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DeltaV

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About DeltaV

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  1. DeltaV

    Full old doom versions

    Awesome! Thanks very much!
  2. DeltaV

    Full old doom versions

    Thanks very much everyone! I'll check those out!
  3. DeltaV

    Full old doom versions

    Hello everyone! I've managed to track down and download a good chunk of the classic doom versions (v0.2 through 1.9). For nostalgia sake I've managed to install them via DosBox. However, most of the commercial versions (1.9 being the exception) I only have the shareware versions. While this is enough to see the differences in the versions, I'd rather try and get the full versions of v1.0 through 1.8. Anyone have any idea where these may exist or how to play, say, episode 2 of v1.0 if I have the full version of 1.9 through Steam or some such?
  4. DeltaV

    WAD Progression for Skill Improvement

    Awesome post! Just downloaded the list. I'm more or less at a "Hell Revealed is hard but I can grind it out" level of skill, and I've been playing since the shareware version came out... Time to step up my game! Thanks for the rankings!
  5. DeltaV

    Switches over open space

    Awesome I'll give that a try for the switch! Thanks very much! Pity about the linedefs. I can move it to somewhere less obtrusive I suppose, though I like its location there. And I just marked those as F_Sky so I knew which areas were supposed to show as sky, I've got a mix of sky/not sky in the area and it helps me keep track. The ceiling below is marked as sky and thus the walls won't show their textures. Thanks again!
  6. DeltaV

    Switches over open space

    Hello! I've got two questions for a doom map I'm building. I use Doom Builder and this map is Skulltag (Doom in Hexxen) format. Question the first! I've got a hidden switch that I'm using for a secret, which appears as an eye suspended in the F_Sky1 texture. I'm trying to get it so that it is activated when hit by a projectile. The problem is, since it's over open space, even projectiles passing under it activate it. Is there something I'm doing wrong? I've tried each of the projectile triggers and they all seem to have the same effect. Regardless of whether it's "Projectile Hits", "Projectile Crosses", or "Projectile Hits or Crosses" it still gets activated. Pictures below show the positioning and linedef. Question the second! The switch is made up of several different sections (needed so that the wall textures can hug the eye so it looks round, covering up the excess texture I don't want showing). However, when the switch is triggered only the small section of the switch that is hit by the projectile changes to the switch activated texture (in this case, the open eye). Is there a way to set linedefs so that if one section of the switch triggers, the whole switch triggers? I'd be OK using a script though I'd prefer not if possible. Image below shows what I mean by one section of a switch. Thank you very much! DeltaV
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