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Everything posted by Jimmy²
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If I'm not mistaken you can add this in a DEHACKED v1.9 lump and it'll work: Patch File for DeHackEd v3.0 # Note: Use the pound sign ('#') to start comment lines. Doom version = 19 Patch format = 6 Misc 0 Monsters Ignore Each Other = 1 Immunising monsters against all monster-spawned bullets and projectiles is *not* possible, I don't think.
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k that's pretty fascinating. You can disable infighting through DEHACKED, I'm pretty sure (but they could still accidentally kill each other).
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Monumental release. Definitely playing this all the way through.
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I saw a thing on Twitter recently that inspired me to cook up this little "game". Fill the spaces with titlepics or text to show us which 9 Doom WADs are important to you! Before you crack open SLADE and start painstakingly exporting titlepics, you can retrieve them pretty easily since a lot of them are on the Doom Wiki. If your Google-fu is decent you will also find them there by Googling "doom [insert wad name here]". Here's mine! I also have a much larger/more extensive version here, based almost entirely on the original Twitter post that inspired this:
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Need help with Plutonia, finding it boring and unfair
Jimmy² replied to thenodger's topic in Doom General Discussion
this is actually just a targeted attack on me and me alone, and my skills which are really good and not bad at all, because I am the protagonist of reality. how extremely dare you and I'm actually just gonna stay mad at the videogame because that's way easier than looking at my true self in the mirror of my own mind so yeah fuckyoufuckyoufuckyoufuckyoufuckyoufuckyou -
"Ephemeris" - New Progressive Rock Album, coming November 8th!
Jimmy² replied to Velvetic's topic in Creative Works
Personally can't wait for folks to hear Vanishing Star. Gorgeous song. -
It's been awhile since we had a dedicated "texture jam" thread. I wanna see what you creative folks can come up with. (Preferably without the use of generative AI. Let's see some human creativity!) Please go ahead and post your texture edits or your entirely custom ones. Be polite and use spoilers if you have lots in one post as I do here. (I've categorised them as well - no need for this if you have random offerings!) DOWNLOAD OF MY STUFF: Jimmytex permalink (last update: 22 Sep 2024) Neutrontex (SUPER-WIP PLZ-DON'T-USE) permalink (from-scratch attempts!) Texture fixes
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"Ephemeris" - New Progressive Rock Album, coming November 8th!
Jimmy² replied to Velvetic's topic in Creative Works
fuck yeah, Apple Lone Ian -
Really fascinating map. I haven't found everything just yet, I was missing the black key and purple keys altogether from my playthrough but I fully intend on going back and trying to unravel this map's secrets - I've not even found half the secret areas, although have been pleasantly surprised with how easily I found some that seemed pretty obscure - and I gather I'm missing some crucial narrative behind those doors as well. Would be a fun deep-dive writing a walkthrough on Doomwiki to cover everything. Between the insane care and attention put into the visuals, coupled with the jaw-dropping scale of this map, along with the absolutely thunderous combat in its latter portion (I only played on HMP as well!), which is all set to one of msx2's most spellbinding MIDIs, I'm in no doubt that we have a Cacoward contender here.
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Petition to start an "Easyfest" community project. A megawad of breezy lightweight maps with emphasis on low-density (or low-difficulty) encounters, long periods of exploration and downtime, and more incidental combat instead of maps focusing on big setpieces. React to this post if you'd map for that. EDIT: "Painless" suggested as a project name by @AD_79. No I won't be heading it myself, at least right now. Idea's up for grabs.
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Playing more "Bloodflow" by Alfredo on UV. Heaven have mercy. https://www.twitch.tv/jimmysquared
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Jesus christ.
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"Ephemeris" - New Progressive Rock Album, coming November 8th!
Jimmy² replied to Velvetic's topic in Creative Works
I did a vocal cover of Monologue which I hope we can show you at some point - can confirm it's a fantastic song and a real joy to sing. Everything Shines is one of this album's absolute jewels, though. There's a few more later into the tracklist which you'll hear when the full thing drops. No spoilies yet! -
"Ephemeris" - New Progressive Rock Album, coming November 8th!
Jimmy² replied to Velvetic's topic in Creative Works
Anyone glancing at this thread and not clicking on any of the videos is missing out sorely on some of the best-sounding prog rock/metal I've ever heard. Vel's worked his butt off to produce this record, and it deserves your close attention. This album will astonish you. Get it when it drops on the 8th. -
Playing "Bloodflow" by @Alfredo! This time we're on Ultra-Violence. https://twitch.tv/jimmysquared
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to be fair that was pretty polite by my standards
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[anyone playing Memento Mori for the first time] This map's by... who? Jens Nielsen? [15 mins later] Okay... [another 15 mins later] Fuck. [approx. 150 mins of game time later] [through sobs] Nobody told me there'd be Hexen-style switch-hunting...
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"Entry-Level CTF" is a multiplayer Doom 2 mapset serving as a selection of high-quality Capture the Flag maps, some large (fit for pub matches), some small (for 3v3 matches). The maps are divided into two episodes, one for pub, one for 3v3. More are planned to be added in future versions. Many thanks to my playtesters! This has been in the works for a long time. Thanks to the following peeps: Kaapeli47 - for server hosting/assistance and playtesting Bridgeburner56 - for helping organise playtesting sessions on the Hellforge Studios discord Iko - for leading Euroboros.net! The BFG Spam Squad & The Beefwhistlers - my online playtesters! Many thanks for all your feedback. :) Download "Entry-Level CTF" v1.1 (4.3MB): Zandronum/Odamex required. Dropbox Mirror Download Texture WAD (28.3MB): Zoon-tex-CTF - The red/blue textures used to make these maps! Play this now! >>> [TSPG] Euroboros -> Entry-Level CTF v1.0 testing <<< Running Zandronum 3.2-alpha (240405-2229). ----- Name: Entry-Level CTF Map Format: Hexen Ports Tested: Zandronum 3.1 / Odamex 10.4. IWAD: doom2.wad Maps: ECTF01-10, E3V301-06 Music: See credits.txt Gameplay: Multiplayer only (Capture the Flag) Build Time: Since 2021. Textures: Zoon-tex 3.1 Requirements: Server dependent, obviously. ----- Pub CTF episode: ECTF01: Upon a Burning Bridge ECTF02: Dumping Site ECTF03: Boardwalk ECTF04: Hydraulics ECTF05: Liquefaction ECTF06: Incan Well ECTF07: Thunder Horse ECTF08: Pressure Cooker ECTF09: Swordsmen in Double Flag Town ECTF10: Day's End 3v3 episode: E3v301: Bunkered Down E3v302: Magnetism E3v303: Back to Browntown E3v304: Harmful Suture E3v305: Housekeeping E3v306: Guttersnipe (layout by @Fuzzball) Screenshots:
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Turns out I'm having to push out a hotfix right now because a typo in a lump meant these maps literally couldn't be played on Zandronum. Hooray! Anyone encountering an issue where flags can't be picked up, please redownload. The server will be back up shortly. Download "Entry-Level CTF" v1.1 (4.3MB): Zandronum/Odamex required. Dropbox Mirror Download Texture WAD (28.3MB): Zoon-tex-CTF - The red/blue textures used to make these maps!
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Yeah, it's entirely possible the ECTF maps are just too large for 3v3, with maaaaybe one or two being viable in these competitive games, at a push (I'm looking at "Liquefaction" and maybe even "Swordsmen in Double Flag Town" in particular). For anyone else multiplayer-scene-inclined, I'm open to further opinions about the viability of these maps! Generally I've found all the maps play really well even with Zandro bots, and while they're still far too dumb to actually do any conscious flag-capturing, my metric for "is this layout good" is whether or not they can actually pathfind into enemy spawn territory at all. They certainly do on the 3v3 maps - haven't found this to be the case with the ECTF ones, at least yet. My gut feeling is I could still reshuffle the map order around, just a little bit, but I'll need experts to weigh in, probably. Actually while I think of it: it's my intention to release a Zoon-tex texture wad containing everything I used here, for the express purpose of making CTF maps. Which I hope catches on once it releases! I leant on some of the older CTF packs for inspiration (such as ZDCTFMP/Anthology) but some of the textures used by these maps are weird shades of red/blue or lose depth/colour information due to how they were translated back in the day. Additionally, I felt some of these older maps were not abundantly clear about base colour-coding; bases were generally coloured pretty drably and you had to lock your eyes onto some scattered map elements that would colour-coordinate whether you were on the blue or red half of the map. It seems modern maps do fix this, of course, but some of them go the other extreme entirely, and have great swashes of recoloured blue and red textures covering every possible corner of the bases. My objective was to find a nice balance between these two extremes - to let there never be any ambiguity at-a-glance that you were in one base or the other. The custom banner textures I sourced from various places (e.g. ZDCTF/Anth, 32in24ctf, etc.), and subsequently remade under the new palette, turned out to be a good (and fun!) way to decorate bases, without going too wild on splashing vivid colours everywhere. My method with Zoon-tex (which is to re-define everything via ZDoom's textual TEXTURES lump and then produce them as graphical patches) appears to have produced some pretty satisfying results and I only needed fine-tune a handful of stuff afterwards. There is additionally the brand-new palette, custom-made by me, which lightens the blues and adds darker reds (without changing the existing red range). This helps the blue bases not be so eye-searingly vivid, and lessens colour ambiguity immensely with red bases, especially in darker areas. I'll be packaging this texture set up for public use and releasing it alongside v1.1 when that drops!
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@Xenaero Thanks heaps for this <3 The rear-tele-to-mid thing is gonna be a lifesaver for improving some of these layouts, I think. I've got a similar one in ECTF10 currently, which I remember feeling pretty good, and your suggestion for E3v302 all but confirms that this is the way to do teles that are embedded deeper in the base - the old teleporter by the SSG/GA is now a RL and the teleporter has been moved down the corridor to where those coloured pipes are, facing the entrance to mid. I've also now swapped the central RL for a mega armor and replaced the two megas in the bases with plasma. I think players need the option to block off certain corridors and junctions with the plasma in that map. I'm gonna have a deeper think about the lighthouse map, as I'm still in two minds about it at all - I think I'll need to restructure it a fair bit in order to not make the gameplay so stifly. If I can't do anything about it, I might just slot it into the pub episode, as it seems more likely at this point that it's just a fun gimmick map and not particularly promising as a competitive map (but again I'd love to see these played by some good teams first!). What I have done, for now, is make the perimeter around the rocks impassible (with an obvious fence) to prevent cheesing in the drink. I've also made the internal pools non-damaging since you brought that up alongside your other concerns. Thanks again! I'm detecting a few more issues the deeper I look and should have a v1.1 prepared Pretty Soon (tm) just to iron out the kinks. I'd be interested if you personally have any further opinions about the ECTF maps (in the pub episode) and if they'd actually be suited for competitive?
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Yes. With one layout by Fuzzball (for E3v306).
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It's more likely than you think!
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Eh, Baphomet's horns were cut off in the original MARBFACE too. I don't think this looks too bad. Plus pentagram.
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Almost definitely something on the port's end. Maybe something to do with their most recent ID24 updates? Have played into this and I'm already very much enjoying the looks and the lovely blues in the palette. Something about darkened techbases being eaten away by natural cavern formations crawling with sluices of mysterious liquid is very captivating - BPRD-adjacent, Darkwave-esque, or perhaps the text screens are a nod to the work of Death-Destiny? Maybe this style affords a kind of freewheeling creativity a standard techbase/city/hellscape ordinarily wouldn't. Definitely seems to be the way to have fostered your vision here. I've found one text screen and I'm intrigued as to what happens next.