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Everything posted by skillsaw

  1. 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.
  2. 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.
  3. 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.
  4. 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:
  5. 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.
  6. skillsaw

    Post Your Doom Picture (Part 2)

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

    EDF Weapon Progress (completed and in dev builds)

    Thanks! Should be helpful.
  8. 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.
  9. 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)?
  10. 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.
  11. 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.
  12. 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.
  13. skillsaw

    The Top 100 Memorable Doom Maps of All Time

    It really is a testament to the community that there are so many maps that qualified, so many more runner-ups that justified debate among the committee, and so many more maps and projects being name dropped here. Doing this writeup was truly an unenviable task: much thanks to those that made it happen. This was a great read.
  14. skillsaw


    Yours truly... Though, to be clear, I joined well after TeamTNT's heyday and was never involved in any projects that made it very far, so my "membership" is an interesting trivia bit and nothing else, really.
  15. skillsaw

    Ancient Aliens Awesome

    Rock on
  16. Pirate Doom 2: Rated Arrrrrrr
  17. skillsaw

    Wads that feature time travel?

    I plan on exploring this more in an upcoming novella.
  18. skillsaw

    The Doom Confessional Booth

    I'm puzzled as to how I became so polarizing as to justify like 5 pages of arguing when I post here about once a month and have never forced anyone to do anything my way (or even encouraged, unless asked for guidance). BTW: the Cyberdemon is on the first map of Ancient Aliens to warn players, as explicitly as I possibly can without screaming neon text, whether or not AAliens is an experience they'll enjoy. You were supposed to close the game - it's meant for a different audience. That's fine. I was trying to not waste your time.
  19. skillsaw

    Need help solving a line def / curved line problem

    This is how I do it... Step 1. Have a curve. Step 2. Put some vertices down where the curve needs to be. Step 3. Move the vertices off to the side somewhere. Step 4. Connect them with a line. Step 5. Curve tool. Step 6. Place in the correct position. Then, you can draw the rest of the sector as desired, and use the make sector tool if necessary (if Doom Builder doesn't properly close the sector when you draw the remaining lines in).
  20. 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 (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 https://www.dropbox.com/s/pe0g4isde25cdde/aaliens_rc1.zip?dl=0 aa-tex final https://www.doomworld.com/idgames/combos/aa-tex
  21. Can I like this more than once? Thanks to all the EE devs for their hard work.
  22. skillsaw

    [WIP] Elementalism - a 32-map megawad

    Hnnnngggg I love it! Outstanding work... I can't wait! I'm really excited to see more of what GZDoom can do in such talented hands.
  23. skillsaw

    Post Your Doom Picture (Part 2)

    Yeah, great artwork by Kurashiki. I was thrilled when I saw it. I actually have a framed print of it hanging on the wall.
  24. skillsaw

    Mothership - single level for Eternity

    I saw the wad and wanted to play it immediately... I'm very interested in Eternity mapping and the AA textures (obviously) appeal to me, so I couldn't resist. Especially when the screenshots are so appealing.
  25. skillsaw

    Mothership - single level for Eternity

    Very cool map. The start is decently rough and it gets rougher as you go on, so I'm glad I played on HMP (not sure if skill settings are implemented or not - but as is, it was fairly tough) Without spoiling anything, there were some instances where monsters were able to attack me or surprise from vectors that wouldn't be possible in a port without 3d features. Same with the way some rooms/progression develops. Good stuff. This is probably just me being a headcase but there are some visual issues with the textures (particularly anything neon styled... the lights, monster tubes, alien glyphs, etc) that look wrong to me when not close to fullbright... For me, it'd look better if those textures were lit at 224 or greater, or at least glowing to that level. Only other problem I had was I did spend a bit of time switch hunting - particularly when looking for the dark gray switches. Highlighting them a bit might help. Thanks for the map!