames?
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Hey. I know there are probably very limited selections of editors out there for the mac, but I wanted to know this. Since I'll be on the road alot this summer and my laptop is MacOS-based, can anyone give me suggestions on good Mac map/resource editors?
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Like this. 1. Set up your teleporter with appropriate flats, etc. 2. Left-Click on all the lines you want to make into teleporter-when-crossed-type lines. 3. Set the correct linedef action, like so... [-]Teleport |-W1 Teleport |-W1 Teleport (Monsters only) |-WR Teleport |-WR Teleport (Monsters only) 4. Set the Sector Tag paremeter to the tag # of the destination sector. 5. Tag the destination sector to the same tag # as the teleporter lines. 6. Place a Teleport Destination thing *inside* the destination sector. 7.Play your map with a working teleporter.
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OCCULAR RAPE LINEAR BLOOD OVERUSEAGE
Darkhaven4 replied to engineer's topic in WAD Releases & Development
The map looks kinda crappy, design-wise. Try to liven things up with more decorative objects and things like altars, coffins (like Plutonia Map21...?), etc. -
I love the game. There are three main reasons I do... 1. THE FUCKING STAKEGUN, BITCH! 2. Music... 3. Doom-reminescence (is that how you spell it?)
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This really depends on room to maneuver... Too much room: *all enemies at 5* Lots of room: 5-Boss Brain 4-Baron of Hell 3-Cyberdemon 2-Spider Mastermind 1-Archvile *Some* room: 5-Boss brain 4-Baron of Hell 3-Archvile 2-Spider Mastermind 1-Cyberdemon Not much room: 5-Boss Brain 4-Archvile 3-Baron of Hell 2-Spider Mastermind 1-Cyberdemon Very limited room: 5-Boss Brain 4-Archvile 3-Spider Mastermind 2-Baron of Hell 1-Cyberdemon
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Hey. I have a tiny little thing going around called XDoom...* It's using DEH and ACS combined, and I'm going to need some help with the DEH part. I've cleaned up alot of room for extras such as breakable lamps and whatnot, but I haven't quite figured out ways to use it all yet. For example, I pulled 7 frames from the Shotgun Guy's explosion frames(not in use), 3 frames from the TFOG series (in use), another 3 frames from the IFOG series (not in use), 2 frames from each BONUS sprite series (not in use) and finally 1 frame from each of the keycard animations (3 of 6 in use). If anyone has any suggestions on how I can use the extra frames, please tell me. And for those who are going to attempt to screw me up the ass on this subject with the newproject tag, I think I've explained well enough what this is all about. XDoom* : Wasn't there some other (Portugese?) Doomer/mod with the same name somewhere...?
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Yeah, while this is true, I scarcely know how to use the DECORATE lump appropriately, and I'm just more comfortable with Dehacked.
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Another alternative is to check out your DeHackEd .ini file. Look at the directories listed. Are these your Doom directories? If not, change them to the appropriate ones. Now you should have a working DeHackEd. It works perfectly fine on my computer.
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Yes it does.
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[Released] "The City of The Damned"
Darkhaven4 replied to Tormentor667's topic in WAD Releases & Development
Well, maybe, but still...FUCKING WOW. -
[Released] "The City of The Damned"
Darkhaven4 replied to Tormentor667's topic in WAD Releases & Development
There is no such thing as a better wad. Period. -
A good map is a map as big and beautiful in a bloody-and-gory-and-terrifying-kind of way as City of the Damned by Tormentor667. Best. Fucking. Wad. Ever.
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Me too. BTW, pun intended? But back on topic, I usually prefer STARTAN1/STARGR1+FLOOR0_2/FLOOR0_3. But this is just me...
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Yeah, one of my first editors was DeepSea, great and fun & easy to use. But then I found Doom Builder v0.4 floating around the net... By the way, anyone ever used RGDoomEd before? That was a fucking nightmare right there, if I know what one is...
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Nope, nothing.
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Maybe because they're MP2's instead of MP3's. Elbryan42 got the straight MP2's, not MP3's.
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DOOM doesn't have an FX2 chip. If it did, you wouldn't be able to use Game Genie codes with it, but you can and I opened up my copy (literally) and found no FX2 chip. You know, one of those "just to make sure" things?
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By the way, I figured out a little trick. It's cheap, but I'd suppose it would do. If you set the light level in a certain bright sector so that the weapon's "bright" parts would be the same light level as the surrounding sector, that problem would be solved right there. SNES E1M1 in development, btw... the maps may need to be remade, for retexturing and floormaps compatibility issues. Certain bits of the wadworks have been completed as well. For instance, like I said, I got a tuned colormap+playpal, just a touch of DEHACKING has been done (to make the fists faster like its SNES counterpart, the pistol to only go PISGA0-PISGB0(FA0)-PISGC0-PISGA0 and fire slightly slower) and the shotgun and Plasmagun have been cap'ed, but they're either way too small or way too big when they are resized. I sound like I'm trying to override Job and take over this project, huh?
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Agreed; I've tackled some of the more difficult things, such as a brighter colormap, and a *slightly* altered playpal lump, and I've cap'ed alot of floormaps (colors used on floors).