Volte
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Everything posted by Volte
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This is great news - if this gets underway I might have to contribute. I've had similar thoughts but since my day job is writing code, I don't really want to commit to a programming hobby project. But if there's a new Doom Builder replacement project on the horizon, I would love to contribute something to it. I've had some ideas about non-destructive editing workflows (kind of like Photoshop layers) that I've wanted to play around with but the Doom Builder code base is a little bit crusty and I've been waffling back and forth between writing something for a Doom Builder or writing something from scratch.
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Deus Vult II: First Edition Released
Volte replied to Doom Marine's topic in WAD Releases & Development
Excellent. I've just finished it up to map 29, and I loved it. My only complaint about difficulty was in map 23 in the red area with the key that causes a thousand clerics to teleport in. Having played through the map once now I know how I would handle it differently, but on my first playthrough the initial shock caused me to use all my cells and then run away. By the time I managed to get around to actual crowd control with the rocket launcher, they had advanced too far to possibly hold off long enough for the doors to open again regardless of skill. I had to clip outside the area and wait for the doors to open before I could deal with them. Other than that, the maps felt well balanced (if extremely frantic) and I had a lot of fun. The arch-viles spawning in at all corners of the map at the end of map 23, was hilariously cruel. Watching the 'monsters left' counter increasing by about 40 per second was quite startling. -
holy shit
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This is really cool. Perhaps some basic tweening features (for example, the ability to automatically complete a smooth turn in xx tics instead of those ugly sharp turns) and maybe a way to allow switching between manual and automatic (that is, actual player-controlled gameplay with the actions being logged in the list) would be excellent additions to speed up the process, if someone felt like attempting it.
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Textures are supposed to tile you know.
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I bought it back when I first got my 486 (no internet connection). I was duped by the "simulated screenshots" on the back, hoping it would provide a graphical update. Then again, I was probably about 8 years old. I remember most of the levels being crude distortions of existing levels (mostly ExM1) with changed textures and tons and tons of items added in. It was also the first time I experimented with Doom editing, with "Renegade Graphics DoomEd" or something like that.
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Hooray for my name being spelled incorrectly in the textfile.
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Team TNT's Persuit MAP28 has similar structures to what you describe, although MAP32 is not cramped and blue.
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what's the first wad/level you've ever played?
Volte replied to Dron's topic in WAD Releases & Development
Simpsons Doom. -
doom2.exe and doom95.exe problem with demos
Volte replied to Godshatter's topic in Speed Demo Submissions
Doom is open source. That means the EXE and all derivitives thereof are freely distributable under the terms of the GNU Public License. Otherwise all those source ports would be illegal. -
kwic.com/~junior/newstb.wad Here's my submission.
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I started to try to make something but it started to look like a toaster. So I went with it. kwic.com/~junior/toaster.png
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The marine's name is your name, in that you can actually enter your name (in the multiplayer options?), and that's the name that appears in your PDA. The idea is that you "are" the character, not just controlling a character like in Half-Life.
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Sounds neat, I want to play.
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Get a new video card.
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Of course it looks dark against a white background. Fullscreen, that's not that dark.
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Suggestions anyone? [trying to achieve a good looking map]
Volte replied to MikeyScoots's topic in WAD Discussion
whatnot is not a made up word nor is it misspelt. It means "Any of various additional or unspecified things or items." Moreover, seeing posts rendered nonsensical by asterisks is more annoying than seeing said misspelt or made up word. Anyway, the map looks decent. I like the use of slopes on that broken crate. It's pretty hard to tell how good it looks from that first screenshot, since it's fairly bare. -
Looks normal to me. The "invisible wall" is just the far wall on the other side of the room. If you were another player looking at that scene from another perspective, you'd be able to see it better. Or maybe I just can't see the image properly against a white background.
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-edit- Damnation, I meant to edit, not reply.
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I find it pretty pointless to just use the original textures (even remade textures). Why not either use custom graphics or remake the levels using original textures. A total conversion of the maps to Doom 3 with textures and all seems kind of pointless. Might as well just write a program to convert the WAD to MAP format and export the graphics. I'd rather play re-interpreted versions which feel like Doom 3. That said, what is there does look very good. -edit- That E1M1 link is exactly what I'm talking about. Absolutely beautiful.
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-edit- ack, nevermind
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Me (on Veteran).
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If it's telling you you can't save in that directory, maybe you should try saving it in a different directory.