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Darkhaven4

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Everything posted by Darkhaven4

  1. Darkhaven4

    XDoom

    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.
  2. Darkhaven4

    Favorite Editor?

    I just wanted to know what everyone's favorite editor(s) was/were. I myself are a fan of DETH, WinDEU32 and Doom Builder.
  3. Darkhaven4

    THE best Doom wad

    It's not PSX Music. It was by Ubik. EDIT : Nevermind...
  4. Darkhaven4

    Deus Vult is done

    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.
  5. Darkhaven4

    HACX-related DEH questions...

    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?
  6. Darkhaven4

    Mac Editors?

    Thanks, boris.
  7. Darkhaven4

    Mac Editors?

    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?
  8. Darkhaven4

    Transporter Trouble

    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.
  9. Darkhaven4

    OCCULAR RAPE LINEAR BLOOD OVERUSEAGE

    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.
  10. Darkhaven4

    Painkiller, anyone play it?

    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?)
  11. Darkhaven4

    Bosses

    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
  12. Darkhaven4

    DEH Help

    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...?
  13. Darkhaven4

    DEH Help

    Yeah, while this is true, I scarcely know how to use the DECORATE lump appropriately, and I'm just more comfortable with Dehacked.
  14. Darkhaven4

    Monster Health

    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.
  15. Darkhaven4

    DOOM vs Marathon

    Yes it does.
  16. Darkhaven4

    [Released] "The City of The Damned"

    Well, maybe, but still...FUCKING WOW.
  17. Darkhaven4

    [Released] "The City of The Damned"

    There is no such thing as a better wad. Period.
  18. Darkhaven4

    great wad?

    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.
  19. Darkhaven4

    Favorite Texture/Flat Combinations

    Me too. BTW, pun intended? But back on topic, I usually prefer STARTAN1/STARGR1+FLOOR0_2/FLOOR0_3. But this is just me...
  20. Darkhaven4

    EH! please help...

    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...
  21. Darkhaven4

    special tag numbers

    Nope, nothing.
  22. Darkhaven4

    Doom Music problem

    Maybe because they're MP2's instead of MP3's. Elbryan42 got the straight MP2's, not MP3's.
  23. Darkhaven4

    SNES Doom mod

    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?
  24. Darkhaven4

    SNES Doom mod

    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?
  25. Darkhaven4

    SNES Doom mod

    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).
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