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Mechadon

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About Mechadon

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  1. Mechadon

    Doom 64 for Doom II - /idgames link is up

    Do you mean including the version in the wad name? It's in the readme, but I guess no one bothers to read that. Otherwise if you're talking about the EMAPINFO lump, I'm not sure how changing that affects coop games.
  2. Mechadon

    Doom 64 for Doom II - /idgames link is up

    That's the plan, I'm not going to delve into any other changes that aren't bugfixes. Even then, it'll probably be relegated to egregious bugs. The EMAPINFO thing is pretty bad I'd say, so that's going to get addressed. I figured this would be a good opportunity to address any other similar bugs that we may have missed. So I'll let this simmer for a week or so and see if anyone brings anything up. Yea I think that's a possibility. But I would feel better if the fix was baked into the main wad I think. It shouldn't be too much trouble updating the /idgames link and this sort of fix doesn't affect stuff like demos.
  3. Mechadon

    Doom 64 for Doom II - /idgames link is up

    As much as I'd like to go back and tweak a few things too, I'm really hesitant to do that so long after the final release. Mostly because I don't want to break anything in that process (it was a nightmare testing and fixing things across multiple ports), but also because I have other things I want to be working on. Breaking demos is kinda lame, but I'm willing to do that if there's a significant bug that kills the fun of the map set. So I think it would be best to just address game-breaking bugs at this point.
  4. Mechadon

    Doom 64 for Doom II - /idgames link is up

    Hey guys, sorry for the bump. It has come to my attention that I'm am a giant doofus because I screwed up the EMAPINFO lump for MAP21. So if you play this in Eternity and you keep looping back to MAP21...well, that's why. So what would be the best way for me to go about dealing with this? Should I do a fixed release? If so, are there any other bugs that need fixing?
  5. Mechadon

    [WIP] Supplice

    Hey sorry for the lack of updates. I did make a post on my webzone recently where I talked a little bit about the project. The short version is that I've had to deal with some personal issues that have slowed me down. I'm gonna lay off the DM maps for a while and start working on the main campaign maps again soon, I just need to get in a place where I can get my motivation back. Sorry I missed your post! Finishing this sometime in 2021 would be great and doesn't sound too unrealistic (if I can get back to doing regular mapping). I guess we'll see :)
  6. Mechadon

    [WIP] Supplice

    I just finished up the lighting work on another DM map, so here's another progress report/screenshot dump for you guys. This map is called "Demonic Cryonics", and its a reskin/revamp of a 32in24 map I made years ago (Marmalade Murder Mansion). Part of the ice-themed setting will have demonic areas, so this is a practice in that intended style. It was also a nice excuse to use the Supplice fireblu texture :P And this map (that I literally finished up a few minutes ago) is called "Stratobase Becrux". This one was an exercise for the decrepit floating techbase setting (which will make up the 2nd half of episode 1). There should be lots of new texture stuff in this map that hasn't been seen yet. The layout for this one is brand new a well. I'm probably going to take a break from the DM stuff and start focusing on the main gameplay maps in the coming months. Actually I had been working on a layout for the floating base setting, but it was turning into a struggle to finish. So the above DM map was made as a way to practice with that setting and the textures that go with it. Anyways, I'll try to remember and post some more progress reports in here in the future.
  7. Mechadon

    [WIP] Supplice

    Hey guys, so I've got a couple of updates to share. First thing, I finally updated the first post with up-to-date information and a bunch of newer screenshots. There's a quick description of the new weapons and powerups for anyone interested in them. I might do the same for the new demons at some point. Anyways, hopefully that resolves any confusion about the project and better describes what its all about. I'll also try to revolve map screenshots as more maps are finished. Second thing, here are screenshots of the 2 new DM maps I made recently. This first map is called Helafex Station; its a medium-sized, somewhat flat layout, nothing too special. I detailed this one to resemble the first setting that appears in episode 1; one thing you may notice is Cage's new sky texture. And this latest map is called Dynahammer. Cage worked on some industrial textures for a setting that will appear in episode 2, and I really wanted to give them a spin. I made this particular layout specifically with this theme in mind and I think it came out very nice. It's a fairly large map with lots of height variation. Hopefully I'll have more mapping stuffs to show off soon :)
  8. I appreciate all of the support guys, thank you :D Those are both good ideas, I'll probably try to make something like that in a future update. Actually a good looking sunrise sky is fairly hard to do just because having it sit in front of the clouds can look awkward. That tends to look best as a really bright light source that's scattered by clouds. Another way to do it is to have more scattered clouds (or no clouds at all) and have the sun displayed that way (DNESKY01 is an example although its more stylized than what you're probably looking for). As for a STARETH1 style sky with the sun, I actually had plans to make something like that but it slipped my mind. I found a decent stock sun image for it that might work (haven't tried it out yet). Anyways yea, I'll make something like that :)
  9. Yo! So lately I've had an itch to make some new sky textures. I figured it would be a good time to expand the pack since there are some skies that I've made that have been released in a couple of projects (D64D2, Vargskelethor map project #2, etc). I also wanted to work on some new ideas I've had for a while. So I've been working on this over the past couple of weeks. Well, I may have went a bit overboard with the new additions, and I had to finally stop myself tonight. There are about 407 new skies, with a grand total of 562 sky textures! Don't get too excited though, many of them are color variations. I think I counted about 32 unique new skies of varying designs. Some of the older skies got updates and extra color variations. I thought about making a few more variations, but like I said I figured now would be a good time to stop :P Box 'O Skies v3 [66mb] Here's a preview of the new stuff: As usual, I wasn't able to test all of these. So if you spot something that looks bad or broken, let me know. Some ideas came out better then others so expect quality to vary. I kept most of the base images and there are also some .xcf files if someone wants to dig into them (check the scraps folder). Also I'll reiterate that anyone can use these in any way they see fit. All I ask for in return is a small little credit blurb somewhere :). If you have a request, let me know and I'll see what I can do. More updates my come in the future! One more thing to note - there's some animated fire sky textures included (they are in a separate folder). I found a dumb little GIMP plugin that let me make them. I didn't test them but hopefully they'll work out ok. They'll probably look best when animated at around 4 to 8 tics per frame. If you try them out, let me know how they look.
  10. Mechadon

    [WIP] Supplice

    Yea sorry for the lack of updates. Cage pretty much filled in the status of the project. I've been extra preoccupied the past few months, and there's been some back-end stuff I'm working on (organization stuff, nothing particularly interesting). I did finish up two more DM maps since my last post, and I'm planning on posting some screenshots of them soon. I need to redo the OP at some point and I was waiting until I had time to do that before posting them. Rest assured we're still working on it though. My mapping plate is more or less cleared up this year, so I'll be working almost exclusively on this when I get the time :) Sorry for the belated answer here, heh. But yea, it functions in a similar way.
  11. Mechadon

    Sunder - Map17 is here!

    Great to see you back and working on this again Insane_Gazebo!
  12. Mechadon

    32in24-17 - 3-Way CTF

    Did some more fartin' around with Swirly-o-Tron today. I probably made it worse, I dunno :P. Here's a new link (I'll add changelog info in my previous post) -- http://mekworx.the-powerhouse.net/mekastuff/wads/32in24/32in24-17/mek-swirlyotron-v3.wad
  13. Mechadon

    32in24-17 - 3-Way CTF

    I appreciate the feedback @dew & @HumanBones, as always :). I've got three updated maps to dump for yall, each with escalating changelog lengths :P Yoo Hoo Wrecking Crew (v2) - http://mekworx.the-powerhouse.net/mekastuff/wads/32in24/32in24-17/mek-yoo_hoo_wrecking_crew-v2.wad Changelog: Butt Scratcher Deluxe (v2) - http://mekworx.the-powerhouse.net/mekastuff/wads/32in24/32in24-17/mek-butt_scratcher_deluxe-v2.wad Changelog: (tl;dr - I pretty much did what dew and HumanBones suggested plus some extras that I came up with. Tried to make the bases and routes more open while hopefully fixing the teleporters) Swirly-o-tron (v3) - hhttp://mekworx.the-powerhouse.net/mekastuff/wads/32in24/32in24-17/mek-swirlyotron-v3.wad Note to @Marcaek - please change the sky to OSKY32 for this one. Also one of the red lights (OLGHTC05) seems to be messed up in game. In GZDB is appears correctly, but in game it shows up as a green light. Last thing, music is still all the same. The midis are included in the wads, but the credit info should still be in my original post HERE. Changelog: (tl;dr - Rebuilt the map from scratch. Its using the same basic concept but with a bunch of changes and more than 5 seconds of thought put into it. Also its properly detailed now. I know its a jokey map but I wouldn't mind some more feedback on it).
  14. Mechadon

    32in24-17 - 3-Way CTF

    I just updated my maps with some better/more detailing and some fixes. See the original post for all of the info, but I'll also repost the links here. Yoo Hoo Wrecking Crew: http://mekworx.the-powerhouse.net/mekastuff/wads/32in24/32in24-17/mek-yoo_hoo_wrecking_crew.wad Butt Scratcher Deluxe: http://mekworx.the-powerhouse.net/mekastuff/wads/32in24/32in24-17/mek-butt_scratcher_deluxe.wad Swirly-o-tron: http://mekworx.the-powerhouse.net/mekastuff/wads/32in24/32in24-17/mek-swirlyotron.wad
  15. Mechadon

    32in24-17 - 3-Way CTF

    Name: Yoo Hoo Wrecking Crew Music: https://www.vgmusic.com/file/2ab17020d5e54caa563c13a67b166d9b.html#disqus_thread Sky: OSKY46 Dwonlad: http://mekworx.the-powerhouse.net/mekastuff/wads/32in24/32in24-17/mek-yoo_hoo_wrecking_crew.wad Name: Butt Scratcher Deluxe Music: https://www.vgmusic.com/file/3811fa121a08e5fc8e99378d5a657e03.html#disqus_thread Sky: OSKY41 Dnowlod: http://mekworx.the-powerhouse.net/mekastuff/wads/32in24/32in24-17/mek-butt_scratcher_deluxe.wad Name: Swirly-o-tron Music: https://www.vgmusic.com/file/07f7fee33529cdec22e9b93d2c76e61a.html#disqus_thread Sky: OSKY37 Dwnoldo: http://mekworx.the-powerhouse.net/mekastuff/wads/32in24/32in24-17/mek-swirlyotron.wad *edit* Added music and sky choices. By the way I should note, these are extremely untested and minimally detailed. Unfortunately I got a late start; there's about 6 hours of work between all 3 of these maps. *edit2* Did some better detail work on Yoo Hoo Wrecking Crew + fixed a jumping exploit. Did a tiny bit of detail work on Butt Scratcher Deluxe and tried to give each base more visual differences besides just color. And added some better base distinctions to Swirly-o-tron and fixed the sky horizon. Screenshots and download links have been updated.
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