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About scwiba

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    formerly Ryath

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  1. I wouldn't mind working on this. Won't all get done at once but I can chip away at it in my downtime.
  2. Long delayed, but not quite forgotten: RC4 is available for download in the OP. I'll likely do a couple more playthroughs and then send this thing off to /idgames. Assuming no issues crop up.
  3. Sorry to see this port discontinued. I was quite excited to use it, and was just checking up to see if anyone had mentioned support for lilith.pk3. I could of course stick with ZDoom 2.8.1 but was wondering if lilith plays okay in RZDoom?
  4. I'm ashamed to say I've never played this episode and had next to zero experience with Heretic wads prior to UnBeliever. Even the fact that Heretic doesn't have infinitely tall Things was a surprise to me when I started mapping for it, so there isn't too much Thing platforming to speak of I'm afraid.
  5. Some tragedy has been going on in my real life, but I didn't want to leave you hanging on those secret exits if you're still looking. Spoiler-tagged below is a guide for all the exits. Please let me know if you can't get them to work... map12 is especially hard to explain.
  6. Thanks for the feedback! The secret switch you mention is shootable, it's just a matter of finding the right spot to shoot from. This secret seems to be pretty tricky for a lot of players. A secret guide was never planned but might be fun to make. This immediately made me think of @DavidN's strategy guide for Ascent of Titan, but I don't have those kind of pdf skills. I could also just add them to the doomwiki. Is it frowned upon to edit articles about your own maps?
  7. I'm trying to do this but not getting the correct results. I copied the patched kpf and renamed it unmaking_rc3.kpf, then unpatched doom64.kpf and left both in the folder. Tried running the game with -file and it only applies the pwad.
  8. Well, I guess I've got some more testing to do.
  9. scwiba

    Puzzle wads?

    Yeah, I can't help putting puzzles into everything I make. But the highest concentration is in UnBeliever Episode 3 for sure.
  10. Okay, here we go! The UnMaking is now fully compatible with the updated Doom 64! RC3 is also packaged as a PWAD (since that's a thing we can do now), which means a much smaller download. You'll still have to apply the KPF patch the old way but you can load up the mapset most of the ways you would normally load a wad for Doom and Doom 2.
  11. Just to clear up any confusion for those wondering, despite the update to Doom 64, you can still play The UnMaking with the RC2 patch. The patch will correctly be applied to the WAD file (which includes the maps, graphics, and music), while it will fail on the KPF file (which includes only minor menu changes). We're working on an RC3 package that addresses this issue but you can keep playing the mapset just fine with the current download in the OP. For the time being patching the KPF file will still use the same process, yes.
  12. Just saw that! There are a couple fixes I wanted to make anyway so I'll test out a PWAD version and get it updated as soon as possible.
  13. In that case you should be totally fine if you just leave the KPF as it is. As @Immorpher said it only affects a few things in the menus and the mapset is perfectly playable without it. You likely won't even notice the difference once you've started a new game.
  14. With the hoops you have to jump through to get wads working in the remaster, I'm not sure how to make the mapset compatible with other mods at the moment. I could create a specific patch based on your setup but that would only work for people with the exact same mods. And if your game is already modded, I wouldn't be sure the main wad is patching correctly even if it's not kicking back an error. There's a video on YouTube right now of something trying to play The UnMaking with other mods already installed and it looks like none of the mapinfo lump was patched correctly.
  15. Big news! After a much needed break from the project, I've come back with a bit of extra clarity (and feedback from quite a few more players). The result is Release Candidate 2, which includes more changes than at any other point since The UnMaking made the leap from EX to the official remaster. I've cleaned up the visuals in a lot of places, added some subtle hints to a few of the more confusing maps, and worked out a number of issues that I previously thought I just had to live with. I'm really proud of this version of the mapset, and it's about as perfect as it's gonna get. But that's not all! As of today, all 40 maps of The UnMaking are also available to play in @molecicco's Doom 64 CE mod for GZDoom, which adds tons of fancy effects, upscaled graphics, and is a vastly more customizable experience than either Doom 64 EX or the remaster. As far as the maps themselves, this version is a mix The UnMaking's two major releases, combining elements of both the EX and remaster builds. Massive thanks to @molecicco for shouldering all of the work of porting the wad over. I did nothing but playtest and make suggestions, but rest assured it's 100% scwiba approved. Head over to the Doom CE thread for more info.