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-- Alexei --

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About -- Alexei --

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  1. -- Alexei --

    Disjointed Storms (Minor Gameplay Mod)

    You might be wondering why this next update came so quick unless you just read the bolded text above this reply, turns out I missed ONE semicolon in the LANGUAGE lump and the pickup message for clips was done for, harmless and dumb and all. There isn't really a changelog to post apart from that, this is the download link.
  2. -- Alexei --

    Disjointed Storms (Minor Gameplay Mod)

    Another update has come! I playtested once again, this time through the whole classic doom IWADs and I've done some changes, this update is similar to the last one in size, but I've made the custom enemies a bit harder, be it more aggressive or just buffed some stuffs. This obviously also comes with bugfixes and fixes to a couple of weird exploits. ------------ Changelog (v1.1) ----------------- -Fixed chaingun sniping on 1 fire key press -Adjusted spin-up and spin-down shots accuracy on chaingun -Fixed rocket launcher making TNT unbeatable -Changed chaingun pickup sprite lightly -Nerfed carbineguy base damage -Compressed bullet casing sounds to 11000hz like the other sounds -Increased aggression on (almost) every custom monster -Made SSGing imps a lil bit cooler -Increased steps taken per tic on HUD interpolation -Changed armor pickup strings -Improved some ammo pickup strings -Changed plasma ball spawnheight -Fixed damaged armor shielding too much -Changed chaingun accuracy and it's casing "position" --------------------------------------------- Again, the download link (I just discovered a harmless bug with a pickup message, download the one below instead) to this version is on the original post and right here as you just saw, remember that opinions are welcome and enjoy!
  3. -- Alexei --

    Disjointed Storms (Minor Gameplay Mod)

    Time for an update! Not a bump! I know nobody actually cares that much about this mod but I may have gotten a little bit attached to this niche project. This update will be the very special v1.0 and includes some moderate changes and a couple of bugfixes. ------------ Changelog (v1.0) ------------------------------------------- -Better DEagle sprite shading -Improved chaingun pickup sprite -Changed 1 frame's timing in SSG and its pickup sprite -Improved SG pickup message and sprite -Fixed player drift detection -Improved sound sync on SG primary animation -Changed deadplayer variant randomness -Fixed rocket launcher rocket fire position and increased recoil in sprites -Fixed Plasma ball sprite offset -Improved player walking speed -Made the buff to the Spider Mastermind toggleable -Changed caliber written in shell and ammo boxes -Improved rocket boxes -Adjusted Mastermind's height -Fixed wrong footstep sound definition with dirt and gravel -Increased volume in some footstep sounds --------------------------------------------------------------------------- The changelog is also in the MAPINFO lump inside the pk3 if anybody wants to snoop inside, though I doubt it. I will once again reiterate that any suggestions, advice or opinions are as welcome as the download link is on this post
  4. After working since around December 2022 I've finally decided to actually release this thing, it's been considered finished so many times yet I was avoiding uploading it every single time. Now that I actually think it looks acceptable for releasing, I'm putting it here. Not gonna lie, it's very similar to C.L.R. in terms of concept and has a few ideas that manage to be almost or actually identical, I was actually quite disappointed when I found out someone already had almost the same ideas as me and was executing them better, but here I am. An important thing to point out is that none of the graphics used in this mod are really actually mine except for around 5 or 6 minor things, even then I did still modify some stuff to accomodate their purpose, and I also credited all authors possible in the credits menu (even if I might have forgotten a thing or two, if I did I'd be happy to change stuff up). Anyway, let's talk about what's actually important and what you actually want to know. Disjointed Storms is a small gameplay mod made for Zandronum 3.1 & 3.2 (tested in GZDoom 4.7.1) that aims to improve some aspects from DOOM that may not make sense or may need tweaking while still retaining the original ideas behind them, all while trying not to deviate from a purist experience without completely boring anybody that isn't a purist. I know you may not enjoy some features, so things are toggleable like monsters, some visual eye candy and a few other things, also effective for compatibility for maps with DeHackED or just gimmicky maps. The weapons in this mod have fairly beefier sounds and are fairly faster to shoot yet not OP because of their accuracy, base damage, etc. Like for example the shotgun, which I semi-buffed so that it wouldn't be completely forgotten the moment you get the SSG and doesn't hold you back as much against cacodemons in DOOM I. I also buffed the chaingun, making it actually have a good firerate. Don't worry about sniping, you can use the pistol for that (which has a bit more base damage than the latter). It also includes: There's tons and tons of other minor quality of life and fairness changes like cybies dropping rockets, double-chainsaw gibbing zombies and imps, cacos and cybies having separate idle noises, doomguy laughing while having a berserk pack (don't worry it's just the heretic wpnup sound, also replaces Zandronum's taunt), the blursphere being often replaced with a pack of semi-weak marines that obliterate fodder enemies, etc. Lastly, if you have any kind of advise on something I should change, bugs you find or any way to optimize/fix something, feel free to reply to this post. Original download: here 1.0 Release: here 1.1 Release: here 1.11 Release: here Changelogs are in the replies to this post & inside the .pk3 Screenshots: https://ibb.co/kxp7Sn3 https://ibb.co/4T8W2SS https://ibb.co/cFZBXXb https://ibb.co/pyqVyqW https://ibb.co/hVHLgb9 https://ibb.co/Fzfx4bW And finally here's a showcase with some q2 music:
  5. -- Alexei --

    Caves of The Past (Single-Map WAD)

    Hey! I didn't look at any of your replies because I posted this just before highschool started again, so I completely forgot I did this lol, I'm glad people like this wad. I decided to perfect some stuff about it and just posted a new topic for the update, I tweaked some areas that seemed confusing for the most part, this includes the text before the final section. Here is the link to the new post:
  6. I once again return to doomworld, this time it's not a new map pack or a new mod, I just wanted to perfect my previous wad a "bit" more, I will add a link to this new post in my previous one so people don't miss it. This time it's compatible with Zandronum (although I'm sure it always was from the start), tested in GZDoom 4.7.1 and Zandronum 3.1, I do warn that it's pretty dark for most of the wad, so up your "sector light mode" in display options, hardware settings (if you used hardware acceleration and not software rendering, I'm likely the only one that uses the latter in GZDoom). I've done several but small tweaks in most areas, some are intuition, some are difficulty, some are just now-fixed quirks, for example, sliding doors act a bit better, the early backpack secret is less hidden, there's a secret megasphere nearby that too, improved the pre-final section to be less uncomfortable, I tried fixing the jankyness on impassable lines, etc... Once again, I really hope you enjoy the map, I did bright up the final section, look for screenshots in the previous post, here's the link: and here is the download: https://www.mediafire.com/file/cwzfjoipcuikao9/Caves+of+the+Past.zip/file
  7. Well, I thought directories were optional, didn't know that wiki page said anything about it, specially because I actually read it once and managed to not notice. Thanks a lot man, didn't think that warning would be a hint
  8. It already has Clip assigned, it's Weapon.AmmoType "Clip" Unarmed also has it
  9. I decided to make a small weapon mod to not get rusty on DECORATE, I also wanted to learn about player classes, so I added a weapon that is basically nothing just for cinematic stuff (I just now realize I could just make the fist's first ready frame be a TNT1A0, but ignore that) and now I'm trying to replace the default pistol with a DEagle, specially because I need to practice with hitscan attacks. Here comes the problem, I defined starting weapons in the player class, including the pistol, I defined that it's a class in MAPINFO, everything works except the pistol, player starts with the "unarmed" weapon and brass knuckles/fist, but not the pistol, you can't get it with the give or summon console command. I know GZDoom is messing with me, because it throws NO errors, yet it doesn't even show up on the ARMS section of the status bar, even the sprites are valid, even the first frame of the Ready state is valid, it inherits from DoomWeapon (also tried inheriting from Pistol, same outcome), tried with and without the SS markers, it's also not the offsets. I tried looking anything similar to this up but this is one of those one-in-a-lifetime cases where I barely even know what to type in the search bar, please god help me. Here is an image with the ARMS section, no pistol. (again, the "unarmed" works, but the pistol decides not to) https://ibb.co/0MccC4v and here is the pk3 https://www.mediafire.com/file/mbuii4u1ybe76ss/alexeis_arsenal.pk3/file
  10. -- Alexei --

    Caves of The Past (Single-Map WAD)

    Thank you so much, I'm happy it went better than my last wad, the door thing is just because it's a UDMF map and the linedef actions act differently, hope it wasn't too annoying, specially the part with the lift :) Also, that's a really cool mod, though seeing helicopters in caves instead of cacodemons is weird lol and it also makes it a bit too easy, specially the part after the yellow skull door by replacing the hellknights, the point was to try to hold on while they slowly got closer and closer.
  11. Caves of The Past I'm back again since June, now with a new WAD, this time it's a single map, it's maybe a bit shorter than average, but that's because it's my first one; this time I made it in a more relaxed manner than with forDaisy.wad. The map is 80% dirt caves, yes it's a lot of dark areas, but they're not pitch black, at least not in software rendering (which is what I recommend. Speaking about recommended settings, it's in UDMF format, so it's definitely GZDOOM only (therefore tested in GZDOOM 4.7.1), it's a 50/50 chance it'll work in LZDOOM/ZDOOM, but I'm not sure. What I AM sure whoever is that PrBoom is NOT going to work, try if you want tho. It was also made to be played with jump enabled (a secret requires it) and I recommend freelook too (optional), you can enable crouching if you want too but it's not really designed for it. I didn't really implement difficulties, but it's not really that challenging, I say it's DOOM II level of difficulty. There's 3 secrets, they're not too hard to get except for one, if you want an early backpack then look for misaligned textures and water. Lastly, there's a giant cave area after the techbase, make sure to shoot the giant skull switches (the ones that look like the IoS spawner cubes), and that some stairs raise after you kill the 2 cyberdemons. This doesn't really introduce new monsters or anything except new textures, I also managed to pack it all into 1 file, unlike For Daisy; I could have done it with that WAD but I was pretty new to this (still am, not gonna lie) and didn't want to mess anything up. I tried my best to put in details, I think I have the balance between lighting and detail now, I just need to get better at it at this point. Anyway, no more rant, look at the screenshots: https://ibb.co/ryrNPRT https://ibb.co/gvHkR7R https://ibb.co/rvMTTYj https://ibb.co/SNsnzbd https://ibb.co/0ypjYMz https://ibb.co/fVWtJ0B https://ibb.co/Nrh9KSS https://ibb.co/k0HqQWz https://ibb.co/kgPBr91 https://ibb.co/CHbppMN https://ibb.co/FY1NBcf Download: https://www.mediafire.com/file/76pdozucf3agydc/Caves+of+the+Past.zip/file One last thing, I don't wanna be egotistical or anything but I'm getting to college soon and I want to help my mom, she's been caring for me by herself most of my life, so if you've got any spare money please, donate here if you want to
  12. Well, I originally made it for myself and a friend but I decided it'd be nice to post it, they brought it up and seemed like a good idea. It's really just a joke for some laughs, even if I did put some effort into it (SPECIALLY the pixel art, kinda hard to not make it look weird in DOOM's artstyle), so it adds my pet as 3 weapons: Slow (but in SOME cases a bit OP) regeneration, press the fire button and it gives you more health, 2% each time, though if you look at the DECORATE code you can see why it can be OP if you're REALLY patient, best part is, it doesn't consume any ammo! It's fairly rarely dropped by imps. (screenshot: https://ibb.co/VNH5LYC) Deploy a small but deadly bioweapon otherwise known as a hamster, it costs 30 cells per hamster but it can be REALLY deadly if you saved up enough, they can't die but they only last a map and you can still shoot them by accident, they don't take damage at all though. They attack using the A_BetaSkullAttack function, so they can't miss and they can do a LOT of damage if the RNG likes you. They're dropped by barons of hell. (screenshot: https://ibb.co/7n3d7SC) A turret like TF2's (yeah, it really shows it's a joke wad), it's handled by (again) my pet and can withstand up to 1 face rocket (don't worry, he doesn't die :D) and can't move, you can only carry 5 turrets at a time (10 with a backpack) and are sometimes dropped by chaingunners (screenshot: https://ibb.co/fDkjdrY). Again, it's made for GZDOOM (tested in v4.7.1, probably works on older versions since it only uses DECORATE and KEYCONF) and is just a fun thing I thought of on a weekend, though you'll probably laugh sometimes :) specially if you turn on item nametags. Here is everyone in action in MAP16: https://ibb.co/ftDqqVF https://ibb.co/3N6zFfn PD: Mopi is my pet's name. Download: https://www.mediafire.com/file/w7ejrh38kd7rk0e/Mopi.zip/file If you have ANY problems, in-game, on the post, with files, whatever, TELL ME.
  13. -- Alexei --

    New (and my first) MegaWAD for TNT

    -It's pretty embarassing that I forgot not to copy the backup pk3, you guys can just delete it and all. -Yeah I know that, I remember trying to make the custom intermission following the zdoom wiki and realizing I didn't need it, I didn't think people would even notice the error so I just left it there, I didn't have much time that day anyway -That's because I initially used Eureka for the WAD and it made some really weird files when I got SLADE3, I kept them in because I didn't want to fuck anything up and they didn't seem to cause any problems being there. Yeah I do need to sort the lumps out, but seeing that they don't cause problems (no, PrBoom isn't a problem, I wouldn't even run in it even if I sorted things out since the WAD uses DECORATE and all I know about PrBoom is that it doesn't support that kind of ZDoom features) -DECORATE errors? I've never actually noticed that, first time I'm seeing this, and no, I didn't remove any icons myself, just adjusted some of the weapon's code to be a bit more OP like in the original game it comes from -don't worry about that one, in MAP13 I originally wanted it to be a "shoot the wall until it explodes" fight but I actually managed to use DECORATE, took me a whole afternoon to solve it, I didn't remove the texture from the TEXTURES and PNAMES lumps because I literally looked at the list for half an hour and didn't find it, so I thought I had removed it myself and the game just still thought it was there, I'll look again tho -seems like I was bound to have the same thing as teamtnt in pharaoh, if I manage to fix this missing texture problem among the others I'll make a fixed version or something
  14. -- Alexei --

    New (and my first) MegaWAD for TNT

    Well, the missing textures thing are now officially terrifyingly concerning specially because of my already existing nervousness, I really don't know what the problem is, I loaded it up both with the Doom Builder 2 testing mode and normally in GZDoom 4.7.1 and I saw no problems. I hope it doesn't ruin the fun :( Now that I'm thinking, maybe it's something with OpenGL (assuming here) since I use SoftPoly because I don't have OpenGL in my pc.
  15. -- Alexei --

    New (and my first) MegaWAD for TNT

    Yeah, I know about that, it gets MUCH better in later maps, around MAP11 (which is honestly on the top best in the set), the 90s feel wasn't intentional at all, you got it completely right, I take that as a compliment :D I think I put the source port thing in the text file and (I hope) post, my bad.
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