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Everything posted by Tango

  1. Tango

    Post Your Doom Picture (Part 2)

    these look incredible. I love the colors and the lighting and the textures. the yellow ceiling lights look a little out of place to me maybe? I'm not sure if that might just be because I somewhat undeservedly associate those kinds of lights with a techy theme though. but I think the little gothic lights that are used all over Sunlust (among other places), with the thin lights on black marble squares, might be more fitting. looks really fantastic though, I love those shots
  2. Tango

    Post Your Doom Picture (Part 2)

    yet more green hell stuff:
  3. these look sweet :D I think Cybernity was posted on the doomer boards before right? that name sounds familiar. in any case, thanks for releasing these, much better to have them out here than hidden on your hard drive!!
  4. updated OP with the final final final version!! only change I made in this version is a correction to the green armor pickup message; thanks DabbingSquidward on the ZDoom forums for pointing that out. huge thanks to everyone who played and provided feedback! I will be uploading this to the idgames archive shortly. I've been toiling away on a set of maps that is the continuation of Paradise (previewed in the outro map), so for anyone looking for more stuff like this, hold tight for a few more months :D
  5. More screenshots: 3 small-to-medium-sized maps, built for/with a custom gameplay mod. Tested in GZDoom 3.3.0 and above. You can update your copy of GZDoom here. >>>> DOWNLOAD <<<< (last updated: Dec 8 2018, final version) The maps run map01 through map03. All difficulty modes have been balanced.. Nightmare difficulty is replaced by Ultra-Randomized, which is identical to Ultra-Violence except that a handful of monsters are randomly replaced by some variants (eg Imp sometimes replaced by Dark Imp). UV on your first playthrough is strongly discouraged. If you fancy a challenge beyond UV, try either Ultra-Randomized, or run the maps on coop (run "map map01 coop" in the console) to play them with about 50% extra monsters. The maps contain ogg soundtracks (converted from vgz to ogg because GZDoom crashed with the original vgz files). If you would prefer midi, I have included midi tracks on the map slot + 10. So to listen to map01's midi track, "idmus11", for map02, "idmus12", for map03, "idmus13". Map slots 11 - 14 also contain old, abandoned map scraps that were originally meant for this project, which you are free to use (as with all the other maps in this set). For more info on all of the gameplay changes, see below: I highly recommend playing Paradise with @Xaser's DamNums, as I think it can really help visualize all of the gameplay adjustments. Any feedback and criticism is much appreciated! I intend to soon start a development thread for the gameplay mod, so that any interested folks can stay up to date with it as it develops, as I will continue developing it and use it for my future map releases. For detailed credits, see the CREDITS lumps in t-paradise.pk3. ==== TODOs ==== upload to the archive
  6. updated OP with beta 12, which is hopefully the final version. I will probably go ahead and just upload this to the archives tomorrow. if anything critical comes up, I can always upload a new version to the archives, but for now I think this ought to be good to go. summary of changes: fixed the player being able to run out of bounds in the start of map03 adjusted map01 on HNTR/HMP so that there is a berserk pack at the start, to top you off after the initial diabolist fight changed the plasma zombie clip drop to a "half" clip, with 5 bullets instead of 10 (as is the case in the vanilla game). pickup message for half clip accurately reflects that you get 5 vs 10 replaced the default doom HUD with the new one, so that you have to use the new one (default doom hud was broken with this mod anyway)
  7. Tango

    How should I contribute to the Doom community?

    everyone's skills start somewhere mate. if you truly want to make maps, I say go for it! if you are able to enjoy the process, you will continue to do it and improve over time naturally. I kind of forget the effect that negative comments have until I'm the one actually releasing something, and I'm not sure how to get around this. but! there are a lot of supportive folks here that would applaud your efforts every step of the way, myself included :D
  8. Tango

    The Secret Energy (Boom level, /idgames)

    late to the party, but finally got around to playing this. loved it. really enjoyed the environment and all the battles. and all the FF7 midis make it that much better :D
  9. Tango

    Crimson Wood

    excellent visuals with strong texture usage and lighting, and great encounter design. awesome map :D
  10. Tango

    Post Your Doom Picture (Part 2)

    thanks mate! yeah for sure, that's definitely a risk. what I'm thinking I'll try is just some additional layers of green rock to transition between the height of those insets to the height of the main area, but even that might be too much. we'll see :D
  11. Tango

    Post Your Doom Picture (Part 2)

    (still working on ceiling detail, ignore that little green nugget at the top of the column in the center)
  12. Tango

    what are you working on? I wanna see your wads.

    not an in-game screenshot, but a few years ago I started working on a javascript project that could find and download images from doomworld threads. the intent was that I'd have an automated process to constantly watch and scrape the Post Your Doom Picture thread, save image metadata (like author, date posted, post id, etc.) to a db, and make all the images and data available via an API. then one would be able to, for example, build a small site that allowed you to favorite/rate different images, so you could curate your own gallery of doom inspiration screenshots over time. and maybe the service could have some image processing built in so that you could filter pictures by color, etc. I didn't get much further than getting downloads actually working, which is pictured here. but I revisited this code this weekend for the first time in years to update it to work with the new DW theme. I would really like to, at the very least, catalogue/preserve both of the Post Your Doom Picture threads, as well as this one, and save the metadata to a SQLite db for now or something, so that I could later turn it into a proper API. more and more images seem to be removed/404'd from their hosting services in these threads every day, so the longer I put off downloading what's left, the smaller the pool of findable images gets D:
  13. yes! greenwar 2 is one I would love to see in singleplayer. there are a lot of great looking maps in that set in both the mayan/gothic theme and grungy techbase theme, and I would love to play a full collection of maps like that in singleplayer. UDM2, UDM3 and UDMX are other sets that come to mind when I think of maps I would most like to see converted, though I'm not sure those qualify as "less fortunate." Dynamite DM would be sweet too, if only for the Villa map whose charm I think is quite unique
  14. Tango

    Game Engine Black Book: Doom

    I didn't even know the Wolf3d book existed, I'm really looking forward to this though. very excited to be able to get a physical copy in my hands
  15. I wouldn't echo the same concerns as OP necessarily, but I have definitely noticed a lot of cool DM/CTF maps with nothing quite like them in the singleplayer realm. there are a lot more cases in the other direction no doubt, though. but 32in24 has a ton of cool maps that I would love to see expanded into singleplayer, and I am really fond of old ctf compilations like stctf/uctf, zdctfmp, etc. and would love to see singleplayer analogues of much of the maps in those sets, with the same music and everything. I would absolutely love to play singleplayer versions of all the Exl and Izm maps from stctf
  16. Tango

    Outpost Alpha: A Vanilla Doom Map

    that looks awesome mate, I love the aesthetic!
  17. Tango

    How do you have your controls set up?

    keyboard + mouse (look) wasd - move / strafe left click - shoot right click - jump shift/space - altfire mouse5 - use 1-7 - weapon selection
  18. Tango

    Could you Would You in a Box - A 2048 Megawad WIP

    looks awesome mate. I've got a real soft spot for tan, 16px-high bricks in bright-but-nighttime spaces, feels so doomy and nostalgic to me. I missed this thread when it was originally posted, but I'm really looking forward to seeing this completed now :D
  19. see on the far right side of that browser window, halfway down vertically, there's that weird zigzaggy-looking pattern with a left-facing arrow on top and bottom? I think you can click that and it'll open the right tab
  20. Tango

    Post Your Doom Picture (Part 2)

    damn this looks great. you've done a great job making the atmosphere look cold haha. looks truly awesome
  21. I think the link bioshockfan provided is only for demo recording and playback. I'm sure other members with actual experience could chime in, but I'm pretty sure for the purpose of recording yourself playing with commentary, you would use any regular screen capture software, like OBS or something
  22. thanks so much for the kind words mate :D really appreciate it, glad to hear you had a good time yeah that makes a lot of sense. I want to keep UV the way it is as I'm warning people not to play UV anyway on their first attempt, but maybe HMP and HNTR could use a berserk pack in that arena or something, or some armor? something to make it a bit more forgiving whoops. thanks for pointing this out, I've fixed this and it'll be part of the next release yeah it has much less splash damage, and in a smaller radius. that was my attempt at balancing out the faster rate of fire and projectile speed. a direct impact (with splash damage) does something like 185 damage I think? whereas in vanilla, I think a direct rocket hit can do something like 230+. I'm happy with how it is for the sake of this mapset, as I have balanced things around the current rocket properties, but it's something I'll be reconsidering down the line. I wanted the RL to be a weapon that rewards precision more, but that means greatly reducing the utility you get from splash damage. so yeah, I'll be rethinking this in the future for sure ah thanks for pointing this out! I've had this happen to me sometimes too :( not sure what's causing it exactly, but it must be something ketchup related (since the gib system here is based on ketchup). probably not something I intend to fix in the near future because debugging ketchup is so cumbersome, but it's nice to see some corroboration of the issue at least good call, don't know why I didn't attempt to do this before. this will be in the next release, though with the limitations of SBARINFO, it means the default doom HUD will be replaced entirely, which is fine by me since it's not even functional with this mod anyway
  23. Tango

    It goes away in the end(eternity map)

    screenshots look awesome, really interesting style. happy belated birthday :D