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doomisfun

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Everything posted by doomisfun

  1. doomisfun

    AMWAM Wads Project - Progress Thread

    well, I guess nobody tried that level. No worries though I have been working on something new and have decided not to add anything to that last level, so take it for what its worth, a learning experience. Here are a few new screens of the newest level: Until next time...
  2. Hi there folks, I am relatively new to doom mapping and have decided to start a small project with the goal of producing a few quality maps that might later be thrown into a single wad. A couple of months ago I made my first wad that I felt was of enough quality to realese. I recieved some feedback on these forums from a few helpful posters and uploaded the level ( If anyone wants to play it, the file is hosted at aadoom.8m.com ) Since that last mapping effort I have honed my craft somewhat and I feel now that my latest creations are much improved. Here are a few early screenshots of the first level for your viewing pleasure. This level should be ready in about a week or so, give or take. The aim is to have a level every month but obviosly that is not set in stone and is subject to change. Anyways, chew on those screens for now and I should have something to show in a week, at which time I will need a few objective playtests. Bye for now...
  3. I have been wondering for some time how the effect of an enemy fading into view is acheived. I am not talking about teleportation of any kind, rather an enemy that is invisible that fades into visibility and begins attacking, after being triggered. An example of this can be seen in the first level of Simplicity where a hell knight and I believe a couple of imps do this. If anyone can explain this to me I would be grateful.
  4. doomisfun

    Enemies that fade into visibility...

    Ok, thanks a million spork. You really do kick ass. I am sure I can get it working now, but we will see...
  5. doomisfun

    Enemies that fade into visibility...

    Sorry for the triple post, but i need to add that when I try to compile my behavior lump, it fails telling me that these functions (Thing_SetInvisible and Thing_FadeIn) are used but not defined. Now I am really scratching my head.
  6. doomisfun

    Enemies that fade into visibility...

    I examined the first level in simplicity and have found a few things. First off, the invisible enemies have the dormant flag checked. I then opened the behaviour lump up and here are the parts that are pertinent: Thing_SetInvisible(7); -This is in the opening script and seems straightforward enough, it makes the hell knight invisible. Script 22 (void) { Thing_FadeIn(7,0,0); } -This is executed by walking over the line and fades the hell knight into view and he becomes undormant. This all seems fine and dandy but I still cannot get it to work in my level. I also noticecd that both "Thing_SetInvisible" and "Thing_FadeIn" are not in the blue font that commands are usually in when editing scripts with doom builder. It is as if doom builder does not recognize them as commands and they use the normal black text. I am still perplexed with this problem and I think I'm missing something crucial. Again, any insights would be appreciated...
  7. doomisfun

    Enemies that fade into visibility...

    No thats not what I meant either, the enemies fade into view and stay that way. Like I said check out the first level of simplicity. I agree that stealth monster are annoying though.
  8. doomisfun

    AMWAM Wads Project - Progress Thread

    Alright, here is the level I was not completely satisfied how this level was turning out so it is shorter than originally planned. Some things might need to be tweaked slightly still and I might add some more to the end, but the wad right now is not without merit. Give it a go and tell me what you think. Ciao... Oh yeah, its for zdoom.
  9. doomisfun

    AMWAM Wads Project - Progress Thread

    one new screen...
  10. doomisfun

    AMWAM Wads Project - Progress Thread

    Thanks for the encouragement everyone. Dutch Devil, I just downloaded "The Watchtower" without any problems, so I don't know what the issue is. Don't worry though, you are not missing out on anything too incredibly spectacular.
  11. I just completed this level and need some feedback and constructive critisism. The level itself is fairly challenging but short and can be finished in about 10 minutes. It can be found at aadoom.8m.com as well as a screenshot on the main page. I look forward to your replies and have fun playing!
  12. doomisfun

    Try my level! I need some feedback.

    Alright, I have updated the level once again changing a few things slightly around. This level is more playable now, although the difficulty has not changed. I am starting a small project with a few other maps, so consider this a demo. The level can still be found at aadoom.8m.com. Thanks again everyone.
  13. doomisfun

    Try my level! I need some feedback.

    Thanks for the help everyone, your critisisms are much appreciated
  14. doomisfun

    Try my level! I need some feedback.

    Ok, I have made a few alterations. I have changeed a few textures so that switches and inactive doors are more obvious to the player. Also, there are now difficulty setting for those who were having trouble with the difficulty, but keep in mind that this level was really meant to be played on Ultra-Violence. Dark Shadow- Yay you are right. Ummm... your cookie is in the mail... 6-8 weeks.
  15. doomisfun

    Try my level! I need some feedback.

    How long did it take you guys/girls to complete?
  16. doomisfun

    Try my level! I need some feedback.

    hmmm... I dont know what that is about the download still works for me. Anyways keep the posts coming this is good stuff to know and thanks to anyone who has already replied. Oh, and if there is a better way to post my wad someone let me know. Thanks
  17. doomisfun

    Try my level! I need some feedback.

    Oh, and by the way the first person to identify the music gets a cookie
  18. doomisfun

    Try my level! I need some feedback.

    yeah, well it was my goal to make this a challenge, and I like close quarters battles so that is reflected. The idea at the outset was to make this the first level of a larger wad but we will see.
  19. doomisfun

    Try my level! I need some feedback.

    no that is not to harsh at all, in fact good critisism. The first room is supposed to be cramped but i know what you mean, some of the pillars and walls get you stuck. The door you couldnt open is activated inside the door you didnt bother opening. As for the first switch, you are right it needs to be more apparent. Thanks for the reply though.
  20. I have some experience making wads, but am new to doom builder and having some difficulty. The problem I am having is that after I go into 3d mode and choose textures for my walls, then test the map in zdoom, some of the textures I chose are the wrong textures. I am using the doom2.wad textures if that means anything. If anyone has any input or possible solutions to my problem your response would be greatly appreciated.
  21. doomisfun

    Wrong Textures. Please Help Me!

    no the doom1.wad is not configured for doom2, but doom1 textures (when I am editing for doom1) work fine. To specify my problem further when I use some (not all of them give wrong textures) textures like the large marble baron face turns into the sandstone looking texture; the ghoulish laughing faces turn into a door texture and one of the grating textures turns into the slime waterfall. All of my textures look fine when I am editing in 3d mode but when I test it some (maybe one third) are switched on me making my level look like crap. I am editing in zdoom doom in doom format if that means anything, and am testing the map with zdoom.
  22. doomisfun

    Wrong Textures. Please Help Me!

    maybe, doom builder somehow confused doom2 textures with doom1 ones. Has this happened to anyone else, or am I just an idiot who doesnt know anything.
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