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About Soulinus

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  1. Thank you for letting me tag along in this project, it was fun, and I hope people enjoy what we have built.
  2. Soulinus

    DSDA-Doom - SIGIL E5M8 ending prematurely

    Doing that completely screwed up the music and level name, BUT, I added the "bossaction = clear" to the internal umapinfo lump that already comes inside SIGIL and that fixed the issue. Thank you very much for the help.
  3. Don't know if this is the exact thread to post this, so feel free to move it/delete it if needed. Been messing around with DSDA-Doom this past few weeks and have been playing through SIGIL (normal version, not compat) and besides Par times always being 0, everything plays ok. Just got to the last level, killed the Spider Mastermind, and the level just ended, I know there are still enemies past her + a secret. Is there any way I can fix this?
  4. Thanks for letting me tag along. It was a pleasant experience, looking forward to the beta.
  5. @RED77 Just want to make sure my map was submitted. I've been checking here regularly, and the Mappers section in the first page hasn't been updated with my map yet, so I'm not entirely sure if I missed something, or if you just haven't updated it yet. Cheers.
  6. @RED77 Just noticed the map above mine (Moonstruck) is also using music by James Paddock, but I gave you the name Jimmy (that was the name that came in the wad file that I got the midi from), not sure if you want to change it to James Paddock in the credit picture for the sake of consistency or not, up to you. Also noticed that in the mappers credits in the first page, I show up in slot 10, even though you gave me slot 11, not sure if it's a typo, or if someone gave up and you moved me up, just thought it was worth mentioning just in case.
  7. @RED77 I think it's about done. I added some more enemies in certain areas to make the combat slightly more challenging, and added more ammo as well (depending on the order you ran the rooms you could end up out of ammo). Added some detailing to the rooms to make them look less bland. I managed to add the MIDI file by changing the name of it in SLADE. (Check if it's well done, just in case). Made it so that you can't backtrack out of the cavern fight (thanks for the tip). Also looked around and found the misaligned textures you were talking about (I used to have a bigger room, and cut some of it, and forgot to align them back up afterwards). One thing I do not know is, do I have to add the jimmytex.wad to the map as well, or is that part on you? Map info: 🔸 Map Name: Knee-Deep In Conspiracies 🔸 Author: Soulinus 🔸 Music: Coal by Jimmy 🔸 Ports Tested: DSDA-Doom -Complevel 9 / GZDoom 4.10.0 Default Compatibility 🔸 Difficulty Settings: Yes 🔹 Description: Find all the hidden switches to open the exit doors and leave this place. 🔹 Notes: This was my first attempt at making a full DOOM map. I had dabbled with UDB before, but never finished any projects. Hope you at least enjoy my first foray into Doom mapping, I sure had some fun. Will try to do better next time. MAP11_666CRETS.7z
  8. Regarding the difficulty, I didn't really know if the levels were supposed to have a gradual difficulty increase, or if every map would be just a single challenge (disregarding continuous play), and since this was for a MAP11 spot, I didn't really want to go full potato, but I can prolly make it harder, if the later does not apply, I would be more than happy to do so. 1) I didn't really notice any, but when I do the detailing I will do a pass and see what I can find. 2) Didn't think of that, I can do that most likely 3) I haven't implemented it yet as I will most likely need to some help for that, prolly from a youtube video or something, but I was gonna leave that for a last step.
  9. MAP11_666CRETS.7z @RED77 Hello. Here is the final-ish version before the full release (hopefully). Like I said, I never really made a full map, so, if possible, give it a run and see if everything is working fine, if it is up to standards, etc... I still want to do some detailing, but I kinda want to leave that for after your pass, since there is always a possibility I might have to change some geometry, rendering the detailing null in general. Also have to fix the minimap.
  10. I didn't get a tag, but I'm only missing 1 secret at this point. Hopefully will be able to post the complete map by the 25th.
  11. Said I'd give a progress update, so here it is. MAP11_666CRETS.7z It's still not finished, missing some rooms and enemies/items. I'm not entirely sure how to share the map, but hopefully someone can give it a try to see if everything is in order.
  12. Couldn't get much done since last update, but I hope to have something substantial to show in the next update.
  13. Checking in. Still working on it. Thus far, I have 2 out of the 6 secrets done, and the full layout while not implemented, it's mostly thought out. Most "done" areas still need some detailing, but things are progressing smoothly.