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spindel

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About spindel

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  1. spindel

    NEW MAP: Matchmaker

    Shit, I forgot to have the dropbox app open when updating the file. Now its updated, lol. https://www.dropbox.com/s/vw280f3snhd4fq7/matchmaker.wad?dl=0
  2. spindel

    NEW MAP: Matchmaker

    I just saw your video, and yeah, the way to take care of those barons is a little obtuse.
  3. spindel

    NEW MAP: Matchmaker

    It did, thanks! Why isn't 221 working here? Sector not big enough? I'm glad you liked it, and I took the baron room floor thing into account.
  4. spindel

    NEW MAP: Matchmaker

    Well... I managed to fix the doors, but now I'm having trouble with the switches in PRBoom and Crispy. They're not working: Top right is the switch, and bottom left is the floor that its supposed to lower to nearest floor (Action 221). I made sure that the linedef is facing the player (its a wall, so it wouldn't be otherwise), and they are both tagged 10. When running the mouse over the line, the section affected is highlighted, so I don't know what the issue is. I also tried changing the action to "Lift lower wait then raise", which makes it work, but its not what I want... Closeup of the switch: Another Zdoomism or something funky with the compatibility options or action tags?
  5. spindel

    NEW MAP: Matchmaker

    Is that whats screwing with the doors? I tested it in crispy, and thought that I had to compile the map for compatibility or something. I'll get that fixed.
  6. spindel

    NEW MAP: Matchmaker

    UPDATE: -Fixed and changed several elements of the map (action tags, floors, doors, etc.) for compatibility sake (thanks @Nikku4211) and managed to change the music for accurate sourceports (Crispy, PrBOOM, etc.) Everything works now, I hope. -Floor in the baron room has been lowered, thanks for that @Degree23. LINKS: https://www.dropbox.com/s/vw280f3snhd4fq7/matchmaker.wad?dl=0 https://files.catbox.moe/osvvpp.wad ~~~ This is a small gimmick map with with a focus on exploration and combat puzzles. I made this with boom format and DOOM II iwad. Jumping and crouching disabled, and I recommend turning off mouse look, because some of the lighting tricks I used in the map make the ceiling look goofy. Any tips on how to polish that? Don't read the following if you don't want to be spoiled on whats in the map: I'm interested in making gimmick maps from now on, and eventually compiling them into some sort of megawad somehow. Any pointers on pulling that off? Thanks, and enjoy the map fellas :) LINKS (OLD): https://www.dropbox.com/s/vw280f3snhd4fq7/matchmaker.wad?dl=0 https://files.catbox.moe/v656hv.wad Screenshots:
  7. spindel

    What do you want id to do next after Eternal?

    Redo Daikatana lol
  8. spindel

    My First Doom Episode - Looking for feedback

    Sorry it was in Blood Factory, not in Gehenna. Its at the window to the left:
  9. spindel

    My First Doom Episode - Looking for feedback

    Just finished the episode. The design of hell in this is pretty sick! Again that lighting in Hell's Gate is top tier. Just some issues with the skyboxes in some levels. I think this is in Gehenna, map 06? Can't wait to see what you got for ep2 :)
  10. spindel

    NEW MAP: killer_ravine.wad

    I removed the eyes because nothing in the level before really prompts you to look for them. I just thought they were unnecessary. And in the maze, how often is the floor hurting you? I made it so that it slowly decreases your health, I don't know if there is a compatibility thing going on. Anyway, I stuck like two radsuits in the maze and marked the doors that open in there with the metal lion head wall so that there are landmarks to rely on. And I removed some cell charge packs. *COUGH
  11. spindel

    NEW MAP: killer_ravine.wad

    I was actually debating on whether I should trap the player in that gut maze, but then figured that'd be too harsh lol. Maybe I'll stick a rad suit near the entrance so that incentivises people to explore the maze with a time limit. For the shotgunners, I might decrease the number in the pit somewhat. That part stumps even me sometimes. As for secrets, there are two that involves shooting the evil eye (like in SIGIL) placed in descrete locations but I might just make them simple button presses and secret doors instead. Thanks for playing :) and I have to give your episode another go when I come around to it.
  12. spindel

    NEW MAP: killer_ravine.wad

    Update: Made some adjustments to the start arena and secrets around the map, decreased number of shotgunners in the second arena and cell charge packs, and made the maze a bit easier to explore. Imma move on to my next map :) Download: https://files.catbox.moe/fwesix.wad https://www.dropbox.com/s/2gsubg19d8814ai/killer_ravine.wad?dl=0 OLD: Mid sized map that focuses on arena combat. I utilized the difficulty settings with this map, spawning more monsters on UV and up. Therefore, this map might prompt you to skip out on killing enemies until you find better weapons, especially in the first arena. I'm wondering if the secrets I made were a bit too obtuse to find, so some feedback regarding that would be appreciated. Again, I tested with GZDoom using UDMF format and the DOOM II iwad. Jumping and crouching are disabled, freelook allowed. DOOM renderer preferred. Hope you enjoy :) https://files.catbox.moe/nxhh3q.wad https://www.dropbox.com/s/2gsubg19d8814ai/killer_ravine.wad?dl=0 Screenshots:
  13. Nah, don't be sorry. Slaughter maps aren't really my schtick, but if it works for you its all good. The only complaint from me that I think is worth looking into pertains to the linearity of the maps. Maybe provide another route to a slaughter arena that gives a vantage point to the player, complete with rocket launcher or something.
  14. spindel

    My First Doom Episode - Looking for feedback

    The lighting in Hell's Gate is great. And I liked that train crash transition. Those Hell's Gate elevators are weird, why raise them up that high? And also mark the one mandatory for progression, I couldn't find them for a solid 15 minutes before looking at Biodegradable's playthrough.
  15. Bro, I played through the episode up to like map 13, and by like map07 Afterlight City, I started getting legit angry. Its just archviles back to back to back, and there's no break in between. It was at this point that god mode was staying ON: Map02 Madness Descending on HMP is the best map in this episode, partly becuase I like the remix track used for it. On UV, I run out of ammo too quickly, whittling everything down to a punching/poking exercise. Also, is jumping suppose to be disabled? Becuase this secret seems to be unattainable:
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