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hawkwind

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  1. hawkwind

    A Simple Vanilla Map v1.4 Final in /idgames

    Have you tried Eureka ? It apparently supports Linux.
  2. hawkwind

    A Simple Vanilla Map v1.4 Final in /idgames

    Just 1 small error in 1.3 ... Sidedef 678 needs a lower texture, since sector 117 lowers to a floor height of 0, whereas sector 118 has a floor height of 4. GZdoom in hardware mode renders a slime/moving floor_7. I admit to only spotting this in UDB's error checking mode. P.S. I'm impressed you made this map using slade. I wouldn't know where to start.
  3. hawkwind

    A Simple Vanilla Map v1.4 Final in /idgames

    v1.2 .. More aesthetics ... 1. Lines 198 and 200 would look better with DOORTRAK imo. 2. Lines 11 and 662 would look better with DOORTRAK and lower unpegged imo. Sector 152 becomes a door sector. 3. Texture on line 382 would look a little better with a Y offset of 16. 4. You could give line 705 the flag show 1 sided on automap, to hide the secret sector. 5. Line 156 could use a Y offset of 24.
  4. hawkwind

    A Simple Vanilla Map v1.4 Final in /idgames

    A good fun map to play. I too did not find the secret, until I opened up UDB ... Things you might like to address ... 1. Many of your doortraks were not lower unpegged. 2. Lines 152 and 130 could use a Y alignment. 3. IMO the floor of sector 80 would look better with a height increase, or changed to NUKAGE1. 4. Where SP_FACE2 is, could use an X alignment. 5. To hide the small gap at lines 328 and 573, just give them the appropriate front-side middle texture.
  5. hawkwind

    2022ADO ... Released! (now on idgames)

    The power of UMAPINFO. Check it out with SLADE. All will be revealed. :) .
  6. hawkwind

    TNT 2: Devilution (Third beta released)

    ... and still not quite finished ... Map 30 point 4 ... 4. Texture on line 5372 can be seen as a vertical strip from sector 373. Fixed by giving sector 861 both a floor and ceiling height of -248. 14. Lines 10488 and 10517 are flagged lower unpegged. They scroll. Intentional ? 15. Line 13136 needs a Y offset of -8. 16. GZDoom in hardware mode - note glitch around lines 1209 and 1023 etc. I admit to using an editor quite a number of times to progress in this map. Map 33 ... 1. After crossing line 996 and sector 173 renders pitch black, it is impossible for the player to see the switch at line 1005. A bit unfair IMO. 2. Floor of sectors 480/481 would look better with FLAT14 IMO. 3. SERIOUS BUG - Player it trapped at sectors 412 and 420 after dropping down to sector 415 from sector 457. A teleporter at either sector 412 or 418 would fix. 4. Suggest remove lower unpegged from lines 3469/3470. 5. Floor of sector 311 might look better with FLOOR5_1. 6. Lines 876/877 not lower unpegged. 7. Line 4253 needs an X offset of 15. 8. Give sidedef 5532 an X offset of 4. 9. Change the texture on line 4246 to GRAY1, to match line 4252. 10. Sector 616's ceiling brightness looks out of place IMO. 11. Check front sidedef of lines 3989, 3987, 3988, 3981 and 3982 for x alignments. 12. Potential Serious Bug - a) player teleports to sector 293 and walks off, Sector 296 lowers, player then uses switch at line 4227 to raise the step back up. All is well UNLESS player goes back to teleport sector 313 and teleports again to sector 293 and walks over a different line around sector 293, stairs sector 296 is now permantently lowered, preventing the player to get to sector 216. Actually, map 14 has a near identical area to this, which does not have this bug. 13. Line 1338 could use an X alignment of 11. ........ I'm done ..... that was a slog ..... ;) .
  7. hawkwind

    TNT 2: Devilution (Third beta released)

    Map 29 ... 1. Small vertical strip at vertex 1740 in hardware mode. 2. Possibly line 3158 might need a Y adjustment. Compare line 1989. 3. Give lines 164, 999, 1466 and 1467 a Y offset of 62. This hides the black strip where these lines meet the blood floor. Just looks better IMO. Map 30 ... 1. A bit naff having the "glass" as a switch at the beginning I thought. 2. KS_DRTK1 don't match up Y wise either side. 3. Front sidedefs of lines 2097, 1986, 1915, 1289, 2344, 2343, 2342 and 2341 - KS_DRTK1 - not showing after sector 145 has lowered. 4. Texture on line 5372 can be seen as a vertical strip from sector 373. 5. Sidedef 10049 needs a Y offset. 6. Blank on other side of lines 6564 and 6584 - stethescope. 7. Lines 7542 and 7853 need a Y offset fix. Probably -16 going by the nearby lines. 8. Remove lower unpegged from lines 7971 and 5162 ? 9. Lines 4586 and 5333 not lower unpegged. 10. With gzdoom at least the rockets T's 469, 470 and 472 rise to sector 440's floor height when sector 440 lowers and rises. A bounding box/radius issue. 11. Linedefs 9035 and 2917 scroll. Intentional ? 12. Line 4508 could use a Y offset fix and does sidedef 7351 have the correct texture ? 13. Sidedef 1830 does not scroll when sector 468 moves.
  8. hawkwind

    TNT 2: Devilution (Third beta released)

    Yep ! Already covered. And the fix. Thanks for the pic though. ;)
  9. hawkwind

    TNT 2: Devilution (Third beta released)

    Map 20 ... 1. Any reason why lines 3104 and 2819 have different Y offsets ? 2. Many "doors" did not have their sides lower unpegged. Intentional ? 3. BRNSMAL3 should be on sidedef 4083. 4. Player can get trapped at x 3362 y -11442 if both sectors 255 and 257 are closed. 5. BRNSMAL3 should be on sidedef 6250. 6. Sidedef 2562 needs an Y offset of 16. Stand at x 4331 y -4019 and view vertex 1614. Map 23 ... 1. I don't think it possible to get to secret sector 48. The nearest AV is at sector 124 and seems impossible to get there, even when the plat is moving up and down. Similar for sector 567. 2. Played on easy. Killed 183/185. Searched and searched but could not find the other 2 ... Map 24 ... Switch texture on line 3427 I feel should be clearly displayed. It is not there for a secret. This switch is necessary to eventually exit the level. Map 25 ... 1. Make line 1348 lower unpegged, so as to behave like line 2797 - other side of "door". 2. Not a good look to have sky as the floor of sector 423. Tends to "bounce" when sector lowers, in gzdoom at least. 3. Remove lower unpeg flag from lines around sector 210. 4. Line 1594 could be flagged show 1 sided on automap. Map 26 ... 1. Blue line at vertex 3845 in hardware mode. 2. Control sectors at x 4448 y -2208 could be flagged not shown on automap. Map 27 ... SW1/2BRCOM issue here too. See report for map 32. Map 28 ... Not a bug but ... Lift sector 102 lowers to liquid level ...
  10. hawkwind

    TNT 2: Devilution (Third beta released)

    Map 08 ... 1. Minor alignment at line 2878 2. Sector 378 is tagged #43 but there is no linetag #43. Is straferunning required/intentional to reach said sector ? Map 09 ... I highly suggest changing the textures on lines 1458-1461 to SUPPGBR1, This would now link to the only green torch, giving a clue. Map 13 ... 1. Lift sectors 204 and 207 lower to liquid level. Why not make them like lift sector 215 ? 2. Upper of line 5442 not aligned. Would need a slight rework to fix. 3. T415 - soulsphere - renders into the bars. Suggest moving it a bit east to sector 111. 4. Keys - map has 2yk's, 2bk's, 2rk's, and 1 of each skullkey ? Map 14 ... 1. Wrong door tex on lines 2323 and 58. Should be DOORJOEY. Or change the linetype to 1, 63 or 114. 2. Possible compat issue ... When at sector 709, mouselook is needed to shoot line 2680. Or am I missing something ? 3. STATILEA on line 932 would look better with a Y offset of -16. 4. Minor - lift sector 351 lowers to water level. Not a good look IMO. Map 15 ... 1. The back-sidedefs of lines 4518, 2769 and 5215 ( MIDBRS1B ) needs an X alignment.. 2. The back-sidedef of line 3828 ( MIDBARS4 ) needs an X alignment of 24 to match the other side. 3. Note MIDBARS at vertices 3440 and 3032. Map 32 ... 1. SW1/2BRCOM fourth switch texture needs a slight rework. Note the effect when using this at line 2480. The switch drops slightly. 2. Played on easy. Could only get 166/167 kills. T93 Archvile, was still in its closet. Might have something to do with the seeming impossiblility to get to sector 11. AV jump ? Map 16 ... 1. For opengl users, sector 437's ceiling could be raised a bit. Monsters heads in ceiling. 2. Another case where REDOPEN could use a mirrored/flipped texture. 3. Impossible ? to get to sector 223 to activate line 1786 and the only archvile in the map is multiplayer. Map 18 ... 1. Lines 5183 and 772 need a Y offset of 0. 2. Strange place for a switch at line 542. 3. Minor - another map where MIDBLOOD could have used a mirror/flipped graphic. Map 19 ... 1. I think sectors 403 and 292 would look better flood-filled i.e. no lower textures. 2. Lift sector 485 lowers to blood level. Why not increase the floor height of sector 612 and give it a "solid" floor flat. 3. POSSIBLE SERIOUS BUG - Upon returning to sector 733 and door sectors 927 and 928 were already open, the ceiling beyond rendered like a massive slime trail, and the player was blocked at lines 6064 and 6071. Not sure what went wrong there. And I was as a result, softlocked. A SOLUTION - Give sidedefs 8692 and 8700 an upper texture and lower unpeg lines 6056, 6065, 6072 and 6068. 4. AV jump required to get to secret sector 44 ? I cannot see any other way. If impossible, would also mean secret sector 121 is impossible to get.
  11. hawkwind

    TNT 2: Devilution (Third beta released)

    Map03 ... 1. Line 2726 needs either its front or back sidedef a Y offset of 65, so the pipes line up both sides. 2. REDOPEN tex could use a mirrored/flipped graphic. Map 01 again ... I forgot to mention a gzdoom hardware accelerated glitch at sector 28 before sector 136 lowers. Map04 ... Is scrolling on lines 2288/2011 intended ? Map05 ... 1. BUG - render error at sector 529. Sector 529 needs a floor height of -40 and lines 1360, 2744 and 997 need the impassible flag. 2. ISSUE - Bear in mind that many ports have disabled infinite height actors. With these ports, players can walk over the flaming barrel at sector 551. For "compatibility", lines around sector 551 could be flagged impassible. 3. I had to use the editor to realise that sector 3049 was a lowering floor. The only vague clue was at sectors 515 and 554. 4. Minor ... Front sidedefs of lines 2172, 2884 and 2464 should use the tex DOBWIRE3, then X aligned. Map06 ... Near impossible ( was impossible for me ) to get from the switch at line 1598 to door sector 979. I suggest using linetype 63 instead. Without using an editor, players are not going to know that sector 979 is a door anyway.
  12. hawkwind

    TNT 2: Devilution (Third beta released)

    Having another look at this again ... Using GZDoom. Map 01 ... There needs a mirrored texture for MIDBLOOD, and the Y alignment for this tex need adjustment. Map02 ... Suggestion - increase the floor height of sector 21 ( and of course change the floor flat ). Lowering a lift to the level of a liquid is a bit naff. The floor of the lift should get wet ... ;) .
  13. hawkwind

    2022ADO ... Released! (now on idgames)

    Beta 3 ... Just 2 things to mention. 1. UMAPINFO error. map E1M3 { next = "E1M3" nextsecret = "E1M9" } should read... map E1M3 { next = "E1M4" nextsecret = "E1M9" } 2. I erroneously mentioned this for E5M6 ... 2. Invisible blocking at x 2321 y -2993 between vertices 945 and 921. GZDoom. Suspect nodes build issue. I meant E5M7. The info is correct though. I fixed this by placing a new vertex in the middle of line 1779. The issue is also in zdoom software.
  14. hawkwind

    2022ADO ... Released! (now on idgames)

    For DSDA, yes, you are correct. My guess is that this exit is not mentioned in UMAPINFO. Confirmed on testing. Needs UMAPINFO entry.
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