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Everything posted by DoomedAce
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I never thought of it as being part of the classic DooMs. Though some of Plutonia's maps are still better than most of the maps from DooM II.
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Explosive barrels, definitely. And crushing ceilings.
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It wasn't the maps themselves. It was the commercial release of the megawad that rubbed many DooMers up the wrong way.
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That would be, "infamous wad". It's not the wad in itself alone, though. It's also the story that comes with it. http://www.doomworld.com/idgames/index.php?id=9955 Play it and be enlightened EDIT: ^^Heh, lots of people willing to put effort in promoting "eccentric" wads, I see.
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I suppose one could build a big room (a square, for example) stuffed with megaspheres, have the room surrounded by archies and give the room the "die=exit" sector type. Cyberdemons could work too, though in that case it would be possible to be splattered too early by one of their rockets. Which wouldn't be that much "fun"
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Same here. I particularly look at shadows/lightfall or multi-floor constructions.
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*googles* Pom popom *copy/paste* Doom Ultimate and Doom 2: Cheat mode Platform: Xbox Enter one of the following codes during game play. A sound will confirm correct code entry. Repeat the code to disable its effect. Toggle God And Degreelessness Mode (iddqd) Hold L and press A(4). All Weapons, Health, Keys, And Armor (idkfa) Hold L and press B(4). Temporary Invincibility (idbeholdv) Hold L and press X(4). Full Map (idbeholda) Hold L and press Y(4). Berserk Mode (idbeholds) Hold L and press X(3), Y. End Level (???) Hold L and press A(2), B(2). Chainsaw (idchoppers) Hold L and press B(2), A(2). Invisibility (idbeholdi) Hold L and press X(2), Y(2) Light Amplification Goggles (idbeholdl) Hold L and press Y(3), X. Radiation Suit (idbeholdr) Hold L and press X, Y(3).
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Yeah, what's this about special Xbox levels? I didn't find any.
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This would be great in a map where you travel back- and forward between a medieval castle or ancient temple in the past and it's ruins in the present. TNT Evilution had this "alternative reality"-effect, too. "Wormhole" I think the map was called, though I'm not sure which map it was.
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Well yeah, it's just because the previous pope ruled for so long that they adopted this new procedure.
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The way I understood it is that the Vatican doesn't want a single pope to rule for too long (John Paul II's rule lasted for 26 years). That's why they chose an old guy like Ratzinger for pope.
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At least that version has an exit.
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This just keeps getting better and better. Keep up the good work.
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Considering releasing my first map... (RELEASED!)
DoomedAce replied to Cajun[CC]'s topic in WADs & Mods
Heh. Reminds me of that random DooM map-scenario creator. Anyway, that map certainly looks better than half of the maps ever released. Good work. -
E1M5, THE DooM theme for me.
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I just sit down, open DB and start throwing sectors together, adding new stuff as I go. If I don't like an area, I either delete it or leave it as it is and come back to it later. If I get bored from working on one particular map, I simply cast it aside and start a new one. I do get back to some of those unfinished wads, but most I leave to rot in my DooM folder (seriously, if wads could rot, there'd be an awful smell in there)
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I just checked and it works fine for me, too.
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The Classic Doom sounds in the Xbox version alone made me grind my teeth.
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I sometimes find myself adding detail to monster "container" sectors (you know, the sectors from which monsters are teleported into the playing area) that the player will never see.
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I wish I could pump out wads as fast as that. And still make them look good that is.
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I don't see the fun in these mock/joke wads. The first few ones were at least original :/
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It's kinda hard to change themes, though. It would look weird if the map jumped from hell to tech or something. Unless Potgiesser creates a magically smooth transition, of course.
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That, or use the button at the top of the screen named "Grid Settings"
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I'm having some problems getting these stairs to work. It's activated using a ZDooM script. The script itself seems to be OK, though, since all the other actions it contains are carried out. The stairs, however, work only partially. The first (tagged) section rises, but after that it stops. Here are some screens: The selected sector in the screen is the one with the tag. Any suggestions?
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Heh, after some searching I found out that I forgot to set the Stairs Specials. That solved the problem quickly.