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skillsaw

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Everything posted by skillsaw

  1. Ancient Aliens is a megawad featuring 32 colorful, action-packed maps for Boom compatible ports and a soundtrack composed by stewboy. Ancient Aliens began as a personal project but eventually mappers AD_79, esselfortium, Joshy, lupinx-kassman, Pinchy, stewboy, and Tarnsman joined the fun and left their mark on the project. Special thanks to dew, AD_79, Altazimuth, and Tarnsman for helping out with testing. And of course a huge thanks to stewboy for all the awesome music! Story Go on a journey to discover the truth about the enigmatic origins of human civilization... I'm not saying it was aliens, but.. the truth is out there. Soundtrack Check out the soundtrack by stewboy on Bandcamp! https://stuartrynn.bandcamp.com/album/doom-ancient-aliens-ost Screenshots MAP27: "Kingdom of the Crystal Skulls" by skillsaw MAP22: "Acerola-Orion" by esselfortium MAP10: "Gift of Denial" by skillsaw MAP11: "On the Origin of Spacies" by skillsaw MAP15: "Wormhole Junction" by skillsaw MAP24: "Culture Shock" by lupinx-kassman MAP16: "Leave Your Sol Behind" by skillsaw MAP18: "Illuminati Revealed" by skillsaw MAP26: "Egyptian Metaphysics" by Tarnsman MAP08: "Ancient Aliens" by skillsaw Play Info Ancient Aliens has been tested in ZDoom, Eternity, PrBoom-plus 2.5.1.4 (complevel 9) and Zandronum. The maps have been balanced for pistol starts but continuous should be fine if that's your preference. ZDoom and Eternity provide story screens and menu-selected episodes. Additionally, Ancient Aliens uses ACS to play sound effects occasionally in ports that support ACS such as ZDoom and Eternity. Using ZDoom or Eternity is highly recommended. Gameplay mods should work if they use .png graphics. If the mod contains a custom palette, you will need to adjust load order so that the Ancient Aliens palette is used. You'll know something is wrong if all the textures look garbled. Credits Design skillsaw Additional Design AD_79 esselfortium Joshy lupinx-Kassman Pinchy stewboy Tarnsman Music stewboy Testing AD_79 Altazimuth dew Tarnsman Resource credits are included in the text file. Map Listing MAP01 - "The Ancient Navajo Wolf Warp" by skillsaw MAP02 - "Sanctum of the Wastes" by skillsaw MAP03 - "Arachnotron Arrival" by skillsaw MAP04 - "Bad Medicine Men" by skillsaw MAP05 - "Last Refuge of the Anasazi" by skillsaw MAP06 - "Sinkhole Showdown" by skillsaw MAP07 - "Dare to Fly Where Eagles Soar" by skillsaw MAP08 - "Ancient Aliens" by skillsaw MAP09 - "The Nectar Flow" by Joshy MAP10 - "Gift of Denial" by skillsaw MAP11 - "On the Origin of Spacies" by skillsaw MAP12 - "Magenta Heat" by skillsaw MAP13 - "Polychromatic Terrace" by skillsaw MAP14 - "Blazing Boulevard" by skillsaw MAP15 - "Wormhole Junction" by skillsaw MAP16 - "Leave Your Sol Behind" by skillsaw MAP17 - "Daylight Under a Dark Sol" by skillsaw MAP18 - "Illuminati Revealed" by skillsaw MAP19 - "Crash Landing" by skillsaw MAP20 - "Code" by AD_79 MAP21 - "Cyberbullying: Beyond Earth" by skillsaw MAP22 - "Acerola-Orion" by esselfortium MAP23 - "Trinary Temple" by Pinchy MAP24 - "Culture Shock" by lupinx-Kassman (additional mapping by skillsaw) MAP25 - "Xenoarboreum" by skillsaw MAP26 - "Egyptian Metaphysics" by Tarnsman MAP27 - "Kingdom of the Crystal Skulls" by skillsaw MAP28 - "Floating Arena" by Joshy MAP29 - "The Ones Behind It All" by skillsaw MAP30 - "The End" by skillsaw MAP31 - "Grey Dwarf" by stewboy MAP32 - "Ossuarium Exoterre" by skillsaw Music Listing MAP01 - "Flee" MAP02 - "The Incessant Flow of Time" MAP03 - "Depth Charge" MAP04 - "Desk Lamp" MAP05 - "Toe Jazz" MAP06 - "Roof" MAP07 - "Featherfall" MAP08 - "Helljungle" MAP09 - "The Demons Serenade" MAP10 - "Vase" MAP11 - "Spacetrain" MAP12 - "Web of Steel" MAP13 - "Gold Rush" MAP14 - "Moonwalk" MAP15 - "Hypercube" MAP16 - "Space Jiggle" MAP17 - "Other Side of the Moon" MAP18 - "Trapeze" MAP19 - "Long Night" MAP20 - "20 Goto 10" MAP21 - "Basement" MAP22 - "The Last Dance" MAP23 - "The Greater Good" MAP24 - "Imaginarium" MAP25 - "Alien Forest" MAP26 - "Tales of Old" MAP27 - "Garden of Lost Souls" MAP28 - "Gigabridge" MAP29 - "Colliding Nebulae" MAP30 - "Yuletide" MAP31 - "Tribal Dance" MAP32 - "Birdsong" Intermission - "Concentration" Title - "Welcome to Egypt" Text screen - "Martian Blues" Download Final https://www.doomworld.com/idgames/levels/doom2/Ports/megawads/aaliens RC3b (outdated) http://www.mediafire.com/download/78a6xmqju45sigf RC3a (outdated) (fixes major bug on map06 in prb+) http://www.mediafire.com/download/8bfxr2az5b8i8fy RC3 (outdated) http://www.mediafire.com/download/y827iq9vo4iqx5r RC2 (outdated) http://www.mediafire.com/download/r0iqcd1vrqc9ooc RC1 (outdated) http://www.mediafire.com/download/5ptaah76c81rgsh aa-tex final https://www.doomworld.com/idgames/combos/aa-tex
  2. skillsaw

    [RC5] EVITERNITY II - RC5 Released!

    I think I found a gamebreaking bug here in MAP20: Anyways, awesome work. I'm absolutely loving Eviternity II so far.
  3. skillsaw

    [RC5] EVITERNITY II - RC5 Released!

    Woah, awesome! This looks fantastic. Congrats to Dragonfly and all involved. Can't wait to dive in.
  4. skillsaw

    Valiant

    Version

    1309 downloads

    Valiant is a MBF megawad for Doom II featuring 32 new maps spanning 5 themed episodes. Each map is designed to be played from a pistol start, but some effort has been made to support continuous play as well. Additionally, Valiant includes a number of new monsters and weapons implemented through an extensive MBF format DeHackEd patch. As a result, Valiant is not compatible with gameplay mods, and can only be played in ports with full MBF DeHackEd support. At present, these include ZDoom, GZDoom, PrBoom-plus (complevel 11), and Eternity. Zandronum is also supported through DECORATE.
  5. skillsaw

    Any Doom-related dreams?

    Damn. Sorry about the nightmare. Hope you and your girlfriend are OK. BTW, for future reference, this is what I look like:
  6. skillsaw

    Mappers you wish to see make a comeback

    I know I don't post much, but I am still active and working on personal projects when I have time/energy. Anyways, on topic, I haven't seen Vader mentioned and I'd love to see him make a comeback.
  7. skillsaw

    Ancient Aliens

    Version

    2216 downloads

    Ancient Aliens is a megawad featuring 32 colorful, action-packed maps for Boom compatible ports. Go on a journey to discover the truth about the enigmatic origins of human civilization... I'm not saying it was aliens, but... the truth is out there.
  8. skillsaw

    Vertical Sprite Pitch, tilt, yaw

    It's not clear from your question, but assuming you're using GZDoom, I think you're looking for the sprite billboarding option. Just search the options for "billboarding" and adjust. No need to run any scripts or load additional wads.
  9. It's fan fiction written by dew.
  10. Thanks :) I've done a few larger maps (including my other map in BTSX E3, weirdly enough) but it's definitely up there.
  11. skillsaw

    Problems with converting image files to flats

    I'm pretty sure the issue is your markers rather than the flat itself. Your flat is between FF_START and F_START. Try renaming F_START to F_END. You will probably need to completely reload your wad (or restart SLADE) for the flat to show correctly.
  12. skillsaw

    Quakecon 2023

    I'll be making the trip - looking forward to finally meeting everyone! My seat in the BYOC is H-99.
  13. If you are playing in a port that supported MAPINFO/EMAPINFO at the time of release in 2016, then when you finish an episode you'll need to select the next episode from the menu. MAP11 and MAP19 (the first maps of episodes 2 and 3) force a pistol start regardless of port.
  14. Your projectile inherits the "seesound" property from the Mancubus fireball - so, like the mancubus fireball, it makes the "whoosh" sound when it's spawned. Change seesound to the sound you want. thing MTF_EXTRA00 : thing MT_FATSHOT "Free-shot bolt" { Speed 18 Radius 12 ... SeeSound "fre030" DeathSound "fre031" States { ... } }
  15. skillsaw

    Looking for wads with multiple short episodes

    Scythe 2 is the originator of this formula and probably the most obvious omission given that Valiant, Eviternity, and TPH have already been mentioned. If you're willing to go beyond megawads, Scythe X and my own Vanguard have the same short-episode structure, but are techinically unfinished megawads. They are 10 and 12 maps long, respectively. If you're willing to extend episode length a bit, Unholy Realms and Ancient Aliens have only 3 episodes (with a forced pistol start between each) stretched across 32 maps. There are tons of short, highly thematic episodes, and you're welcome to play them back to back and pretend it's a megawad. I bet it'd be pretty fun. Here's a few ideas: Violence Mayan Mishap Lunatic Overboard
  16. skillsaw

    I need help removing a wad.

    Notice how the file is in grayed out text - that means it's been set in the Game configurations menu rather than the map options for this specific map file. Cancel out of that dialogue box, go to Tools -> Game Configurations, select the GZDoom: Doom 2 (UDMF) configuration from the left hand side, and remove help04.wad using the "Resources" tab on the right side of the screen.
  17. Overview Heartland is an episode developed exclusively for the Eternity Engine (version 4.02.00 and up). Heartland takes place in the nation's decaying industrial heartland. An inscrutable evil lurks somewhere beneath the abandoned factory on the city's outskirts, beckoning you closer with every beat of your heart... Heartland features seven new levels by me (@skillsaw), an original soundtrack composed by Stuart Rynn (@stewboy) (available at his bandcamp: https://stuartrynn.bandcamp.com/album/doom-heartland-ost) , and new and overhauled weapons by @Xaser. Dew (@dew) returned to his role as my go-to tester, and helped out a ton over the last month to help me polish and get this into a releasable state. And lastly, Altazimuth (@Altazimuth) provided tons of support - helping with bugs both in the maps and in the engine, helping me figure Eternity out, as well as being a constant friend to bounce ideas off of and chat with. There's no way this would have ever gotten done without your help! Trailer (Thanks @Bouncy!) Screenshots MAP01: Subway Sandwich MAP02: Bruce R. & Son Construction Co. MAP05: Titan of Industry Play Info Heartland extensively utilizes Eternity Engine 4.02.00 mapping and modding features, and so will not run on any other port. Please download the latest stable release here: https://www.doomworld.com/forum/topic/119425-eternity-engine-40200-forseti/ Alternatively, a dev build can be downloaded from: https://devbuilds.drdteam.org/eternity/ Heartland disables jumping completely. Mouselook is optional depending on player preference, however, the wad has primarily been tested without mouselook. Suggested compatibility settings are applied automatically by the OPTIONS lump. All maps have been tested and can be completed from a pistol start. Maps in Heartland are generally longer than in my previous releases; so consider that in your decision whether or not to use saves. Known Bugs In 4.01.00 and lower, an engine bug with certain PolyObjects will cause the game to crash to desktop. Please use 4.02.00 or newer to avoid this. In 4.02.00 Forseti, an engine bug causes crushing ceilings to stop moving when loading a saved game. This affects MAP05. The map is still completable if the crushers stop, but an optional area will no longer be accessible. If you wish to avoid this bug completely, please use a devbuild as the bug has since been fixed. Fixed in RC1b: In MAP01, if sergeants on the rooftop are sniped, they will be respawned in an invulnerable state later. In MAP05, it's possible to spawn some invulnerable monsters if you drop off the ledge in the furnace room twice. This is a map bug - I'll fix it in an update. Fixed in RC1c: Monsters can no longer be resurrected into an invulnerable state if they are the target of a Thing_Activate action after they've been killed. Map Listing MAP01 - "Subway Sandwich" MAP02 - "Bruce R. and Son Construction Co." MAP03 - "Reservoir Dog" MAP04 - "Routine Flaring and Flailing" MAP05 - "Titan of Industry" MAP06 - "Get Shafted" MAP07 - "The Beating Heart" Music Listing All music composed by Stuart "stewboy" Rynn - please check out the soundtrack: https://stuartrynn.bandcamp.com/album/doom-heartland-ost MAP01 - "Street Surfer" MAP02 - "The Jazz Machine" MAP03 - "Dancing Snakes" MAP04 - "See the Shrews" MAP05 - "The Towering Colliery" MAP06 - "Para Bellum" MAP07 - "Souls Symphony" Intermission Title Text screen Additional Credits Ola Björling (@ukiro): OTEX Please see the included credits text file for full credits. Download: https://www.doomworld.com/idgames/levels/doom2/Ports/g-i/heartland
  18. The behavior you're describing is due to the options.txt lump included in Heartland.pke, which tells Eternity to override your previously selected options with some defaults for Heartland. I'm pretty sure the rocket trails are disabled since custom rocket trails are implemented by Heartland itself; likewise with particle effects for blood and bullets since Heartland replaces those. Not sure why the BFG effects were disabled off the top of my head but the BFG is not present in Heartland.
  19. skillsaw

    Dreamed features in editors

    Since we're talking about dream features I've always wanted a multi-user mode (a la Google docs, though not in a browser window of course). It would be great to be able collaborate in real time on a map.
  20. Hey - while I appreciate your enthusiasm for Valiant's midi selections (I too love SNES Gundam music), can you please release this separately (i.e. not including the contents of Valiant)? The permissions in Valiant's text file disallows redistribution of modified versions. Interested players will still be able to load it to overwrite the original midi files if they prefer.
  21. skillsaw

    Icon of Sin maps that don't suck

    TNT Revilution's MAP30 is amazing and has already been mentioned, but my other favorite is D2TWID's, which turns the concept into a puzzle that I found very satisfying. I'm also a big fan of Speed of Doom's, mostly because it's a really cool spectacle fight.
  22. skillsaw

    MyHouse.wad

    While I also feel like I'm missing out, I respect the author's desire to remain anonymous. That said I certainly don't think NJ or anyone else should feel bad for investigating Veddge - myhouse was a mystery presented without any moderation or ground rules. Given that it integrated real world/metanarrative elements, this was a natural question to ask. I'm glad the author has materialized (if only to NJ) to let us know.
  23. skillsaw

    Multithreaded Renderer Beta [NOW IN MASTER!]

    Was looking to update -- did the dev build run? It's looking like the latest is still dated Apr 26. https://devbuilds.drdteam.org/eternity/
  24. skillsaw

    MyHouse.wad

    Thanks for sharing your findings. In addition to the names you mentioned I was curious about AgentSpork, but Veddge's Ultimate Simplicity comments plus some interactions with AgentSpork in the forum history make that seem unlikely. But I still feel that Alfonzo - like Jar-Jar - is the key to all this. Kinda following on your comment about Veddge becoming an important part of the community's history now, I hope that OP is reading this thread because the license for distribution for this wad (which is part of the gag and all in good fun) would prevent it from being uploaded to idgames by another party. Hopefully OP shows up to get the file on idgames for long-term preservation purposes, once they're certain they aren't going to make any more changes. Another unrelated thing is I was wondering if there had been any discussion here of the image content of the dropbox folder. I can't help but feel there may be some more riddles hidden way in there -- maybe in things like the names of Tom/Steve's families (which start with weirdly repetitive letters) or the arrangement of the photos. "Scrambles" is a weirdly specific name for a cat and it sets off alarms for me. I'm probably just be descending into paranoia here, though. I'm out of my depth when it comes to puzzles.
  25. Yes, I like to use instant floor pop-ups like this on elevated platforms, and generally try to raise them while the player is out of line of sight. I probably use this trick on more maps than I don't -- I prefer how it makes an area look naturally populated, as opposed to things teleporting in or having pop-ups occur in the players active line of sight.
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