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Posts posted by soss
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I just got my hands on a CD of Roger Water's Dark Side Of the Moon Redux. I haven't listened to it yet and I want to know what you guys think of it.
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3 minutes ago, ViolentBeetle said:Oh yes, it is like this. Maybe someone should tell them.
Beside the main page, the rest are still readable, but with errant tags.
ive noticed that but man, its so hard to read on the recent page
but this definitely needs to get fixed
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so basically i went to go check up on if there was any new stuff on realm667 and something weird happened
just have a look yourself
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34 minutes ago, FireWarden1000 said:I completed noneed.wad with GZDoom with Brutal Doom v22 Beta Test 3 brutalv22test3.pk3 DOOM mod, I am not providing this DOOM level with a rating.
The important part of the level is the fact the player is able to complete the level, and there are no real bugs in the level except for unaligned textures.
The main problem with the level is the overall flatness of the level, and the level consists of only square shaped rooms with minimal detailing in each area.
I will have to assume you do not usually build DOOM levels, because of the overall quality of this level resembles a speedmap, and everyone has to start somewhere.
With the release of noneed.wad, members of the Doomworld Forums will provide you with advice to improve the level design, advice explained in much greater detail.RECOMMENDATIONS
To improve the gameplay experience, build a larger map with more areas to explore, because the level layout is very linear.Consider increasing the size of each area in the level, and change the shape of each room (Tetris Pieces) to improve the gameplay experience.
Add objects to every area in the level to improve the presentation of the level, because areas in the level are empty, and full of empty space.
Adding more enemies to the level increases the level difficulty, because more enemies in a level extends the gameplay experience, and add enemies behind objects in ambush locations.
For new DOOM level developers, I recommend placing items in a location accessible to the player before the player explores the next area of a level to balance the difficulty of the level.Why is Decino in the credits? Only include names in the Credits of your project only when necessary to avoid causing problems with people.
i put decino in the credits because the music used was one of his analysis songs. But anyways, thanks for the advice, i'll be taking it for granted to improve my maps!
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4 minutes ago, jmac said:I used dsda doom. Aside from the sky and the music, was anything else missing?
the mancubus at the end was tankier and the Invisibility sphere made the enemies not see you in the room, kind of like a stealth mission... until you bump into one of them.
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18 hours ago, jmac said:As requested, here's a video of my blind playthrough.
The map is very basic, both visually and in terms of combat design. Placement of weapons and powerups felt very haphazard, with most of the items being unnecessary. Prime examples of this are the super shotgun I didn't feel the need to use because of the plasma rifle in the same room, the invisibility sphere that was really only good against a single chaingunner, and the rocket launcher and soul sphere at the very end that I didn't even have a chance to pick up.
That said, there were little touches of creativity on display here that I genuinely appreciated. The visuals are very basic, but they aren't ugly, and I thought the room with the little pool of water and drain was a nice bit of detailing.
My advice is to spend more time on your maps, especially when it comes to deciding the item and enemy placement. Even a small, basic map can be a lot of fun if it feels well thought out.
thanks for the advice! This map was actually one of my first projects, so I will take these tips for granted.
And I probably should have mentioned that this was tested with gzdoom, so a lot of the things didn't apply in your playthrough.
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No Need is a very short Doom mod with one level.
I would love to see your experiences with my mod, so feel free to record a video or post your thoughts in the replies!
IMPORTANT NOTE: THIS WAS TESTED WITH GZDOOM, SO PLEASE PLAY THIS WITH GZDOOM.
Credits: ID Software, Decino
Crouching: No
Jumping: No
ACS: No
Custom Monsters: No
Custom textures: No
Custom items/weapons: No
Custom Music: yes
ZScript: no
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holy crap this is amazing. You, my friend are very talented but I will admit sometimes there was areas where I had zero time to react.
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Marine War is back with more new features!
Jumping: yes
Crouching: for tactical purposes, yes
Credits: Strife, ID Software, Duke Nukem 3D, The Plutonia Experiment, abbuw (for the sandbag texture), Realm667, and Oblige (for the gun case texture)
Custom monsters: yes
Custom textures: yes
ZScript: yes
ACS scripts: yes
custom weapons: yes
EDIT: I would like to see your experiences with my mod, so feel free to do so!
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17 minutes ago, Redneckerz said:Why did you call it then that way?
Post the wad(s).
oh, i found a work around, i created a new mod with a 1:1 copy of the map and replaced the old map with the new one
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2 minutes ago, Redneckerz said:What helps is posting the wad. And if there is another mod involved, don't start your port of choice (Likely GZDoom) with that mod involved.
Also appdata/local/temp is literally a temporary folder, so all the more curious as to what the wad file entails.
the weird thing is, there is not another mod involved. And when i test it with zandronum it says its part of the mod even after i delete the map file in slade
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i've been dealing with this problem for a while but i seriously don't know what to do and every single time i reopen the map its the same. Out of curiosity i entered the LISTMAPS command and found that my map "MAP30" was being replaced by another mod that is gibberish. I also noticed every single time i reopen the mod the gibberish mod that replaced MAP30 is a new line of gibberish. I need help with this, URGENTLY
i also posted two examples of the gibberish mods below.
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some sneak peeks on what to expect from Marine War 2.0!
1: The Rage rune from skulltag!
2:new enemies, quests and a shop!
3: new areas and more!
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On 12/12/2023 at 5:44 PM, Kappes Buur said:What kind of tips?
Like episode and skill levels, or something more targeted?
tips on the weapons and strategies
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I want to add tips like in russian overkill but I don't know how. I've never used anything that tinkers with the main menu like the MENUDEF lump so I'm not that experienced.
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I was working on Marinewar and I wanted to make a house and tinker with the Polyobject doors and it works but... just let the screenshot explain
how do I fix this?
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On 11/21/2023 at 4:16 PM, Edward850 said:You'll find all the ROTT sprites here: https://store.steampowered.com/app/1421490/Rise_of_the_Triad_Ludicrous_Edition/
The WAD file can be opened with Slade3 and the formats read/converted.
thanks, I already had ROTT ludicrous edition installed and you gave me the idea to check the files and I eventually found darkwar.wad
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this isn't for a project or anything, does anyone have or know of every ROTT sprite? The spriters resource does have sprites but I don't want sprite sheets, just the sprites.
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12 hours ago, scientifikgenius said:ah ok. no worries den. i guess a good way to counteract that though would be inserting the pictures in the ZIP file.
good point
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On 10/30/2023 at 12:36 AM, scientifikgenius said:oops i didnt know abt the original post. u should put the screenshots on the OG thread lol
I ran out of space on the og post sry
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person opinion on Roger Water's version of DSOTM?
in Everything Else
Posted
oh, I just listened to the version of money and he.... Used an acoustic guitar?