Jump to content
Search In
  • More options...
Find results that contain...
Find results in...

Use

Members
  • Content count

    5153
  • Joined

  • Last visited

About Use

  • Rank
    Forum Legend

Recent Profile Visitors

4738 profile views
  1. Use

    2023 Cacowards

    Doom...and here's to 30 more years. :)
  2. Use

    '95 Never Dies CP [Full!]

    Hello team, Here's the submission for my episode 3 map. I hope you find it fun to play. I did't go all crazy or push vanilla or anything like that, just made the map by ear. I wanted to open with some familiar Inferno style claustrophobic combat then move into my typical set-piece oriented gameplay in second half. @magicsofa I sent you a PM earlier with an older version. This version is slightly updated to provide more combat flow in the early areas and fixed some texture offsets. https://www.dropbox.com/scl/fi/92ccpgqnmaoqauovgqbg2/tese3m4t.zip?rlkey=h4aswpzh81svcciit93xybr5u&dl=0
  3. Use

    How did people map in the 90s

    Very slowly. Times sure have changed! :P
  4. 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. :)
  5. Use

    '95 Never Dies CP [Full!]

    Checking in. Map is going well, a few more weeks I'll post something to playtest. :)
  6. 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.
  7. 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.
  8. 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.
  9. Use

    '95 Never Dies CP [Full!]

    May I have E3M4? :)
  10. 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.
  11. Use

    Doomworld has been compromised.

    Episode 3: WMull's Revenge
  12. 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! :)
  13. Use

    Some new Doom2 maps

    Nice demo, thanks! Thing definitely get more devious the longer the maps go on.
  14. 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)
×