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didy

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Everything posted by didy

  1. I coudn't wait. Downloaded and played on HNTR. It is a brilliant setting: Beatiful, great layout and the playability is fair and surprisingly. Maybe there is too much ammo and health - Will check it out on UV again.
  2. Wow. Ultra cool looking, fantastic screenshots. I like those curves a lot. Will download tomorrow. Thanks.
  3. didy

    THT: Threnody - released!

    Final version: https://www.doomworld.com/vb/post/1524647 Only very few changes: sky transfer and 4-5 minor fixing, fully tested with: Eternity, GLBoom+, Prboom+, Risen3d, G/Zdoom, Zandronum
  4. didy

    THT: Threnody - released!

    @Fonze if you want to to make a new map, I am pleased to help you out. I would do the detailing and some other stuff... but you should have done the layout, already... - let me know if you are still interested in it... @all I am going to check the maps. As for now, I found a relatívely serious prob in one map,... - It'll take a while, when I am making some notes .... - but it is very good what I have seen so far!! I will give some impresesions soon...
  5. didy

    THT: Threnody - released!

    Chris, there is a problem with the texture 3EXIDOOR when played with the port 3DGE. When I resize the texture from 64x96 to 64x128 than it is ok. So, if you want to replace the texture with the fixed version (64x128, see below) then everyone else who is using this texture should check their walls. If you want to keep the original texture (64x96 px) I am going to replace it - that's not be a problem for me. download-link for new version of 3EXIDOOR, bmp, (also: 'texture1'-size via slade must be changed to 128): http://www.mediafire.com/view/k3hi8vx31m65zvn/3EXIDOOR.bmp problem accured The Berserk at the end was (or still is) a placeholder. The idea behind it is that, when the maps are not played from pistol start there is a way to get 100% health for the next map. What do you think? I can delete it, or change it with a medikit. I know about the sky transfer. But What do you mean? Are you going to use it in every map everywhere, is it really necessary? Should I use it, too? Will it work when an outdoor sector allready is tagged for example for a teleporter destination?
  6. didy

    THT: Threnody - released!

    slightly improved update https://www.doomworld.com/vb/post/1524647
  7. didy

    THT: Threnody - released!

    Yes, I had the same experience - a wonderful, new way of acting/and mapping...
  8. didy

    Can't select in DoomBuilder2... Help! (FIXED)

    Try another mouse and perhaps a proper driver. I also have some issues with my mouse in DB2 and GZDB, but with no other program.
  9. didy

    THT: Threnody - released!

    Mechadon, I checked thrice and it worked correct. I think I just have not seen that the floor was moving because I was attacked from behind and turned around right after pressing the switch for the first time. After cleaning out the room I pressed the switch again but nothing happened - sure, because the floor was allready up. So, It's fine. Hope I didn't waste your time too much.
  10. didy

    THT: Threnody - released!

    Fonze, thanks for the demo and the comments. As for the green armor secret room, you are right. After picking up the yellow key there is no way to get the green armor anymore. I will find a solution and fix it. Chris, Fonze, you both are thinking it could have got a bit more action. Ok, I'll think about it... Mechadon, Fomalhaut is absolutely beautiful with a fantastic progression - great map. When I got lost twice it was a pleasure to wander around. After researching I found out that Fomalhaut is the name of a star. I was a bit irritated when I pressed the switch tag 26, l27716 for rising s78, because nothing happened. I mean, I think that the floor didn't rise up, but maybe I just was blind (playing v2, Zandronum 1.2). After running around for a while I came back pressed the switch again and the floor was moving up as intended. Btw, your map gives me a lot of impressions for another project I am working on. I have not yet played all the maps, but what I have seen so far, is really nice.
  11. didy

    THT: Threnody - released!

    updated: only some minor things like a few fixed misalignments link see post: https://www.doomworld.com/vb/post/1524647
  12. didy

    THT: Threnody - released!

    @Fonze, Thanks for the demos and your comment. If you play with infighting at the end, than there is too much ammo left. But if the RL or plasma gun isn't picked up than ammo can be tight. I deleted the red key, there is a switch, now. It was an idea from Chris and I think it is better without the red key. Yes 69 candles, see spoiler-posting. https://www.doomworld.com/vb/post/1524647 ^also slightly updated version
  13. didy

    THT: Threnody - released!

    chris, everything is clear, everything is ok,... and yes same level... ;)
  14. didy

    THT: Threnody - released!

    one more thing, map name ist TY45-15 (not 25)
  15. didy

    THT: Threnody - released!

    @chris everything what you said about the difficulty setting like the PE, the pace and so on, is right and actually, were my thoughts, too. The thing is, that one have to cross the main road several times and once it is cleared, which is at the beginning, there is not much more to do. This leads to the effect that the pace is a bit slow, and yes, maybe it is a layout-gameplay issue. On the other hand I like it, when a map has got some parts where it is slowly going on because it increases the atmosphere and it is a good way to lead to a climax. It is just my taste, but I will think about this once more. >..I played it on HMP and wasn't ever really challenged..; on UV... I think most people will find the level a tad too easy,.. Ok, ... I will see what I can do... >Secret in sector 111 was too hard for me to figure out. I need a hint that I need to press that wall. But perhaps the small window is the hint? There are even three hints: you can see the items before, the window, a different wall texture; added a forth one >Teleport sector 507 could perhaps have monster block lines. The same goes for sector 758. I found it a bit weird that especially the Demons released from sector 1119 could enter them and they didn't feel like leaving sector 110 once they landed there :) As for s507, yes, blocked now. As for s758 no. You don't like it, but I really like it, when it happens to teleport into a demon - different tastes. Btw sometimes the demon got out of the teleporter box. >The Mancubus and his minions in sector 443 can be easily killed through the nearby window (sector 411 and 435) without posing any threat to the player. Yes, this area does not deliver an attractive fight situation. I never thought about closing the window you mentioned. I will see what I can do.... (PE perhaps?) >...I think the red key could be removed completely and replaced with a trigger that lowers sector 567 in another way instead. Wow, Chris, what a cool idea, thanks. Will be changed. >After finding the goodies in sector 1159 I kinda expected for something to happen. But nothing did. I like goodies, but this was just handed to me too easily. I din't even have to fight that much to get to them. The weak point in this area is, that there is not much content (playability). I moved the backpack outside, near the tunnel (maybe one of the weapons too) and will think about the monster placement. Though, I somehow don't want to have a trap here. >The gate texture on linedef 5887 bleeds into the floor in prBoom+. fixed >A lot of the fighting on the roof top in sector 59 can be cheesed by simply jumping off the roof via i.e. sector 9 or 24 and then killing the monsters by standing on the area near sector 1155. Of course, this isn't something we'd do, because it's cowardly and honorless! :P :) Yes I was thinking the same, that's one reason why I left this area escapeable. And there is the archi... - so it could happen to run out of ammo if jumping off the roof before killing the archi. Thanks for your impressions, helped me a lot.
  16. didy

    THT: Threnody - released!

    last update june, 30/16 Final version: http://www.mediafire.com/download/78zoxdeaycql7ls/TY45-15.wad
  17. didy

    THT: Threnody - released!

    Does someone know for how many years Ty managed the archive? I've got the information that he started in 1998? My map is nearly done, upload shortly.
  18. didy

    THT: Threnody - released!

    I just have taken a look into the resource wad (didn't know there is one). I think it should be possible to overwork the look of the map to make it more doommish. But I don't know much about Ty's style. If it is ok, I'll send a new reworked version. If it doesn't fit that good to this project it is no problem to reject the map. I'll give it a try - but can't promise anything. Is the resource wad already closed or can I use maybe a handfull of new textures? Yes, there are some real boom actions in the map.
  19. didy

    THT: Threnody - released!

    I have a single player boom-map which I did for bauhaus.wad but I didn't release it. The map contains replaced sprites and new textures. I guess that new sprites aren't allowed. If it is ok for you I could overwork the map and I would like to contribute the map to this project. I still want to keep the new textures. Screenshot: http://www.mediafire.com/view/934rs4ums6377i9/b-ex02.png download, doom2, map02: http://www.mediafire.com/download/ksufxnd31163e7b/bauhaus02abandoned.wad
  20. didy

    Dehacked, is a new medikit possible

    Ah, ok. My english is not that good. I might have misunderstood you. I'll take a closer look to your answers and I'll try it out. Thanks again for your help.
  21. Is it possible to use an existing sprite (green pillar) for a new medikit with 50% health? If yes, how?
  22. didy

    Dehacked, is a new medikit possible

    good idea, GhostlyDeath, thanks, but what I wanted to do is not possible, The oil can should give the health. I was thinking about this:
  23. didy

    Dehacked, is a new medikit possible

    vanilla, most likely limit removing
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