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PirateNipple

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Everything posted by PirateNipple

  1. PirateNipple

    The Official 'Trying to Find a Specific WAD' Thread

    This is correct, thank you! "Hell's Honeycomb" *high five*
  2. PirateNipple

    The Official 'Trying to Find a Specific WAD' Thread

    I am looking for what I think is a megawad, but I only remember a specific map from it. It is a large hell/cave themed level, featuring a lot of hexagon based geometry, lots of different heights, in the more helly-cave part (a lot of red and brown), with structures that branch off. The map would look something like this one, only way more complex: I want to say it was map 19 or so (I'm likely way off though). I think it was a community based megawad of some kind as opposed to a single or dual author megawad but I can't promise. Was definitely released no later than 2013 or so, as I played it 3-5 years ago. Unsure if it was new or not when I played it. A high-five to anyone who knows based off of this incredibly awful description.
  3. PirateNipple

    MIDI2MUS - 64-bit compatible?

    Thanks for this, super easy to use. Just drag and drop MIDI files onto the executable! Works for me, at least. 64-bit Vista.
  4. http://www.doomworld.com/idgames/index.php?id=16483 http://www.mediafire.com/file/lcbiik50p4c795q/nostrum1.zip Inspired by MAP05 of No Rest For the Living, Vivisection: http://doom.wikia.com/wiki/MAP05:_Vivisection_%28No_Rest_for_the_Living%29 Started this thing over a year ago and just picked it up and started finishing it a couple of weeks ago. I map way too slowly. Aimed for a fairly nonlinear level with tight combat and am pretty happy with what I came up with.
  5. PirateNipple

    DHspd001: Speedmapping session!

    I might participate in this, I am a slow mapper and I could use the practice.
  6. PirateNipple

    Nostrum - new wad, download it! (upfated with fixes!)

    Updated with idgames link http://www.doomworld.com/idgames/index.php?id=16483
  7. PirateNipple

    Nostrum - new wad, download it! (upfated with fixes!)

    I added/changed a few enemies in that final room because I agree that having a little more respawn fodder would be good. Also: Fixed this. 1.) fixed this, simply removed it, it was kind of random to begin with 2.) fixed this, not sure why it was at the lower height, it was originally at the correct height 3.) fixed this, went and changed all lines to block monster to prevent this situation 4.) fixed this, not sure why it happened to begin with though, I thought the items were far enough out. I came up with one other problem, running the map in chocolate doom would crash in a certian spot. Sometimes it would crash, sometimes not, and it would not display any error message, the EXE would just close. I couldn't replicate it and have no idea what would cause it. Loading a save from a few moments before and just trying it again would usually work. This only happened in chocolate doom. Thanks again for the tips everybody, I've resubmitted the map and updated my download links. http://www.mediafire.com/file/lcbiik50p4c795q/nostrum1.zip
  8. PirateNipple

    Nostrum - new wad, download it! (upfated with fixes!)

    Thanks for the input. I'll definitely look at all of those things and see if I can fix them when I have the chance. I'm dumb and should have caught stuff like that. If I reupload it to /idgames whats the procedure for having it replace the first upload, just leave a note in the "archive maintainer" section?
  9. PirateNipple

    Need wad file uploading help

    This works beautifully, thanks.
  10. PirateNipple

    Quick questions

    Thanks for the help. when I get the chance ill test it in the other popular ports to make sure. I already always tag my lifts and doors instead of just leaving the ones up against their sectors untagged. It's an old habit, and I guess a good one.
  11. PirateNipple

    Quick questions

    Finishing up a level, gonna upload it to the FTP, but I have a couple of questions: 1. If I'm using music from a different level instead of the MAP01 music (still in the iwad), does that count as "new music"? 2. I've only tested in zdoom and imagine that a limit removing engine is required, but ill test it in vanilla/chocolate later. If it is not playable and I don't bother fixing whatever might need fixed, how many people will I be excluding? How many people only play vanilla compatible levels? There are a few sections with numerous linedefs and vertices in a relatively small area that probably require a limit removing port. Thanks doomers
  12. I really dug the visual style of MAP05: Vivisection from the "No Rest For the Living" episode included with the Xbox 360 version of Doom 2 and am trying to find similar levels (both artistically and structurally). Here's a youtube video of it: http://www.youtube.com/watch?v=KEMlx3Ha3DQ I started on a map with a similar style last year and haven't touched it in a while, and am trying to get back into it.
  13. PirateNipple

    Levels visually similiar to Vivisection (MAP05 from NRFTL)

    I hadn't heard of this before, how does it differ from Plutonia 2? I'll definitely check it out though. I do really like Plutonia's style (as compared to Hell on Earth or TNT).
  14. PirateNipple

    Post your Doom video! [but don't quote video]

    Just a little map I'm working on
  15. Played on UV and I really enjoyed it, I felt it was pretty challenging. I thought the architecture was great and really liked maps 4, 5, and 7.
  16. I've been into mapping and level design for as long as I can remember. Doom has always had a special place in my heart and I've fiddled around with mapping on and off for years and years, but I've never really released anything. Here I have a map I've been working on for a few days and I'm at a point where I want to show it off and get feedback on it. The map replaces MAP01 in Doom 2. Built in Doom Builder and tested in ZDoom but there's no fancy ZDOOm tricks like slopes or anything, so it sohuld run in vanilla doom 2. Specifically, I'm looking for feedback on: -Relative diffuculty: Is there enough ammo? Too many enemies? Not enough health? -Design: Does the map flow well? Are the environments neat? How is the detail? -Fun: Would you want to play this map in a finished state? Was it just dumb? I'm ready for any and all advice and feedback I can get. Diffuculty levels are not in yet, but I'd put the diffuculty at somewhere between Hurt Me Plenty and Ultra-Violence. I tried playing through it several times to get a feel for where people might look for ammo and health powerups and looked at how "well" I was doing as I went along. Ammo is a little tight but there are a couple of secrets that should help out well. The end of the map is when you get the yellow key and open the yellow door (as in, that's all I've got done so far). I'm pleased with some of the detailing so far, and I know some areas need some work. I tried to keep a main theme but still have some variety. There's some texture alignment to be done near the end but up until then I'm pretty happy with it so far. Enough of this bullshit, here it is: http://www.mediafire.com/download.php?3b9zmldhybn Old version http://www.mediafire.com/download.php?nbxzktymzjt Updated version http://www.doomworld.com/idgames/?id=15318 Final version uploaded Pictures:
  17. PirateNipple

    Never released anything, can I get feedback on this?

    http://www.doomworld.com/idgames/?id=15318 Awwwww yeah. Thanks for the help everyone. So it's easy but you died and couldn't even beat it. Ok. But thanks for the other stuff. Yeah, I guess that soul sphere is a bit generous, but I'm leaving it.
  18. PirateNipple

    Never released anything, can I get feedback on this?

    Tried again and I think I got them uploaded. I guess we'll see what happens.
  19. PirateNipple

    Never released anything, can I get feedback on this?

    I did some final tweaking and did difficulty levels and made a .txt file and zipped it all up and everything, but then I couldn't connect to upload it. I'll be gone all day but I'll try again later.
  20. PirateNipple

    Never released anything, can I get feedback on this?

    Here's the "finished" version, complete with an actual ending: http://www.mediafire.com/download.php?nbxzktymzjt Fixed the door opening into nothing-ness and 2 special lines being too close together in one easy solution, just making it a floor that lowers. There's some spots near the end where the ceiling opens up into the sky, but not far away a different ceiling opens up into a higher room, this was intentional to get what I think is a cool look. What else, what else... don't have difficulty levels in yet, but the enemy-layout here will probably end up being ultra-violence and then I can tone it down from there. Could also remove some ammo and health pickups on higher difficulties, I guess. I appreciate all the old feedback and am looking forward to seeing what people think about the (nearly) finished product. I'm going to get one last round of feedback here and make any necessary changes, then upload it to /idgames or /newstuff or whatever it is. Thanks a ton, people!
  21. PirateNipple

    Never released anything, can I get feedback on this?

    Done some more work with it and I hope to have it "finished" for more feedback on the "finished" version tomorrow night. I have a question though: at what point would I want to upload it to /newstuff? I don't even know how to do that so I'll have to look into it I guess. What I mean is, I guess I would upload it in there when I'm done with it, but what if I make some changes to it, or turn it into a multi-level wad, or something like that? Is it proper to just re-upload it or is that frowned upon? I just don't get it I guess. I suck at the internet sometimes.
  22. PirateNipple

    Never released anything, can I get feedback on this?

    Thanks for the feedback, I want to follow up on some of it: I love Plutonia and I think it looks really damn good but I have no idea how to get textures from one wad into another. I don't get if you have to pick textures and flats to overwrite, or if you can just keep adding as many as you want. I have a very basic understanding of this and how to use Wintex and stuff, just barely enough to take that music track I used out of TNT.wad and put it in my own. About how far apart do the lines need to be? I guess I can fiddle with it a little bit, because I'm going to work on those walls a little more (to make them floors that drop down instead of doors that go into nothing). Also with my pointing door linedef actions to their sectors, that's just the way I've always done it. I guess I can try to remember to do it the other way but I guess if it doesn't hurt anything, then it's not a huge problem, just an extra step for me really. Gonna do something about this. This is the way I've always done doors, to make them look more mechanical and stuff. If the line is moving I try to make sure it has the DOORTRAK texture, but I might play around with this and see if I like it better when they don't move. As for other things, I am going to of course decorate the yellow key door so you know you need the yellow key just by looking at it. Gonna get back to work on this later, making sure to fix the door lifting into nothing. I'm also going to try to spread the ammo around a little bit better
  23. PirateNipple

    Possible Megawad Idea - Dark Plutonia

    I love Plutonia and I will play this when you're done :)
  24. PirateNipple

    Music help, please :(

    Ok, sorry for being a moron, but I figured it out. In that thread, myk said "The music is all the files named d_*, such as d_runnin (for Map01), d_stalks (Map02), etc., and they are in order (d_ultima is Map32's music)." I was able to jump in and grab exactly what song I wanted once I saw that, and I slapped it into my map and it works perfectly. So thanks!
  25. PirateNipple

    Music help, please :(

    I read this thread here: http://www.doomworld.com/vb/showthread.php?s=&threadid=38200&highlight=music but it only answered part of my question. I'm looking to take the music out of MAP28 from tnt.wad from Final Doom and place it in my own map for use with Doom 2. I found the list of music in tnt.wad using XWE, but I guess my problem is I can't figure out what song MAP28 uses, and I can't use the built in MUS player in XWE. How do I see what song a map uses?
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