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skillsaw

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About skillsaw

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  1. skillsaw

    Running new MBF wads with original MBF

    Couple comments. Valiant won't work because the maps use extended nodes, which aren't supported by MBF.exe. You'd have to rebuild all the nodes with a different nodes builder first. I don't believe any of the maps require extended nodes to function; however, I chose to use ZDBSP with extended nodes as it seems to result in the fewest slime trails. Once you rebuild the nodes, you may still encounter errors, however - absolutely no testing was done using MBF.exe, and the only ports supported officially by the idgames release are ZDoom, GZDoom, Zandronum, PrBoom-Plus, and Eternity. If you try to get it working, I'd be interested in hearing how it goes, but you're on your own :) Ancient Aliens is NOT -complevel 11 (MBF). It is -complevel 9 (Boom). I've heard this a few times before so I'm not sure where the misconception came from. I just double checked the release thread to confirm my sanity and it's got the correct complevel posted. That said, I wouldn't expect Aaliens to run on MBF.exe (or, say, boom.exe), since Ancient Aliens also uses extended nodes.
  2. skillsaw

    The screenshot you are most proud of

    I was very happy with how these ancient alien void maps turned out; would love to do more one day.
  3. I'm finally playing Ancient Aliens, and yes, this is superb! I like the credits list, the music, the mappers that were on board for the project! It's just a very A1 set, and I almost thought it was broke until I realized it was broken up into episodes (heh). Anyway, great work! Thanks for this fun color palette :)

    1. skillsaw

      skillsaw

      Thanks a lot! I'm glad you're enjoying it, we all put a lot of energy and work into trying to make it as best as we could.

  4. skillsaw

    Post Your Doom Picture (Part 2)

    Thanks. Right now it is just a loose pile of week-old wads on my drive. Figuring out how much I want to do, and how to compile everything into a releasable project is a problem for later, but I do hope to release this as part of a larger project at some point.
  5. skillsaw

    Post Your Doom Picture (Part 2)

    @NiGHTMARE Very cool, looks pretty close to me. @Gez Thanks for those, I'll add a counterweight for sure, and adjusting the slats to be angled should be a fairly easy texture edit, as well as adding some cables along the top connecting the load and the counterweight. I agree that the crane itself would look better with more height to it, but I've already shrunk it vertically quite a bit in order to let the player see it fully as they traverse the map without having to look up too much, so I think the stubby height is staying.
  6. skillsaw

    Post Your Doom Picture (Part 2)

    ZDoom has linked portals as well. I'm not sure how the feature compares between the two ports, as I've only worked with Eternity's. Note - this map is designed and tested for Eternity, I have no idea what would happen if I tried to load it in ZDoom.
  7. skillsaw

    Post Your Doom Picture (Part 2)

    The crane itself is made out of custom midtextures (a vertical variant that is 512px tall or so, and a 128px by 64px horizontal variant to create the horizontal strut), as well as some custom cable midtextures to make it look like the 'hook' is attached to the steel beam. The midtextures themselves are not solid/impassible in any way, as the tower crane is outside of the playable space of the map (although you can go right up to the base of it). The real trick is learning how to use Eternity Engine's linked portals to create 3d architecture. Portals let you link sectors together through lines or ceiling/floor planes - in this case, I am using floor and ceiling portals to create the illusion of a multilevel building with a crane on top... These editor shots might clarify a bit. I use the rainbow stripe texture to indicate a portal (it's really obvious in game when I mess something up). Lower region of the crane, including the 'hook' and steel beam: Upper region of the crane, with cables going to the steel beam in the portal below: Map shot: In game shot:
  8. skillsaw

    Post Your Doom Picture (Part 2)

    Approximately the same shot as yesterday, but much improved. My main aim was to improve the visual contrast of the scene, as I felt it was a bit too flat looking. To do that, I added a layer of dark concrete on the building middle floors to contrast the lighter grays the are more widespread above and below, I added in some green and brown earthy tones (in the grass and in the outer wall structures), and most noticeably swapped the sky to an overcast nighttime blue. I've surrounded the map with buildings to set the scene a bit more. Some doodads on the ground and some smooth gradient lighting rounds it out, I'm very happy with it now.
  9. skillsaw

    Post Your Doom Picture (Part 2)

    Eternity construction site map using OTEX. Surroundings/sky are super WIP.
  10. skillsaw

    EDF Weapon Progress (completed and in dev builds)

    Thanks! Should be helpful.
  11. skillsaw

    EDF Weapon Progress (completed and in dev builds)

    @Altazimuth worked with me on Discord to sort this out. What I was missing was how to add the weapongiver to the pickupeffects of the item. For anyone having the same problem, here is my working(ish) EDF: weaponinfo DualPistols : Weapon { ammotype AmmoClip ammouse 1 slotnumber 2 slotselectionorder 0.5 selectionorder 5500 States @" Ready: DPIS A 0 A_WeaponSetCtr(0, 0, assign) RealReady: DPIS A 1 A_WeaponReady loop Deselect: DPIS A 1 A_Lower loop Select: DPIS A 1 A_Raise loop Fire: DPIS A 1 TNT1 A 0 A_WeaponSetCtr(0,0,assign) // 0 --> flash right DPIS B 4 A_FirePistol DPIS C 2 DPIS A 1 A_CheckReload TNT1 A 0 A_WeaponSetCtr(0,1,assign) // 0 --> flash right DPIS D 4 A_FirePistol DPIS E 2 DPIS A 5 A_Refire Goto RealReady Flash: TNT1 A 0 A_WeaponCtrJump("FlashRight",equal,0,0,flash) TNT1 A 0 A_WeaponCtrJump("FlashLeft",notequal,0,0,flash) Goto FlashRight FlashLeft: TNT1 A 0 A_WeaponSetCtr(0, 0, assign) // Set counters[0] to 0 DPIS G 3 Bright A_Light1 Goto LightDone FlashRight: DPIS F 3 Bright A_Light1 Goto LightDone "@ } weapongiver GiverDualPistols { weapon DualPistols ammogiven AmmoClip, 10 } thingtype WeaponDualPistols : Mobj, 31000 { flags SPECIAL pickupeffect { effects GiverDualPistols message "A second pistol! Shoot 'em in the face!" sound wpnup } states @" Spawn: DPSG A -1 stop "@ } I notice that the selection of the flashes could be optimized by assuming a default case, but I'll let it stand as is for now.
  12. skillsaw

    EDF Weapon Progress (completed and in dev builds)

    Hmmm, I had some working weapon modifications using the old dehacked-esque syntax, but I'm trying to do something new using the weapons branch functionality, and not having much luck. Is there a sample wad or tutorial I can look at to see what I need to do to fully define a weapon end-to-end (defining the weapon pickup, defining the ammo type, defining the weapon itself and it's states, making the weapon selectable for the player, etc)?
  13. skillsaw

    The Top 100 Memorable Doom Maps of All Time

    Now that I've had a few days to digest this... here are some random comments on picks that I was involved with: 91. Ancient Navajo Wolf Warp - "Memorable" is exactly what I wanted this map to be, even though I knew a lot of people would instantly hate it. I was trying to do for the megawad opener what Rian Johnson did for Star Wars. 65. Candlecove - This one surprised me the most. Overall, I'd rank it somewhere in the bottom half of my maps. I like the atmosphere and music quite a bit, though; and I'm sure some people have tender loving memories of being turned into meatballs by the pink spaghetti Cyberdemon. 36. Leave Your Sol Behind - If any map from Ancient Aliens was going to be on the list, I knew it would be this one. I have mixed feelings about it. It's a map whose execution (IMO) falls short of its lofty ambitions, and I've never been as excited about the results as I wanted to be. Thanks for recognizing the ambition, though. 14. The Mancubian Candidate - Just like Ancient Navajo Wolf Warp, this map gets extra credit for subverting expectations. So I guess if you want to make maps that are memorable, that's one way to go? Also, use a map name that is basically a bad dad joke. 5. Culture Shock - @lupinx-Kassman deserves all the credit for everything that makes this map awesome, but I did do a detail/cleanup pass, the first pass at thing placement, and built a couple areas (the less awesome ones). For me, ranking at #5 might not even be high enough, even; but that's because I had the unique experience of leading the project this map was a part of, and being so impressed and grateful that someone so talented delivered such a gem, and made Ancient Aliens all the better for it. Runners up - I'm not going to comment on these, except... The Final Countdown If I picked any map from my catalog for how memorable it is, it would have been this one. I wonder if I/others have revisited the moon a bit too often and it's lost its impact.
  14. skillsaw

    Doom Year Resolutions 2018 vs. 2019

    I've only made four maps in 2018 (well, one was a collaboration, so 3.5 I guess). Really hoping to get serious again this year.
  15. skillsaw

    Cacowards 2018 - 25 Years of Doom

    Congrats all, and thanks to the committee for all of their hard work. The output of the community never stops amazing me.
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