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Jimmy

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Everything posted by Jimmy

  1. Jimmy

    Post your Doom textures!

    It's been awhile since we had a dedicated "texture jam" thread. I wanna see what you creative folks can come up with. 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 RANDOM STUFF: (mostly seen throughout this thread; last update 22 Feb 2017) Jimmytex permalink Neutrontex (SUPER-WIP PLZ-DON'T-USE) permalink (from-scratch attempts!) Texture fixes
  2. RC3 is out! - Text file and WADINFO lump (with text file's contents) added. - Some music changed around - most notably Griefless's old music selection is back in.* - Some balance issues in Episode 2 and 3 addressed, particularly with regards to multiplayer placement. - Demos should no longer cause the sound to cut out in Crispy Doom. Whoopsie. - Many other map problems resolved. Thanks to all the players giving feedback so far! First post updated. Download "Deathless" RC3 (1.61MB) *Due to the new music in Episode 4 being named D_E4M*, the new music will only play in Crispy Doom (which appears to recognise the new lumps) and modern ports that allow for custom music lumps to be defined for maps, such as GZDoom and Eternity. PrBoom+ users will hear the usual E4 music roster, as that port has no such customisation, and does not recognise tracks with that designation. Once again Crispy seems to be the ideal option.
  3. Name: Deathless Map Format: Vanilla Doom Ports Tested: Crispy Doom 5.3, PrBoom+ 2.5.1.4, Eternity 3.40.48, GZDoom 3.6.0, Zandronum 3.0 IWAD: The Ultimate Doom Map(s): E1M1-M9, E2M1-M9, E3M1-M9, E4M1-M9 (Griefless is included) Par Time(s): None set Music: doom.wad and doom2.wad Gameplay: Single play/co-op Difficulty Settings: Yes Multiplayer Placement: Yes! Build Time: 9 days plus change for testing/fixing Textures: doom2.wad and various other sources (see credits below) Requirements: No jumping or crouching (enforced). Freelook allowed. Download "Deathless" RC3 (1.61MB) Download "Deathless" RC2 Download "Deathless" RC1 Griefless got an expansion. As with that set, I condensed the process of creating it into the slimmest timeframe I possibly could. The 27 layouts for the three new episodes were first blocked out starting midnight 1st Nov. The 27th map was thingplaced and balanced at about midnight 10th Nov, so the total build time for this is nine days. Big thanks to @Ryath for organizing "NaNoWADMo" and giving me an excuse to be a bastard by pulling shit like this out of the ether in substantially less than the month that was allotted. The last nine days have been a weird, weird blur. If I had a social or work life, they'd be in tatters at this point. Do not recommend. <:D Once again, a limit-removing port is recommended. Chocolate Doom may not handle some of these maps, and is completely untested. There's probably a few problems still - please report them! Credits for resources: doom2.wad (extra textures) heretic.wad (E1 sky, recolored by me) @Fuzzball (E2 + E4 sky, new graphics and sprites from Griefless) @Simon666 (E3 sky) @ItsNatureToDie (MARBCYB*, new SLAD falls) @AconyX (SP_HOTDU) @Vader (ASH edits, new doors in E1M9) @NiGHTMARE (some recolors in cc4-tex which I believe are his work) Screenshots (monsterless): Maplist: "Lifeless" E1M1: Contagion E1M2: Laid to Rust E1M3: Sluice Gate E1M4: Underflow E1M5: Outage E1M6: Burial Ground E1M7: Mainstay E1M8: Embolon E1M9: Gods "Ruthless" E2M1: Hydroelectrics E2M2: Snake Alley E2M3: Greenhouse E2M4: Virulent E2M5: Repugnant Gardens E2M6: The Mad Mistress E2M7: City of Coal E2M8: Dukes E2M9: Slain "Deathless" E3M1: Open Wound E3M2: Salted Earth E3M3: Forlorn Morgue E3M4: Vestibule E3M5: Soul Drinker E3M6: Dire Prayers E3M7: Wormwood Cathedral E3M8: Ire E3M9: The Wastes "Griefless" E4M1: Inhuman Remains E4M2: Fetid Site E4M3: Corroded E4M4: Incision E4M5: Serene Shadows E4M6: Vertigo E4M7: Sea of Entrails E4M8: Desecrators E4M9: Under
  4. Jimmy

    The Oasis - A single ZDoom map (RELEASED)

    Finally got round to playing this 'cos I really dig the theme! And more UDMF maps are always welcome here. :D The map starts out pretty breezy (I didn't take any damage until the baron room... I rocketed myself) but by the third key grab you're fighting for your life - very intense difficulty curve. I have to confess that the two deaths I did experience were completely embarrassing, one was to a caco fireball I walked right into and the other was to a chaingunner I didn't notice who was perched behind a door. The encounters are overall enjoyable, with the occasional surprise archvile that really keeps you on your toes. The fight in the big magma chamber is the deadliest of all, but it can be partially skipped, it seems, as the red skull seems to lower on a timer. Thematically this map is tied together really nice by the two resource packs you used, equal parts water-filled paradise and lava-filled death tomb. Love me some of that. :P I have only a couple of issues to mention: - Please vary up the alignment on steps like this! A quick trick is to set them all to lower-unpegged, but if the texture repeats too often, then manually adjust the x alignment too. - Jumping being disabled meant I wasn't sure if I could climb the steps in that corridor to the east. I of course tried it eventually and sure enough I was able to, but the risk of falling into the lava was kinda intimidating, heh. Maybe you could tighten up this room and convey that these steps are navigable somehow? Maybe join them together a bit closer? - I think this map would really benefit from some stark lighting in the indoors segments. Particularly in that first room, you have quite a bright room, which is spotted with candelabras. Consider adding some radial lighting (that is, baked into the map, not dynamic lighting, ideally) around the light sources in this room, and perhaps adding some sky lights to add some bright patches here and there for effect. You also have a river of magma behind the southern blue door, which would really benefit from having dark sectors to the edges and making the magma flow sector the brightest. As this is a UDMF map you also have the ability to change floor brightness independently from sector brightness, so I'd recommend making the lava quite bright (not fullbright, perhaps) so that it stands out, as it's the main hazard in the map. Good stuff!
  5. Everyone knows that the Spider Mastermind is effectively a massive push-over of a monster, and a strangely unfitting boss for Episode 3 of Doom. Simple techniques like running at her with a single BFG shot can topple her instantly. For such an interesting design and look, gameplay-wise there's very little going on, and due to how much space she takes up, there's very few situations that she can be feasibly used in - she requires a hefty, wide space like an elevated platform just so she can fire her weapon. More often than not she's placed right underneath a crushing ceiling - which says a lot about how worth the ammunition she's considered by mappers. The ways in which she's actually smartly employed by mappers are few and far between. My question here is how might we change her stats or behavior in such a way that she becomes more versatile? Either as a boss that keeps the player more seriously on their toes, or as a middle-tier monster that can essentially be used anywhere. There's perhaps a few ways we can improve the mastermind's "usefulness" without necessarily making her a more difficult monster. If we wanted to make her more widely useable as a middle-tier monster, perhaps on par with the baron of hell: Decrease health to 1000 or maybe 1500, but keep resistance to radius damage Shrink sprites by maybe 20% Reduce radius considerably, perhaps to arachnotron size or smaller, even Reduce pain chance just a little bit If we wanted to make her more threatening as a "boss" monster: Increase health to 4000 to put her on par with the cyberdemon Remove or shorten the delay before she fires her weapon Reduce radius just a little bit so she can be placed more effectively Reduce pain chance quite a bit All of this can be done in DEHACKED, my thinking is how might one be able to alter the Spider Mastermind within Vanilla parameters to make her more effective, while not entirely compromising how challenging she is to fight. If we wanted to further customise her, with say ZDoom features: Make her more accurate? At a distance she becomes far less of a threat. Give her a secondary attack? Allow her to change speed on the fly? Say if the player is far enough away, she accelerates. Please discuss!
  6. @Deadwing Looks like you played RC1, so you did miss a chance at a plasma rifle on E3M4. Good strategic use of the chainsaw in that map btw. Friggin' nasty baron death on M7! And E3M9's exit room certainly gave you a hard time. D: I'll try and address any serious balance issues here, particularly in terms of weapon progression - also, having just done a co-op playtest with two other players, it looks like some of these maps might need a slight rebalance in terms of multi placement. You did miss a trick with the cyberdemon fight in M7:
  7. Jimmy

    Post your Doom textures!

    Nice one, Fuzz!
  8. I can use MAPINFO to change the sky used, as these are Vanilla format maps and hence I'm not using MBF sky transfers. I'll see if I can work something out. @Steve D Thanks for the detailed feedback! Hope you enjoy E2 and E3 just as much. Also, if you're so inclined, play on solo-net. You'll find some more cacos there. ;)
  9. Yeah I did see that thread and figured it'd be a port-side issue. Can't see any MAPINFO flags that'll help me here - if skyoffset existed as one, that'd be great, but looks like "skystretch" is the only thing that exists - and it doesn't seem to wanna do anything, not with this sky anyway. :(
  10. That friggin' sky! It's presented so many issues. It's not the usual height, it's taller (200px I believe), but still clearly has tiling issues in a bunch of ports. (Seems to display fine in Crispy, but I think GZDoom is the port that doesn't like it most.) I don't really wanna change it, but if you type "skyoffset -32" into the GZDoom console it will adjust the y position of the sky to a point that looks sensible. Bandaid fix, but it's better than nothing I guess.
  11. RC2 out! Plenty of fixes, along with multiplayer placement. Thanks to everyone reporting problems here, rest assured they've all been addressed. :D Download "Deathless" RC2 (1.58MB) First post updated too.
  12. @Deadwing Many thanks again! Fun playthrough to watch, once more. Hard luck with E2M4 (I've added more health to that damaging blue pad run, since that's a problem area still for me), plus that cheeky caco kill on E2M5. Looks like you had fun with finding out what the switches in E2M8 were for. :D Really hope E3 lives up to the expectation. @galileo31dos01 I honestly felt that most of the stock tracks fit the maps pretty well, with E2M2 being one of my favorite fits, funnily enough - plus music selection wasn't a huge priority for me while I was frantically trying to get the maps done, heh. The only tracks I changed in the roster were E2M3 (to E2M4 - who wants to listen to the intermission theme in-game really) and E2M4 (to D_E1M6), plus a Doom 2 MIDI for E3M9. The rest of the music roster you can't really change a whole lot without messing up the progression of tracks in Episode 4, which simply references a bunch of E1-E3 tracks by lumpname internally. E4M6 refers to E2M4's track, hence that being changed, and that's how I left it. I don't know if I'll release a music pack to go along with this, but if I do it might just be more slightly rearranged stock tracks, haha.
  13. @Touchdown The misaligned textures aren't a particular concern of mine given that for the most part I wanted to go for something fairly classic-feeling. In fact I would say that I overused autoalign. :P @Hells Kitchen Thank you for playing! Super glad you enjoyed everything. :D @boris E3M1 berserk issue fixed, thanks! The ceilings of those sectors in E3M2 and E3M4 are deliberately raised that high to make the surrounding sector's light effects appear to seamlessly cover both sectors. I've not been able to reproduce any visual problems with GZDoom, as far as I know it tends to handle "missing textures" in this regard pretty well in most cases. What version/renderer are you using?
  14. That's a secret. The lines are just hidden on the automap.
  15. Yeah, running the set in Chocolate Doom is certainly possible. However, I have confirmed that E2M7 and E4M7 will cause Chocolate Doom to crash due to exceeding the Vanilla limits (both will cause a visplane overflow), so using this port is absolutely not recommended, especially given that zero playtesting was done with it. For an authentic experience I very much recommend Crispy Doom.
  16. Yep, I knew one or two non-locked key doors were gonna crop up - nearly every door was made during the initial layout-blocking phase with the GZDB "Make Door" function (to speed things up) - which defaults to special 1. I didn't bother tagging the locks while I was making the layouts, so I guess one or two have slipped through the cracks since I didn't dedicate a solid block of time to sorting them out. Please report any more problem doors like this! I don't think I actually know of a reliable way to find them quickly in the editor. :( @Deadwing Thanks for your playthrough! You handled that pretty well. Though you missed E1M3's secret exit by a hairsbreadth! D: @Fonze Thanks for your videos! Sorry about the E1M2 navigational issue and the lack of RL on E1M7, I'll fix these up for sure. For the curious, I documented my entire creative process in the NaNoWADMo Discord server and I'm sharing the link here to show you guys how I did it, since it seems to be the burning question. <:D Glad you're all enjoying this!
  17. Chinatown is a happy little number with a kind of 80s/90s-pop vibe - a slow buildup leads into a catch major-key melody which uses pentatonic scales in much the same way you'd expect a track with this name. I really like this! The track crescendos with a rapidly rhythmic koto solo that embellishes the previous melodies established in what I guess is the chorus section. There's a cheeky shakuhachi-like flourish at the midway point which made me smile. Ends with a big splash from the drums. Leave Me Alone is a funky, foot-tapping uptempo track with some cool bass supporting the rhythmic structure of the whole track. There's a few notes from the harp I think that are a bit of an odd choice, but actually veering off the rails melodically is something that kind of works in this track's favor. Nice one. Wish it was longer. Tango for John Romero (Some Lessons) is a fantastic name. It starts out sounding like it could've come straight out of doom2.wad, albeit slightly more upbeat than usual. It even has key changes similar to Prince's work. While a highly repetitive track, the synth strings steer the track in cool ways by being just slightly adventurous with embellishing the harmony. The D_BUNNY ending is questionable... but I think I can forgive it. It's done pretty well. :D I actually really like this one and ought to find a use for it somewhere. You Lost The Game is a very slow burner, with tolling bells and a slow brush kit (underused kit!) giving way to some heavy-duty choir chords. Highly atmospheric, very much evoking an air of defeat and desolation. It's not terrifically rhythmically diverse, though. Having some extra layers come in over those sombre chords in the first half would be fantastic, or just varying up the drumkit a little. Understated is good, but I'd avoid having your tracks disappear deep into the background. Gotta hold the listener's attention with a "top line" - i.e. a main melody! Cool Eyes, Heart Under Ice - another really cool and intriguing name. An eight-minuter - wow, you've come far. Starting out with an electronic drum track, it seems like a slow builder. The melodies and chords that soon enter jar the listener by deliberately eschewing conventional harmony and falling out of tune. Things become more grounded with the entrance of a bassline, although that doesn't stop the various melodic lines from continuing to freewheel all over the place. The strings that enter with some pleasing ascending diatonic melodies seem almost out of touch with everything that's come before. A noise that I can only describe as an "angry telephone" enters with ear-grating volume to bring us crashing back into a disjointed and unsettling soundscape before we loop back to the start at the 4:00 mark, where finally the drums change up. A chunky charang embellishment gives way to a major key modulation where we hear the first proper solo of the song on the polysynth. From there the charang leads us out again. Honestly this track leaves me in two minds - I like the boldness of the change-ups and the dissonance in the soundscape, but some of these sounds like the heavily down-pitched cluster chords and the angry phone buzz are just a little too grating. The track is long enough that it probably wouldn't get too annoying listening to it on a loop, but those parts would still certainly stand out, and probably not pleasantly. Not a bad effort, though. Funky Beach is a galloping, guitar-and-bass-driven jaunty little number with some harmonised oboe(?) providing the main melody. The rhythmic change-up on this melodic line around a minute in is welcomed, as is the slowdown at about 1:45. Not bad! Would serve well for an introductory map in a megawad. I Have No Birthday, lol, what a name. A nearly-six-minute, plodding, heavy guitar and saw-lead track vaguely reminiscent of the work of TeamTNT. The metallic pad that enters about a minute in is an interesting choice - seesawing between a few different harmonic contexts. The string melody that enters has bizarre harmonisation as well, which honestly adds some much-needed spiciness to the track. A droning, detuned guitar solo follows this, destabilising the harmony that's been firmly grounded by the rhythm guitar by this point. At the halfway mark, loud gunshots punctuate lead-ins to the next grouping of measures. The harmonic structure and key completely change about 4:00 in with bold modulations between Gm and Em, while the strings continue to just play by their own dang rules. Pretty cool. More people need to listen to these! I can't be the only one commenting! D: There's some useful stuff here for sure and I've enjoyed listening to how you're continuing to grow your style.
  18. Jimmy

    NaNoWADMo 2018 (it begins!)

    Well, I said I'd do it!
  19. sorry can't finish maps too busy not finishing other maps (real talk: these haven't been difficulty balanced yet, and I wanna fine-tune the progression and such just a tiny bit before the final release)
  20. Download RC2 Jiffy Bag is a collection of 32 random maps made by me (Jimmy) over the last 3 years or so*. The maps all vary quite dramatically in theme, and are similar only in terms of size and design - given the short time I had to make these in, my general approach to mapping is pretty blatantly visible, but this should hopefully contribute to a well-rounded, consistent end product. *excluding one which dates back to more than a decade ago - it should make itself obvious once you reach it Included are: Maps for TTV!Zone Season 1 Maps for Abyssal Speedmapping Sessions 2 to 29 Maps for battleofthebits.org A map for 32in24 A map for DUMP Birthday maps Random maps done outside of specific sessions Map names that aren't quite so batfuck retarded All have been tuned up from their original incarnations in the sets they were made for. All the music featured in maps 1-31 is by me, all of which you can grab on my Bandcamp under the four 30in30 albums. Full Maplist:Screenshots! Enjoy and stuff! Criticism/critique/FDAs more than welcome.
  21. Jimmy

    NaNoWADMo 2018 (it begins!)

    Hey everyone, if you're interested in roaming around the layouts I've been working on since the start of this, I have a WIP version of my megawad right here. Download "Deathless" WIP (5.48MB) - Limit-removing. Tested only with Crispy Doom 5.2 so far. Should work fine in more advanced ports but wouldn't recommend Vanilla or Chocolate. - Episode 1 to 3 are functional, textured, but minimally thing-placed - there's no combat except for the boss levels, and E1M9. In these cases just IDFA 'em. - There are three secret exits, in the usual mapslots. See if you can find them! - Only a handful of music replacements and they're all stock except for the title MIDI which is one of mine. - I haven't been able to decide on the skies. Choices may not be final. Click this for the full-size shots!
  22. Jimmy

    NaNoWADMo 2018 (it begins!)

    Episodes 1 and 3 of "Deathless" are now textured and functional. Onto Episode 2 to finish the job, then thing placement!
  23. Jimmy

    NaNoWADMo 2018 (it begins!)

    All of episode 1 miraculously and feverishly laid out in an evening. (...and most of the morning. It's 5am now.) Have compiled all these together, now I'm gonna chill for a bit - before texturing all 27 layouts!
  24. Jimmy

    NaNoWADMo 2018 (it begins!)

    Finished these late last night, and with that, Episode 3 is blocked out. (Yes, I'm cloning IWAD layouts for the secret levels, like I did with Griefless's E4M9. I assure you it's all done from scratch.) Gonna take a break from mapping today and take solace in the fact that I'm three-fourths done with laying out my Ultimate Doom mapset. Episode 1 needs some planning before I start that off, then texturing everything! Which I'm pretty psyched for.
  25. Jimmy

    NaNoWADMo 2018 (it begins!)

    So that's one episode down, two to go.
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