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Everything posted by additup
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Hey, no problem, have fun being an asshole. Jesus H Christmas You're an. Love your maps tho. Quoted for truth.
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Yes, it did. Thank you for clearing that up. What seems odd to me is that intention doesn't matter at all; that the fact I don't intend to profit from the endeavor, only to increase playability for those who have never yet picked up Doom (my original plan was to have a zip that included everything necessary to click download, extract, and play), doesn't enter into the equation at all. It's odd to me because Doom is thirteen years old. I guess I would hope that by this point id would have made the game freeware and just called it good. I didn't pay for my copy of Doom which I downloaded about two or three years back, and frankly I would consider anyone who paid (what does the readme say, I just checked, $40.00?!? what a joke) for Ultimate Doom after the year 2000 to be a fool.
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Okay. Any idea what Scuba Steve was talking about when he said "There's nothing illegal about making a wad the iwad so it doesn't require the doom.wad file"? Did I misunderstand what he was saying (or is it more probable he simply wasn't aware that what he's describing is, in fact, illegal)?
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Is that the case if I were to try to sell what I'd created, or is that also the case if I distribute it in any way at all (without seeking profit)? Edit: If the latter is the case, then what was Scuba Steve talking about with this line; "There's nothing illegal about making a wad the iwad so it doesn't require the doom.wad file."
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I tried this, and people leapt onto my back and complained about how I was doing something illegal by making my wad the iwad, so I ended up taking the extra stuff out...
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I don't hate any doom enemies, but Pain elementals are the toughest to me, because as soon as you've done away with the lost soul shield another two have spawned blocking the thing that's spawning them. In large numbers pain elementals are surprisingly lethal.
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The scripting is really interesting and the idea I like a lot. I do n0ot like the gameplay that goes along with them, though, at all. Fighting demons and cacodemons with a pistol in the dark is not fun, it's repetitive and boring. Keep working, I'm keen to see how this develops. If you add some more detail to the interlocking rectangle hallways outside the multiple switching-rooms, that might improve the visual appeal of the level immensely. Great job so far, soldier on.
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The nukeage where the walls meet the floor? Yeah, that looks great.
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Halo Series TC Project [Started as of 11/18] (In progress)
additup replied to LINBiNk's topic in WADs & Mods
No, it wouldn't be awesome or redundant, now that I think about it, for exactly one reason. Severe lack of pistol. -
Halo Series TC Project [Started as of 11/18] (In progress)
additup replied to LINBiNk's topic in WADs & Mods
Who caught the Simpsons reference? LINBiNk, if you're going to make a weapons conversion, you should port over the enemies and create maps to emulate the halo levels, too. New textures, some skyboxes with the Halo arcing overhead... "Awesome" would not begin to describe the finished work. See you sometime after the apocalypse. -
I think what he meant was that if Bloodskull has only been using zdoom, he would expect that Bloodskull would want to create this map for zdoom. Not everyone uses zdoom, obviously. Is BOOM less restrictive in some important way?
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I have to admit, that would certainly make things easier on me. I've gotten used to being able to use simple txt lmp inserts to do things (ie mapinfo).
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The level is called Corpus Collosum. I've uploaded it to the /incoming section of the id ftp servers, and am now waiting to see what your reviewers think. Anyone else interested? http://www.box.net/shared/4zv2eztqib Edit: Screenies
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Big Map For Doom 1, nice shadow effects, thorough demo
additup replied to additup's topic in WADs & Mods
@the iron hitman--- You may find these two pages useful, they're the only reference I had: http://zdoom.org/wiki/GLDEFS http://zdoom.org/wiki/Classes Of course, that's "only reference", other than this: http://www.box.net/shared/3d91ndhny0 That's the GLDEFS lump from Last Man on Earth, which I found invaluable, both as a source of motivation, and inasmuch as this GLDEF lmp served as a template for my own modified code (which I knew literally nothing about prior to nine or ten o'clock last night) http://www.doomworld.com/vb/wads-mods/41750-last-man-on-earth/2/ If you need more to get you started, PM me about it and we can talk. Here's some more screens whoring out those thousands of extra sectors... Just for you, Kaiser. -
Big Map For Doom 1, nice shadow effects, thorough demo
additup replied to additup's topic in WADs & Mods
I know, I know, I said the last upload of this wad was going to be it... but after playing Sigvatr's early beta release of Last Man On Earth, I can't help but feel my own wad is lacking in the absence of this simple, yet elegant, effect. So, I took a couple hours last night to learn how to use the DOOMDEFS lump. I customized the death sequences of several monsters with fireworks displays, as well as setting the scale and shade of candelabras and torches. -
http://i7.photobucket.com/albums/y280/teh_death/DOOM0000.png That what you're pointing out? Edit: I loved the map, by the way. Are the ambient lights on the creatures and other things added using that DOOMDEFS file in there?
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I'd like 16.
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Did you save it? The last paragraph makes sense, but maybe it would help if you created a small map that illustrates what you're talking about there, too.
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Big Map For Doom 1, nice shadow effects, thorough demo
additup replied to additup's topic in WADs & Mods
Awesome. Whatever you enjoy and whatever you don't, be sure to let me know. I look forward to any comments or suggestions to help with future wads. Along the same vein, thanks for the encouragement, stphrz. I hear what you're saying about the tediousness that can ensure after you've been run around a couple of times by some of the extraneous branches that are included. I wanted to see how big I could make a map, and that drive spawned this sucker. I had actually considered breaking it up into eight tiny levels just prior to release, but that wouldn't do justice to the original impulse. I just noticed that my wad was rejected from /newstuff back at the beginning of this month for having the wrong txt file format. Hopefully, now that I've fixed it, corpcoll will make it into the next round of reviews. -
Big Map For Doom 1, nice shadow effects, thorough demo
additup replied to additup's topic in WADs & Mods
Very last upload. A new 12min01sec demo is included that reveals an ultrasecret of sorts that allows the player to bypass the last cyberdemon entirely (or kill him from behind impenetrable cover); it autoplays right before the normal 1hr3min demo detailing a total clear of the level. Demo1 has been replaced by an cheat-enhanced run for the secret exit lasting less than a minute (thanks to gggmork for pointing out to me that gzdoom will record cheats activated during a demo). Has anyone watched that hour-long demo through to the end? and seen the trippy coda just prior to the cyberdemon confrontation. Or found it yourself. Did anyone see that, and if you did, what did you think of it? Edit: A grainy video of the part I am talking about : http://youtube.com/watch?v=WQbFd6W88XM Edit: Screens again -
Are those fluorescent lights fixtures (that is, Things) which cast a pool of light automatically, or did you have to add the lighting in manually?
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Damn fun for a first wad.
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I enjoyed this one. Nice slopes, nice lighting. Had fun boxing the barons when my ammo ran out.
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Big Map For Doom 1, nice shadow effects, thorough demo
additup replied to additup's topic in WADs & Mods
Excellent. Good to know. -
Big Map For Doom 1, nice shadow effects, thorough demo
additup replied to additup's topic in WADs & Mods
Some aesthetic changes are included in this upload (link remains in the first post), reflected in the screen shots below.