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imdoomed

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About imdoomed

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    Warming Up
  1. imdoomed

    zdoom command list

    Good to know. Using warp <number> transports you to random coordinates within the map...sometimes inside walls!!!
  2. Does running this, also make you respawn with monsters you've killed already still dead, and still have the weapons and ammo you've picked up alreay? Thanks
  3. imdoomed

    Changing the respawn time?

    Is there anyway that the monster respawn time be adjusted, via WXE or a similar tool? I'd like to have monsters respawn in a wad I'm working on but don't want them to respawn too quickly. I also don't want to throw in Archviles or have to bother with monsters warping in at different points. Edit:Clarifing my post.
  4. What would I have to do if I wanted to start a single player game but have Co-Op things enabled like: When you die, you still have all weapons and items you got before and all monsters you killed are still dead. (Basically set it up like you are playing a 2 player Co-Op game where the 2nd player doesn't do anything.) Is there a command line for this or is that something you can put into a wad file via WXE or something to make this happen?
  5. imdoomed

    Try my level?

    Upload it to where?
  6. imdoomed

    Try my level?

    I sent XXoXX a copy.
  7. imdoomed

    Inserting textures into a custom wad file.

    Ok I was able to do what I wanted so I'll let everyone know for future reference, or so someone can correct me if there's an easier way. After everything I did befor this: I used a combination of WXE and Wintex. In WXE I was able to load the 4 .bmp files to the wad using "Entry->Load". In Wintex it is calling these .bmp files "Graphic" but WXE doesn't list a type for them. Now those 4 .bmp files are listed in the "Main" window of the .wad file, which reference the files in the "Texture1" Window.
  8. imdoomed

    Inserting textures into a custom wad file.

    Ultimate Doomer, how do I load plutonia as a custom wad, from which screen. With Doom2.wad not modified, I can edit my wad and plutonia seperatly, but my wad only displays textures from the Doom2.wad. I've been able to export the wfall textures from plutonia to .bmp files but can't seem to load them to my wad file. I've also been able to temporaraly copy the bfall1-4 textures to the wfall1-4 textures and that works, but the waterfall is red of course. Please explain this to me like I'm 2 years old.
  9. Ok I've searched the forums and all relavent information seems to be talking above my head. I'm at my wits end. Here's my dumb question: I'm using Wintex43 and want to copy the 4 Wfall textures from the Plutonia.wad into my wad file and not need the Plutonia.wad after that. What I've done so far: 1.Renamed the plutonia.wad to doom2.wad (backedup doom2.wad) so Wintex will reconize the textures Wfall1-4. 2.Created Wfall1-4 textures on the "Textures In Wad" side by dragging over the appropiate textures from the "Patches" side. 3.Now if I leave the plutonia.wad as the doom2.wad my map editor (DoomBuilder) reconizes the wfall1-4 textures. But if I rename it back and use the real Doom2.wad the Wfall1-4 textures are said to not exist BOTH in Doombuilder and WinTex. OK I'm a newbie at this texture manipulation stuff by about 4 hours, so if anyone can explain what I need to do in simple terms I'd appreciate it. Thanks.
  10. imdoomed

    Try my level?

    I sent you a copy liberation. Let me know what you think. Oh yea and thanks to everyone whos been emailing me with comments.
  11. imdoomed

    Try my level?

    I sent Vegeta, Ness, and udderdude copies. Let me know what you think.
  12. imdoomed

    Finished my map: SC_WASTE

    The easiest way to explain the infinite sky trick is to see it. Open your Doom editor and look at the area with the shotgun in Map 1 of Doom 2. Notice the wall that you can't get to without clipping enabled? The farthest sector here has infinite sky. Basically a wall with no texture that has the same height for the floor and ceiling, with the sky texture as the ceiling only.
  13. imdoomed

    Finished my map: SC_WASTE

    As Vegeta said setup skill level items and replace the wall with sky. I noticed the switch near the yellow key isn't aligned properly. I also personally think the "comp01" floor is ugly at least in the two rooms with the nuke pits. Maybe "floor0_5" would look better? Also you can delete the sectors that AREN'T the windows in the bottom right corner of the map. Other than those little things, I like how it played, I reminds me of some of the Episode 1 maps of the origional Doom.
  14. imdoomed

    Try my level?

    I just sent you a copy Darkhaven. Oh yea, I'm still trying to decide if map 5 is too hard and logically layed out.
  15. imdoomed

    Try my level?

    Hey Use3D since you were the only one who gave me feedback before, I sent you a copy of maps 1-5. Let me know what you think if you get a chance. Also anyone else who really wants to evaluate the maps and reply with constructive criticizm, leave your email and I'll send it to you too. Thanks.
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