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omnitrekker

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About omnitrekker

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  1. omnitrekker

    Doomworld Maximum Project 2022 - Compiling time!

    Original post updated for version 1.1 of my map.
  2. omnitrekker

    Doomworld Maximum Project 2022 - Compiling time!

    @Biodegradable Thanks for playing! I’ll look into the potential soft lock issues.
  3. omnitrekker

    Doomworld Maximum Project 2022 - Compiling time!

    The once idyllic industrial waste processing facility on Japetus Prime has fallen to the forces of hell, their demonic presence warping the very architecture into increasingly bizarre and nonsensical shapes. Name: Japetus Facility IWAD: Doom2 Format: Single map, limit removing Map slot: MAP01 Jumping/Crouching: No (disabled in MAPINFO) Freelook: Recommended but not required Difficulties: Yes Multiplayer: Co-op starts only Music: No! No music allowed. Tested in: gzdoom g4.7.1, prboom-plus 2.5.1.4, crispy doom 5.120, dsda doom 0.24.3 Additional info: Nukage is non-damaging. Tech doors are opened by using. Wooden doors are opened by linedef action. Teleport pads indicates enemy teleport destination - there are no player teleports. VERSION HISTORY v1.0 Initial release v1.1 Window by the blue door made impassable. Added fail-safes at the traps so that you don't get soft-locked if you manage to escape in an unintended way. SCREENSHOTS I'm looking for feedback, especially on balancing the amount of ammo and health. Also if you find any misaligned textures please let me know. DOWNLOAD v.1.1 wadhosting google drive
  4. omnitrekker

    Software rendering of midtextures

    Thank you both for the precise explanations! The working fence has different light levels on either side indeed. Easy fix to break up the front sector and back sector into separate visplanes.
  5. omnitrekker

    Software rendering of midtextures

    Greetings. Some of the midtextures in my map are incorrectly rendered on top of the adjacent sector floor. This only happens when using a software renderer, hardware mode works fine. I don't understand why this happens only for some linedefs and not others. Same behavior in GZDoom, prboom+ and crispy doom.
  6. omnitrekker

    Doomworld Maximum Project 2022 - Compiling time!

    Sure, I was trying to imitate the way you add details to walls in Minecraft, by cutting out blocks. Sure was fiddly to align the brick texture when I didn’t know about lower/upper unpegged when I started. Thanks.
  7. omnitrekker

    Doomworld Maximum Project 2022 - Compiling time!

    The once idyllic industrial waste processing facility on Japetus Prime has fallen to the forces of hell, their demonic presence warping the very architecture into increasingly bizarre and nonsensical shapes. Progress on my first doom map ever (working title Japetus Facility) is slow but steady, currently around halfway done. Most of the general geometry is completed, but a lot of detailing and texturing remain. Format is limit removing with only standard doom 2 textures. My main inspiration is the level design of many dungeons in Skyrim, the ones where you at the end of the dungeon drop down a ledge and find yourself near the entrance/exit.
  8. omnitrekker

    Doomworld Maximum Project 2022 - Compiling time!

    Hi, I'm new here and to doom mapping in general, but I'm working on a map and I would like to participate.
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