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Antidote

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Everything posted by Antidote

  1. Hello, I'm working on a map-pack (not a megawad, probably about 5-7 maps) and I would like know how to do some basic things (although advanced in comparison to Vanilla editing) in editing. Send me links or desribe it here, up to you. Basic Things (links to tutorial/solved) 1. Slope sectors/linedefs 2. Flats on walls, textures on ceilings. (Solved by myself, without a tutorial) 3. Realigning Flats (if possible) 4. Colored Sectors/Lights 5. Underwater (non-teleporting) 6. Lights lighting up in a .5 second series (going up, and on the floor) 7. On-Screen Text 8. Basic 3D Bridges (Not GZDoom, the ones with the Step Textures) (also: 3D Bridge Thing) 9. Teleporting in Monsters (They are not on the map initially) (ZDoom) 10. Scrolling floors that move you/enemies. (ZDoom?) 11. Lighting sectors only on either the ceiling or floor (I think this is it) 12. Importing custom monsters/weapons AND using them (ZDoom-compatible) (need a tutorial) 13. Doors that slide open, left and right, top and bottom (split) 14. Traps involving rockets/plasma shots coming out of walls. (ZDoom) 15. Switches doing more than 1 action (able to open a door, and lower a floor etc.) (ZDoom?) 16. Changing music 17. Changing the sky texture (Not sure) 18. Changing the in-game, and score-screen Level names. (Not sure) 19. Placing an intermission screen wherever I want one. 20. Light changes gradually in a sector (Example: hit a switch, a door opens up, the sector lights up because the sector behind the door is brighter than the switch is in.) Also, I'd like a link to a texture pack that is much like Doom/Doom 2 textures. These are all the ones I can think of right now. I may have more later.
  2. Flame does too much damage, and needs to me more of a flame thrower type weapon that has a maximum range. Other than that its alright.
  3. Its not anywhere near complete. I plan on making the current exit into a fake exit, revealing more of the level, but for now I want people to test what I have. Screenshots: The main color here is green, why? I don't know I just found some green textures and made them work. Difficulty settings are implemented, but its still generally hard at easy. UV is your best bet, it is the most balanced. All credit goes to Nick Baker and his MONTRES.WAD for the textures. There are secrets. First secret is an easter egg of sorts. Know bugs: Sky textures is out of place. I didn't want this texture, but it replaced it anyway. Slight HOM or two later on in the level. This is due to a missing texture that I forgot to add. Exit door does not have door tracks, and they are not unpegged. This is for testing purposes. The exit room is not final. Download link (beta): http://www.mediafire.com/?ozztm5uuetm
  4. Does any know where there is a recolored version of F_SKY1 that is primarily green? That would be perfect! Oh, well, then... hmm I guess that I retract my comment? Finished product won't be for awhile. I have a hard time finishing levels (as in figuring out where to put an exit door, and where to stop adding parts to the level. There is never enough detail!)
  5. Fixed bugs listed. Also found various items that do not appear in Easy mode, fixed those as well. All items should appear in all modes. I haven't decided where to put the shotgun. It seems fine where it is currently (to me), but if no one likes it then I guess I could move it into the room where the circular pipes are (1 room earlier). It doesn't work in ZDoom? That's strange, the mode I'm using for DB2 is ZDoom (Doom in Doom Format). Perhaps it has to do with Generalized Actions (what I use for doors). As for linearity... hmm. I haven't decided how to fix this. Personally, I love linearity, but apparently most people do not. The next room I made will be less linear, I suppose. As far as it being a base themed level, it will eventually becomes more tech-hell themed. Just wait, everything you've seen so far in this theme (tech-hell) is just a preview of what comes next. So look forward to that. Oh and Kristus, I'm sorry you feel that way, I like green.
  6. Maybe Terraforming Base is not a proper name. I just finished a new room, and its full of Nukage. Perhaps I'll name it something different. OR it could be Algae water for terraforming! Ahh the imagination runs wild on this one. Has anyone had a chance to play it? How is it? Constructive comments appreciated. New room: There will be more, this is just part room of this new room.
  7. Antidote

    Detailing Project: Room by Room

    This topic is getting off topic. The format is no longer UDMF, rest easy. If you guys would like debate the facts and fallacies of UDMF, please make a new post. This project is going into works, please sign up or forever hold your peace.
  8. This is just an idea, until input is received. This project (idea) is very simple. Each person involved will make a room. This room will be detailed to hell and back. That is all the description needs to tell you, so here are the rules. Length: Long Difficulty: Progressive Style: Tech base transitioned to hell. Port: Boom (seems like people would prefer this) Textures: Use some that you want to use. Share these for others to use though. Each person can have a maximum of 3 rooms in total. No one person can have the same styled room more than once (in other words, you can have one hell, one tech base, and one transition, for example). There is no limit on the amount of people wanting to have a room... within reason. Room rules: Your room must be one room. It can contain anything you want in it. The only thing is requires is 2 doors minimum (an entry and exit to the previous and next rooms respectively). You can detail as much as you want so long as you stay within the confines of Boom-compatibility, so go crazy in detailing (which is what I'm looking for). Your room must follow the theme that you have chosen. It cannot be anything else, unless you want to change your room's theme to something else. Room sizing: Try and keep the earlier rooms small, and the later rooms larger. That's it. Slots (although infinite, here is the basic roster): Tech: 1. 2. 3. 4. Secret Tech Rooms: 1. 2. Tech to Transition: 1. 2. Transition to Hell: 1. 2. 3. 4. Secret Transition to Hell Rooms: 1. 2. Transition to Hell to Hell 1. 2. Hell 1. 2. 3. 4. Secret Hell Rooms 1. 2. Rough layout, if more themed rooms are presented, they could be added to the list. Please respond with criticism on this project: should it be done or not? Has it been done? Is it a good idea? What can be added? Removed? Etc.
  9. Antidote

    Detailing Project: Room by Room

    People have expressed their distaste for it being in UDMF, so its set to Boom. I'd love to start editing in UDMF, though.
  10. Antidote

    Detailing Project: Room by Room

    *pushes the restart button* I'm starting over. Read 1st post in a bit.
  11. Antidote

    Detailing Project: Room by Room

    Negative criticism ensues. I never said anything was final. Would you rather it just be boom-compatible? I mean, it doesn't make or break the project. So if its better that way, we should do it. Also, I'm not controlling anything. If someone wants something different by all means say something. This is just a basic overview to iron out some details.
  12. Antidote

    Detailing Project: Room by Room

    1 room 1 theme (with the exception of transition levels, which are two themes). Just follow the rules, its that simple. Project is not in motion yet, I'm waiting on more approval for it. Also, tech, transition to hell, and hell are the three current themes. Hell is a gigantic theme ranging from castle to fiery hell. Tech base, however, is either earth-base, or e1 styled. Transition is combination of both. If anyone wants to suggest any other themes let me know.
  13. Antidote

    Detailing Project: Room by Room

    No 3d floors, please. It would cause major slowdown if every room had it. Bridges are fine, but no 3d floors. I am aware of this, so I'm thinking about breaking up sections of rooms into levels. Perhaps Rooms 1-10 is MAP01, Rooms 10-15, MAP02, etc, in a sort of hub style. To the point where it would eventually lead to the last set of rooms (however many that would be) and a score screen would display. Eh, that would require scripting. I'm not set on this idea yet.
  14. Antidote

    Detailing Project: Room by Room

    The textures are up to you at first, but its up to me if they fit. Meaning you can choose some textures to use in your room, but if they do not fit with the joining rooms they will have to be changed. So feel free to use anything you for the time being. You can edit UDMF in DB2. Basically its an advanced version of ZDoom (Doom in Hexen Format). I urge you to make ZDoom-compatible maps, so that you can have as much detail as possible (slopes, translucency, pseudo-3d floors (through use of skyboxes), etc). UDMF is still a .wad file, however the final product will be in .pk3 format. As for a palette change, I'd like for the simple things like green blood and blue blood on enemies that require those blood changes. Anything else will be up to the whole for color changes. For example, if everyone wants the blue to be darker, then the blue will be darker!
  15. ZDoom (Doom in Doom Format) is really limited in comparison to ZDoom (Doom in Hexen Format), but the latter sucks. Hexen Format's usage of doors and lifts are terrible, and unintuitive, where as Doom Format's is easy. Why can't there be a combination of the two, taking ideas from both and putting them into one... called ZDoom. If in Doom Format I should be able to do the following: Transfer Height, Create Horizon Lines, Use Block Player Only line types, Make Forcefields, Make Skyboxes, Make Sector fog (without scripts), Make Mirrors (without scripts), Cause Earthquakes (without scripts), and make Autosave points (without scripts). Why can't I do this? Why are the best features in Hexen format, but the worse user-ability in said format. I don't like how making doors in Hexen format takes more steps than it should. I shouldn't have to set a sector tag for a door repeatable, ITS NOT A SWITCH! tl;dr: Why is Doom in Doom format so limited? Is my question, and point of this post.
  16. Actually in DB2, using DiD, there is a thing called "Generalized Effects", which I use all the time. Its like a "wizard" for door effects/lifts/stairs/etc. If that was in UDMF (which it isn't) it would be much easier. EDIT: Ooops! Just realized I double posted! Sorry!
  17. I didn't mean to say it was hard, it just takes a couple of more steps than DiD does, and its a bit more confusing. Such as the difference between "Door Open", "Door Close", and "Door Generic", oh and the wildcard of "Door Animated" which I had still have no clue what that does.
  18. Alright, so the point of my post now after reading the replies is simple: what format is best, and easy to learn, and doesn't take a million steps to make a door. Is it UDMF? How can I make maps in UDMF with DB2? Is there a UDMF overview I can (features, differences, etc) read? Also I don't want to touch Eternity. While is may be a great engine/source port, I'd rather stick with ZDoom-compatible wad making. Edit: found in DB2 ZDoom (Doom in UDMF format). So ignore that question.
  19. Yep, question in the title. Everytime I try and use the P_NAMES thing in XWE my level goes all abstract and I can't undo anything. I'm not sure why Doom Builder 2 doesn't do this automatically when you add in texture resources at new level creation, as when you test the level the textures work. When you try and run it outside of DB2, nothing works. Makes little sense to me. But, I digress, my question is how do I add texture wads to my own wad. I am using 3 wads: doom.wad (iwad), nb5texd2.wad, and MONTRES.wad (all credit goes to Nick Baker for the last two, there are very high quality and well done, thanks). Also, once this is done, a release candidate for my next wad will be ready (if you guys don't remember, I did the one called "Complex of Uranus" and it sucked, so I've spent the last 6 or so months on this new one. Its taken a lot of time, but it looks splendid in comparison to the complex.wad) and I'll post that in WADs & Mods.
  20. That doesn't exactly help, as I don't know how to exactly ADD texture wads to my wad. I do know how to add pictures as textures to my wad using XWE, but separate WADs are different as they do not seem to work using my method for adding pictures.
  21. Antidote

    .ico file in Action Doom

    It can go up to 64x64, 128x128, or sometimes 256x256. Mostly though they are kept at 32x32 or 16x16 (all multiples of 8).
  22. I would have liked more variation in the enemies available. Even though most games suffer from the oh so obvious "palette swap" enemies, I would have liked to have seen that. I would have liked to have seen more zombiemen in different colors firing different types of weapons. Not limiting them to a rifle and shotgun (and later in Doom 2, a chaingun), but perhaps give them plasma rifles, chainsaws, rocket launchers and such. Each of these would have different colors so you distinguish them, of course. I know modern day levels (KDiZD for example) does this, but having it in the original game would have been cool. Also a more variety on the available hellspawn enemies there are to kill. I would have liked to have seen more weaker hellspawn enemies. Imps and Demons just don't cut it. I loved when Doom 2 came out and the Hell Knight was introduced, I think that was probably the best thing Doom 2 had in my opinion. I like seeing lesser enemies, as well has having their greater enemies (that doesn't make sense out of context, haha). Technically speaking, I never liked the idea of slime pits, or nukage. It seems a bit off to me. Why would there be this big pits of radiation? I am not sure where they got that idea from, but it doesn't make sense if you stop and think about it. Lava however makes some sense to an extant. In "Hell" of course there would be lava, because when you think of "Hell", you think of fire. I put "Hell" in quotes here because I am adamant believer in the storyline of the Doom Novels, saying that they are aliens disguising themselves as Earth's biggest fear. Which makes a lot more sense in my opinion (although in theory they both don't make any sense, haha). I also never liked the idea of Actors being infinitely tall. This also made little sense to me, but its obviously a constraint they had the time, I suppose. I also think that the auto aim system was weird, but that was only after I played Quake for the first time (which changed my whole perception on FPS games in general). So I guess I can't really complain about it as before I played Quake I never really had any problem with it. What I am trying to say is that I like free-look a lot more, but that is retconned in my life's biography. I would have liked there to have been 6 episodes, and for it have to close to the bible (The Doom Bible, that is). I didn't like the 4th episode how it make little sense to me, although it does contain my favorite Doom 1 level (They Will Repent).
  23. Antidote

    Advanced Doom Builder/ZDoom editing tutorials.

    First post updated. Still need some more help. Any linked item goes to the respective tutorial, and is otherwise, solved. I just need help on the non-linked ones, thanks.
  24. So if anyone remembers me, great, if nobody does, great, I don't care that much. Anyways, I have made a level for Doom 2, and I need some help with it. There are a few things that need to addressed in my WAD, so if anyone can help me please let me know. File (ZIP, contains a readme): . [OLD]http://www.mediafire.com/?idzdydk4ydm [UPDATE http://www.mediafire.com/?bumynz5inmn This wad is meant to be on the hard side, but doable. The only hint I can give, is when you are getting the chaingun for the fist time run forwards not backwards. Known issues (if you can fix, please do so, explain, and reupload): 1. [FIXED] The building outside right where you start looks very strange, and I can't seem to fix it. I've tried to make it many different ways, but it always looks like that in the final product. Using 3D mode in Doom Builder shows it the way its suppose to be, but in game is wrong. Is this a problem with the nodebuilder (zenode)? 2. [FIXED] During the level you will find a yellow door and a non-keyed door. In the non-keyed door, there is a room. In this room there is a door, and for some reason enemies can see through this door. I have no idea why. Is this also a problem with the nodebuilder? 3. In a secret in the later part of the level, you cannot see one half of the "things" in the outside area of a room (seen through a window). Upon going out into this outside area the "things" are seen. This is what I believe is due to the area being determined as 2 sectors (as a whole) rather than one. 4. Some enemies do not wake until I enter the sector they are in. 5. Some textures MAY be misaligned. I just go lazy. 6. In the room with the soulsphere, the slime is not damaging (got lazy). 7. There is a light in the yellow key door room that has its lights on backwards. 8. Misaligned ceiling flats (as seen in some of the over head lights scattered throughout the level... how do you realign them? Future plans (please explain to me how, or point me in the right direction): 1. Level 2 (to finish it out) 2. Perhaps make it more prettier... if it isn't already. 3. Figure out ZDoom stuff. 4. (This is a must) Change the ingame, and postgame (score screen)level names. 5. (This is a must) Change the music. 6. Figure out how to better light some areas. Things I'd like feedback on: 1. Ammo/Weapon placement 2. Health placement 3. Monster placement/gameplay 4. Overall difficulty (too hard/too easy, just right) 5. Difficulty ramping (too soon, too short, too long, etc). Any help on any of these topics would be much appreciated. Screenshots:
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