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About Dumbdoot6677
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Project 66 Preview 2 - Maps 6-10
Dumbdoot6677 replied to Dumbdoot6677's topic in WAD Releases & Development
I'm very glad that you enjoyed these maps so much, Maps 8-10 took me quite a while to make so I'm happy it paid off. In case you're still looking for it, heres the link to the idgames for anger machine:https://www.doomworld.com/idgames/levels/doom2/Ports/a-c/angermachine As for the evil marines, thats quite strange that you didn't encounter any of them, my only idea would be that it might be the port you're playing on as I only tested this with PrBoom-Plus on complevel 9. By the way, in map 9, there are two sections that have voodoo dolls that are supposed to be fellow marines. Other than that, the evil marines should be in Maps 7-10. This is what they should look like. It could be an issue with how I added them in with dehacked or it could be a compatibility thing, since I do remember them having some problems using Prboom's "default" compatibility. Either way, I think I'm gonna start testing maps on both Prboom and Gzdoom just in case and I'll definitely get to figuring out why they didn't work for you. Anyway, thanks for the feedback, I appreciate it a lot. -
Fires In Hawaii, And Climate Change In General
Dumbdoot6677 replied to DSC's topic in Everything Else
I've sort of just accepted it at this point. Its almost exactly like how it is in the movies. Mankind's worst biggest threat is itself. I have a slight bit of hope that maybe us humans can get our act together but unfortunately, supporting our planet's survival has now become a political statement rather than something that everyone should support. Such a shame. -
Project 66 Preview 2 - Maps 6-10
Dumbdoot6677 replied to Dumbdoot6677's topic in WAD Releases & Development
Ah dangit. I'll fix that real quick. -
Well, I'm back finally. I went through a fairly long period of "mapper's block" but a couple weeks ago I was able to get my mapping groove back. A lot of times I do work on my wads in a very on-off way. Anyway, I've now got for you guys the next 1/6 of my new megawad. This is definitely an interesting bunch of maps. From this point on, I will be adding map descriptions to the post as well. Map 6 and 7 are both fairly short maps that are supposed to go with the idea that you died in Map 5 and are trying to get revived. There is a text screen at the end of map 6. Story might be a little simplistic and strange, but its just there to give explanation why you're in these locations. To me, just that little bit of exposition helps give the maps an atmosphere and make it feel like you have a mission. Maps 8-10 have a coastal/ocean theme and are connected to each other. They are also much larger than map 6 and 7. I will have to provide a warning for everyone playing that the evil marines from scythe 2 are present in this wad from map 7 onward. I know many people are not of fan of them, I personally think they are a solid enemy as long as they aren't overused. I will provide a couple strategies on how to kill them in case people struggle with them. Strategy 1: If you have a lot of space to move, just circle backwards away from their fire, and then use either a hitscan weapon to chip away at them, or plasma. Super shotgun is most effective. Strategy 2: Use the plasma gun and spray-and-pray. Afrits are also going to be used, but I'll provide more info on them when they are introduced in a map. I've rambled on enough now, so I will now just leave you with some screenshots, map descriptions, and the download link. Dumbdoot6677 out. Download link:https://drive.google.com/file/d/1O5XzI1Ux5Gdk-99Gs8G9KVhnM-uwKbjh/view?usp=sharing (Link should work now) Map descriptions/Screenshots MAP06: Resurrection Ritual MAP07: The Drop MAP08: Coastal Facility MAP09: The Flooded Basements MAP10: Last Cry of Neptune
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Project 66 Preview - First 5 Maps and Help Wanted
Dumbdoot6677 replied to Dumbdoot6677's topic in WAD Releases & Development
UPDATE: Went a couple months without doing much solid work on the wad, but recently I've been getting back into the mapping flow Hopefully in a couple weeks, I'll be able to pump out the second preview with maps 6-10 -
How to make voodoo dolls take damage from damaging floors?
Dumbdoot6677 posted a question in Editing Questions
In one of my maps i've been working on, i'm trying to make a system that hurts the player if they stay in water for too long, like drowning. The conveyor belts and voodoo dolls are working just fine, except for one part. The voodoo doll does not take damage on the damaging floor. Does anyone have a fix for this? Or are voodoo dolls just immune to damaging floors? Map is made in boom format and played on complevel 9. -
Project 66 Preview - First 5 Maps and Help Wanted
Dumbdoot6677 replied to Dumbdoot6677's topic in WAD Releases & Development
Thanks, for me its just that I find it very tedious finishing a set and then having to balance it for lower difficulties. I know that most players will play ultra-violence, but I want there to be an option for lesser skilled players to still have an enjoyable experience. I'll let you know when I need the maps to be balanced to lower difficulties. -
Project 66 Preview - First 5 Maps and Help Wanted
Dumbdoot6677 replied to Dumbdoot6677's topic in WAD Discussion
Is the issue with hanging decorations or is it just ground decorations in bad spaces, because if they really are that annoying I could probably remove a couple of them, but its good to hear you enjoyed the maps so much. I'll get right to working on the next 5 or so maps, I should be able to get them done in about a month. -
Project 66 Preview - First 5 Maps and Help Wanted (Repost) (mod note: original moved)
Dumbdoot6677 posted a topic in WAD Releases & Development
(Well, I messed up and posted the original in Wad Discussion, so I am posting it again here since more people will see it here) Yo, its Dumbdoot6677 back again with another wad, sort of. Project 66 is a work-in-progress megawad which will contain a full 32 maps. The wad isn't really based on any specific ideas, but there will be sort of episodes which will contain different map themes and styles. For example, MAP11-MAP15 are going to be based around a snowy city/techbase theme. The wad available for download right now is a preview of the wad containing the first 5 maps. Combat is pretty much the same as my older wads in terms of intensity and difficulty, but the difficulty will start a bit lower and gradually progress by each map with likely a couple spikes on the way. As usual, please leave your thoughts on the wad below, as feedback is how I will be able to perfect each maps. Thanks in advance to anyone who plays the preview and leaves feedback. Link to the wad:https://drive.google.com/file/d/1uoL1ddwwugbQSFPrkqrOoHEMpGwtab7M/view?usp=sharing Help Wanted: (These are just requests, so if no one decides they want to help out, it perfectly fine and I'll still be able to complete the wad on my own.) With that said, since this wad is going to be a bit tougher for me to make, I am requesting assistance in its production. I will list which things I would like support with. 1. Difficulty Settings; Yes, I am still lazy about adding difficulty settings and I would much appreciate if someone who was good at balancing maps for lower difficulties could work on implementing them. 2. Maps; While I have planned out what most of the maps are going to be, there are a couple gaps in the roster. If anyone would like to make a map for the wad, please tell me and I will give you a copy of the wad's assets and tell you the general theme of the map and other important info. I have 7 map slots open with two of them being secret maps. 3. Playtesters; I also would like to have a couple people who can test my maps and see if they are enjoyable, balanced, and not too difficult for their placement in the wad. Ideally it would be good to have playtesters of different skill levels too. Credits: Anyone who provides support for the wad will be credited in the file, and the eventual upload of the wad to idgames and doomworld. Your support is greatly appreciated. Sorry, if this seems a little demanding, but I do not usually have much time and getting support with these things would help me greatly in getting the wad released sooner, with less burnout, more community involvement, and as an overall more enjoyable dooming experience. Dumbdoot out. I will leave you with a couple screenshots of the first 5 maps. -
Project 66 Preview - First 5 Maps and Help Wanted
Dumbdoot6677 replied to Dumbdoot6677's topic in WAD Discussion
I'll have to fix that. And I'll probably just repost this in the wads forum, because I don't know how to move it. Good to hear you're enjoying the maps so far. -
Project 66 Preview - First 5 Maps and Help Wanted
Dumbdoot6677 posted a topic in WAD Releases & Development
Yo, its Dumbdoot6677 back again with another wad, sort of. Project 66 is a work-in-progress megawad which will contain a full 32 maps. The wad isn't really based on any specific ideas, but there will be sort of episodes which will contain different map themes and styles. For example, MAP11-MAP15 are going to be based around a snowy city/techbase theme. The wad available for download right now is a preview of the wad containing the first 5 maps. Combat is pretty much the same as my older wads in terms of intensity and difficulty, but the difficulty will start a bit lower and gradually progress by each map with likely a couple spikes on the way. As usual, please leave your thoughts on the wad below, as feedback is how I will be able to perfect each maps. Thanks in advance to anyone who plays the preview and leaves feedback. Link to the wad:https://drive.google.com/file/d/1uoL1ddwwugbQSFPrkqrOoHEMpGwtab7M/view?usp=sharing Help Wanted: Since this wad is going to be a bit tougher for me to make, I am requesting assistance in its production. I will list which things I would like support with. 1. Difficulty Settings; Yes, I am still lazy about adding difficulty settings and I would much appreciate if someone who was good at balancing maps for lower difficulties could work on implementing them. 2. Maps; While I have planned out what most of the maps are going to be, there are a couple gaps in the roster. If anyone would like to make a map for the wad, please tell me and I will give you a copy of the wad's assets and tell you the general theme of the map and other important info. I have 7 map slots open with two of them being secret maps. 3. Playtesters; I also would like to have a couple people who can test my maps and see if they are enjoyable, balanced, and not too difficult for their placement in the wad. Ideally it would be good to have playtesters of different skill levels too. Credits: Anyone who provides support for the wad will be credited in the file, and the eventual upload of the wad to idgames and doomworld. Your support is greatly appreciated. Sorry, if this seems a little demanding, but I do not usually have much time and getting support with these things would help me greatly in getting the wad released sooner, with less burnout, more community involvement, and as an overall more enjoyable dooming experience. Dumbdoot out. I will leave you with a couple screenshots of the first 5 maps. -
The Anger Machine - 5 Maps - Boom-Compatible
Dumbdoot6677 replied to Dumbdoot6677's topic in WAD Releases & Development
There must be some differences between DSDA Doom and the UMAPINFO version of PrBoom-Plus. In the future I'll keep that issue in mind and specify which PrBoom I tested it on. That makes sense, not everyone has the time or patience to play maps that are designed to be a difficult challenge. These maps are definitely not everyone's cup of tea. -
The Anger Machine - 5 Maps - Boom-Compatible
Dumbdoot6677 replied to Dumbdoot6677's topic in WAD Releases & Development
What source port are you playing on? I didn't see any issues with that when I played it. (PrBoom-Plus) As for what you said about the difficulty, I'm not sure what to make of it. Thanks for the feedback though. -
The Anger Machine - 5 Maps - Boom-Compatible
Dumbdoot6677 replied to Dumbdoot6677's topic in WAD Releases & Development
I think I accidentally deleted the player start. Map 5 doesn't really count as an actual level anyway, but that is still bad mistake on my part.