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About Use

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  1. Use

    How did people map in the 90s

    Very slowly. Times sure have changed! :P
  2. Use

    '95 Never Dies CP [Full]

    I'm here! Sorry work has kept me very busy the last few months. I'm roughly in the same spot with my map, structure is close to complete, then it's onto monster placement and such. :)
  3. Use

    '95 Never Dies CP [Full]

    Checking in. Map is going well, a few more weeks I'll post something to playtest. :)
  4. Use

    '95 Never Dies CP [Full]

    Yes stair movers can be tricky in vanilla. Here's a few tips; if the stair mover is connected to another sector that moves, it's motion must be stopped before activating the stair trigger. If the final step of your stair is tagged but also is adjacent to another mover, try and adjust your stairs so the final 'destination' step is not tagged. You may also try to implement the special tag 999 on every alternating step, this can separate the stair mover from other moving sectors.
  5. Use

    '95 Never Dies CP [Full]

    https://doomwiki.org/wiki/Tutti-frutti_effect One instance in your map is the nukage edging texture near where the wall opens revealing the blue and yellow door. It's a common texture bug when working with vanilla.
  6. Use

    '95 Never Dies CP [Full]

    This level has a great mood and looks nice, but is not vanilla compatible. There's a big visplane overflow near the yellow skull door area, and tutti-fruity errors in a couple places. Remember to test your level in Chocolate Doom or another vanilla-friendly source port.
  7. Use

    '95 Never Dies CP [Full]

    May I have E3M4? :)
  8. Use

    Deadnail is dead.

    I'll keep this short as few are left who knew him but Josh was my friend. I'd even consider him a very close friend. We bonded over music and memes and I could always rely on him being around if I needed to vent, or laugh, or just shoot the shit. I knew of him from the old days of the forum and connected during my time on a small, private forum where other Doomers would hang out. Over time that place dwindled but Josh stayed on, making blogs that were often funny, sometimes tragic, but mostly a litany of his thoughts and feelings. Though everyone moved on we stayed in contact and shared many things, sometimes just talking late into the night. I wouldn't be person I am now without him. I love you man, and I'll miss you for the rest of my life. I can only say be good to each other, there's so little time we have.
  9. Use

    Doomworld has been compromised.

    Episode 3: WMull's Revenge
  10. Use

    Some new Doom2 maps

    Thanks for taking the time to play these. Perfect timing as I have started doing updates to this wad. I'm eager to upload it and onto the next project! :)
  11. Use

    Some new Doom2 maps

    Nice demo, thanks! Thing definitely get more devious the longer the maps go on.
  12. Hello everyone, I've made some small Doom2 levels for fun. These are my spin on classic Doom2 levels like Entryway, Underhalls and more. This started as a simple distraction to make levels from memory (from an old Doomworld thread..no not that one, even older) but that got boring and quickly and I went off-script as the project went on. After several months I finished up these levels and may make more like these if interest is there. This is a beta version, so please comment here if you find any glaring issues. This supports limit-removing (complevel 2), and has a little MAPINFO for zdoom related ports. Was only tested by me first in Zdoom 2.7.1. Alternative ports are helpful. Pistol starts are encouraged! The following issues are known on some source ports: -Stuck monsters and displaced decorations in Map3 -A few Monster closets are non-functional in Map5 -Some teleporter shortcuts left in Map5. A few teleporters take you to different areas depending on entry side. This can result in missing progression if not careful. Screenshots: https://imgur.com/a/VT4b757 Download: (Beta is closed for now. Look for idgames version soon)
  13. Use

    The DWmegawad Club plays: Community Chest

    Hmm, well since the two problem children are approaching and there's a new generation of Doomers around, I'll briefly talk about the background of these levels, maybe someone is interested? At this point I had been only mapping for my personal megawad. My old 90s editor began to be a problem, with the size and complexity of maps exceeding it's capability. I had also started trying source ports, and was noticing problems left behind by my junky editor. Community Chest presented a good opportunity to not only show people some maps (which I had not done at this point) but maybe learn a new editor. I knew I was dealing with old, crusty Doomers and I wanted to make something difficult, memorable, something that would leave an impression, even a bad map gets noticed. Honestly I assumed they would be ignored. When the game was released and @Erik commented in the main thread on how much he liked Map12 it was a big shock. Map12 was made mostly with WadAuthor. If I recall, the creator of the program had recently resurfaced and did a small update to it. Then he vanished again. I took to this editor quickly as it was very much like the old one in function. I also appreciated the black/dark UI colors. But it was slow, and had little in the way of ease of use. The map came along fast but I would make some changes to it. My megawad has a strict texture limitation of theme, as such I kinda went nuts using crazy Doom 2 textures. Map13 was made with Deepsea. This editor was confusing at first with a dense, redundant pile of windows and menus, but once I got used to the main drawing aspect and the shortcuts it was a much nicer method than WadAuthor. This map was very fun to make as I came up with the main idea quickly. I wanted to make a level that threatened the players movement, his greatest asset. When going the 'ideal' route, it's fairly linear. After making this map I liked the editor so much I decided to keep it to this day. I went back and made some detailing and portions of Map12 with Deepsea as well. Here are some hints for players encountering these monstrosities for the first time: Map12 Map13
  14. Use

    The DWmegawad Club plays: Community Chest

    I was friends with @Black Void during creation of CC1 on AOL instant messenger back then. This was his first community submission if I recall, much like my own two maps, so I think that's why we hit it off. He was very nervous and not confident in his mapping abilities, but Community Chest encouraged new mappers to participate. I still have a few beta versions of this and other CC1 maps somewhere. It took a lot of cajoling to even get him to finish this map, he almost tossed it at least twice. He came back several years later after CC2 and CC3 with new material but then disappeared again. Hard to think of how much time has gone. Really nice guy.