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DooMknight

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Everything posted by DooMknight

  1. This is a map that I started there in 2007, I was going to present it to a vanilla map tournament that year. The idea was to make a sequel to an old map of mine called Europe, but it ended up being so big and complex that I reached the limit of 65536 linedefs and I had to discard it for the tournament. So in the end I left it parked and continued with other projects, until last year that I took it back and since then I have been working on it when time allowed. I eliminated the city part, since in 2013 I made a big city-type map called Vanilla Sky and didn't want to repeat the same formula... At last this summer I had enough time to finish it. I still do not upload it to the Id database, because I would like you to try it to give me your advice and if you find any error I can correct it before uploading it. It has about 1000 enemies, many secrets and it takes about an hour and a half to finish it, although I have added auto-save points in the key places. Although I added some new enemies and objects, I tried to make sure they do not clash with the atmosphere of the map and most important, they don't give problems when playing with gameplay mods such as Brutal DooM, D4D or Beautiful DooM. I even recommend the experience of playing it with this kind of mods, with Brutal DooM this map will delight those looking for a real butcher shop. Hope you enjoy it as much as I enjoyed doing it! Story The map is about a marine who must infiltrate a UAC Corporation large base because there are indications that dangerous secret experiments related to portals and Satanism are taking place. The protagonist is hidden in a truck of the UAC that goes to the complex getting to enter without major problems. But once inside the facilities he realizes that something terrible has happened there, it seems that he is not the only unexpected visitor... Information Game: DOOM2 Recommended SP: GZDoom Map: MAP01 Single Player: Designed for Cooperative: Supported Deathmatch: No Advanced movement: Jump allowed Difficulty Settings: Yes Update 07/jan/2019 After the last gzdoom update I noticed the rendering mode of the engine has changed, so some sectors looked very bad. I've updated the map fixing those sectors, and also some more, here is the changelog: Update 20/dec/2018 Ok, I've uploaded an updated version with the errors that all you've mentioned fixed. Here is the changelog: Update 10/sept/2018 The file is already uploaded to the idgames archive. Update 6/sept/2018 Thanks to all of you who have tried the map and have made me aware of the errors and problems. These days I've been working on fixing those problems and improving the gameplay. I updated the files to the final version, which will be the one that I will upload to the Idgames Archive. You can download it from the links below. Changelog: Download https://drive.google.com/open?id=1IwkDTCv02omDynOThit4JQCNkm10nrSQ (always up to date) https://www.doomworld.com/idgames/levels/doom2/Ports/s-u/supplydp Credits Objects and decoration: NerdKoopa, CaptainToenail, Necrodome, Blox, Tormentor667, Gothic Enemies: Tormentor667, Captain Toenail, Nanami, Ghastly_dragon, Keksdose, Herculine,Ben2k9/Virtue, Eriance, RAVEN Software Textures: FuzzballFox, Enjay, EarthQuake, CaptainToenail, amv2k9, Cage, Zero X. Diamond, demo_the_man, MartinHowe, Nick Baker Titlepic artwork: Espen Grundetjern Music: Andrew G. Sega, Markus Merilainen, Patrick Phelan Beta Testing: Degree23, Demonologist, NovaRain, elend, Phobus, HAK3180, AK-001, StormCatcher.77 Special thanks to my wife for her support and help these years while I was creating the map. And finally this map is dedicated to my 4 month old son. Short gameplay with Brutal Doom v21beta Gameplay from HAK3180 Screenshots
  2. DooMknight

    covers (outdated)

    I like the design, think it could be good to add part of the credits, something like the name of the author or authors, the info section with the story and compatible ports and some screenshots of the included maps. Replicating somehow the back of the 90's videogames CD cases:
  3. DooMknight

    Doom Neural Upscale 2X [v 1.0]

    hey mates, good work with the SS soldier facelift! Now he's happy and hopeful
  4. DooMknight

    UAC Invasion: The Supply Depot

    Thank you for reminding me! This last month I've been very busy and I'd completely forgotten to upload the updated map to /idgames. The reason why I didn't update it is because although the changes are not very drastic I preferred to know if there was a bug in this version, I've tried it a bit and it seems to work. If someone has played this latest version and found a problem, please let me know. In any case, I will upload the updated version right now Edit: The file is already updated in the /idgames archive By the way @Mere_Duke , download the file again because this version is more up to date than the one was in google drive. All the repositories are already updated with the last, and if there is no problem, it will be the definitive version.
  5. DooMknight

    The amazing "identify that Doom song" thread.

    It's an unused track from a 1995 game called Mission Critical. This game has some great tunes for custom maps! Here is the full midi soundtrack: http://www.mirsoft.info/wogm_download.php?data=YTozOntpOjA7czo0OiIyMTU4IjtpOjE7aToxNTQ3NTAyNjgwO2k6MjtpOjM7fQ== The song that you mention is the one called MC20.mid
  6. DooMknight

    Best Use of Stock Textures

    Oops that's true!! I didn't realize that I left the smooth doom mod in the gzdoom ini, in any case, the map is in /idgames in case you want to check it
  7. DooMknight

    Best Use of Stock Textures

    Nice vehicle! It remembered me the sector vehicles that I did for a map in 2013, Of course this is a vanilla map that only used stock textures
  8. DooMknight

    UAC Invasion: The Supply Depot

    After the last gzdoom update I noticed the rendering mode of the engine has changed, so some sectors looked very bad. I've updated the map fixing those sectors, and also some more, here is the changelog: Fixed many sectors that didn't show correctly in the latest GZDoom version. Added 3 new secrets, some previously easily accessible objects and powerups have moved to these secrets. Added more detail to some areas that were desertic or too empty. Fixed some misaligned textures. The Pustule speed has doubled, before it was a derisory enemy. Few minor fixes. Download https://drive.google.com/open?id=1IwkDTCv02omDynOThit4JQCNkm10nrSQ (same link in the first post) Here are some screens of some of the changes:
  9. DooMknight

    Mappers' first world problems

    Haha nice thread, I put some more: When you reach the limit of 65536 linedefs and you have to remove detail from a vanilla map to continue mapping When you spend hours introducing new enemies and weapons to realize later that they break the gameplay of the map When you upload your ultra-tested map to /idgames and after a while you receive messages about the map having errors When doombuilder closes with an error and there is no copy of the work When a release of new gzdoom version breaks or mess up your previous maps (It just happened to me with the supply depot)
  10. DooMknight

    UAC Invasion: The Supply Depot

    Hi Dst, what is your config? I can play the map with project brutality without problems, in some areas the fps can drop to 40-50 but is playable. My pc has a i7-6700K and a GTX 1070g1 with 16gb of ram
  11. DooMknight

    UAC Invasion: The Supply Depot

    Ok, I've uploaded an updated version with the errors that all you've mentioned fixed. It's already in /idgames and the google drive link on the first post. Here is the changelog: Added some crates (not much) in the southest outdoor area to give the player a chance to take cover. Corrected the secrets counter, now the map has 22. Thanks @NovaRain Fixed some sector that didn't rise and could leave the player trapped.Thanks @Firedust Also fixed the 3 cacos that didn't appear correctly in the final area. Some other minor tweaks.
  12. DooMknight

    UAC Invasion: The Supply Depot

    Thank you very much!!! I'm glad that you also liked the map, and you enjoyed it from beginning to end. I will keep an eye on the bugs that you mention, I'm receiving a lot of feedback, and and sincerely, I see some things escaped me... Maybe it is the problem of making such a big map, it is easy to forget things... Luckily, most are small bugs that I hope will not break the gameplay
  13. DooMknight

    Cacowards 2018 - 25 Years of Doom

    Thanks to all the Cacowards crew and all Doom fans that for so many years continue to maintain this fantastic community! Has been a pleasant surprise for me to see my map in the cacowards. When I started mapping I never imagined that one day I would receive so prestigious award. With the comments that the community had previously made on my map I already felt enormously rewarded for the effort it took me to do it. But after seeing it here, in this cacowards, surrounded by incredible maps and mods that have also been awarded (my big congratulations to all), I think it is the minimum that I can contribute to this great community and it encourages me to continue working on this great game, that although turns 25, continues to enjoy great health! I also want to thank the people who helped me with the beta testing, they made this possible Finally, I wanted to thank the Cacoward members for select my work and especially @Major Arlene, who wrote such a good review on the map. Really, thank you very much!!!
  14. DooMknight

    UAC Invasion: The Supply Depot

    I've seen the video of the playtrough and I loved it, I've laughed a lot when you curse the afrits, it's true that they go fast, but the areas where they appear are big and open. I have seen that you have enjoyed the map and that is what is important, that it is a dynamic experience even if it is such a long map. I appreciate your gameplay and your comments! PD: It's true that the name of the map is quite generic, but I'm not very good at putting cool names on maps. Next time we'll have more in mind, because there may be people who think it's another boring base map...
  15. DooMknight

    REFRACTED REALITY

    Wow! It looks awesome. Those contrasts are amazing
  16. DooMknight

    UAC Invasion: The Supply Depot

    Actually that secret is marked when you press the switch, I didn't notice that there was another sector marked at the beginning of the toxic flow gate. Well, fortunately it's a small mistake, in total there are 22 secrets not 23...
  17. DooMknight

    UAC Invasion: The Supply Depot

    Ok! The fixed version is uploaded to the /idgames archive. Many thanks to the maintainers at how quickly fix that
  18. DooMknight

    UAC Invasion: The Supply Depot

    It's true, I've checked it and the other cyberdemons are not activated ... I don't understand how it could have happened since those sectors I haven't touched in the following beta versions. Thanks for notifying me of this @Not Jabba, I'm now trying to update the file in /idgames. I've uploaded the fixed file and the .msg indicating the problem. For those who want to download this fixed version, here is the new link: https://drive.google.com/open?id=1IwkDTCv02omDynOThit4JQCNkm10nrSQ
  19. DooMknight

    UAC Invasion: The Supply Depot

    The map is finally published in to the idgames archive! Here is the link: https://www.doomworld.com/idgames/levels/doom2/Ports/s-u/supplydp I also edit the first post with the new link.
  20. DooMknight

    UAC Invasion: The Supply Depot

    Thank you very much for trying the map, I'm glad you liked it. It was such a huge project and I had invested so many hours that I had to finish it and publish it. It is true that this area can be somewhat confusing, the switch appears in front of the player, but the texture is similar to the walls and it may be difficult to see it, anyway taking a couple of laps around the area I think you end up finding it. The other bugs that you mentioned in PM, I solved them in my local file, but sadly I had already uploaded the final version to the repository and I can't overwrite it. I don't know if there is any way to update the file ...
  21. DooMknight

    I'm Also Looking to Play and Record Your Maps

    @HAK3180 Thank you very much again for time spent, I know the map is long and can give laziness. I've loved the videos, laughed a lot at some moments, like the one in the cyberbarons arena or when you got a secret and you say: "oh yeah!" The switches in the outdoor area are to crush the mancubus of the towers, there are three scattered around the area. What a pity about the area of the mastermind spider, the line that closed the area was badly placed and could be avoided... But well, as you said in the video, all that is solved in the final version. I enjoyed to much watching the gameplay, almost 3 hours here stuck to the screen. I hope you enjoyed it, and again thanks for this great review!!
  22. DooMknight

    UAC Invasion: The Supply Depot

    Thank you very much elend and Phobus for playing the map, your comments have been very useful and have helped me to fix the last bugs that were left. Today I have been working on the map and played it completely to see that everything works fine now. Thanks also to all other testers: Degree23, Demonologist, NovaRain, HAK3180, AK-001 These are the changes I have made based on your comments: Changed the action lines in the rooms where the deathknight and the spidermastermind appear so that the player can not be trapped. Eliminated some instapopups of enemies (not all) that confused the players. Added some health in the outdoor area that opens with the yellow key. Added more BFG ammo in the final battle. The closets for teleportation of monsters are moved, now they should not be heard in the playable zone. Added new items and enemies in a new explorable area. Added details in some areas. Fixed some errors.  And here is the download link to the updated file, although I've also edited the first post: supplydp.zip
  23. DooMknight

    I'm Also Looking to Play and Record Your Maps

    Yes, it's an error that has caused many people to get stuck in that area. I've solved that problem and many others in my local wad file. I've uploaded thefixed & updated wad, in case you want to try this one. I know it's a chore, if you already had the map almost finished and recorded, but there's no other way. Changelog: P.D: Also thanks for telling me about sector 213, I hadn't seen that. I's already fixed in the file that I just attached. SupplyDepotFixed.rar
  24. DooMknight

    The Incident - My very first map

    First, I think it's incredible that this is your first job. The care for detail and lighting is exquisite. In addition, the map is designed with very good taste and a very original use of textures. The map is easy but very enjoyable, has some interesting ambushes but you always have ammo and health to spare. The architecture is quite impeccable, with some very curious and pleasant details, such as doors and walls broken in addition to other decorations. I like the design of the base, with some backtracking, although as you can see in the video, I had a hard time finding the damn lever that opens the access to one of the last areas (although it was clearly visible). The secrets, as you can see, I'veve taken the four t. I don'tt know if it is because you made them easy to find, or because I'm also a mapper and one is an old dog. I also liked the ending zone, with an incredibly detailed area that design reminded me a lot of the final level of the first Quake, although as I said before I found it too easy, even to have played in HMP. Perhaps I'm a extreme difficulty bitch hehe In conclusion, I've really enjoyed this map, and since its your debut, I'm sure that your future projects will be very interesting and popular. Here, of course, you've done a great job!
  25. Here is one by mine: https://drive.google.com/open?id=1AxPHwDL_CyyviJeqUPEgpekDBfSKK7TL The normal map (with monsters) has the problem of be very high difficulty due monster number, you can add your own monster template to there.
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