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Status Updates posted by Devalaous
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Great. DSDA Doom is not reading my UMAPINFO properly and several ending texts do not function correctly, nor does one game ending. It works perfectly in Woof and Eternity, but not in DSDA or the final version of PrBoom Plus. Aggravating.
All the maps function, its just not reading the intermission stuff past a certain map number
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Today I successfully polished a turd. Ported Sewers to Doom 2 for a Unity Port episode with the console maps mixed with some beta ones, changed out all the Doom 1 textures to Doom 2 ones, and slightly improved a few spots architecture. Nothing drastic, as that changes the map's identity too much. Its still ugly, but ever so slightly less so :D
An actual pro would have to remaster it to really have it look like an IWAD level. -
It saddens me that (as far as I know) noone did a TNT 1024 project to match Plutonia's.
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Regrettably, helping lead a project is all I can do; a leader is expected to be the central guiding force that unites everyone, with a clear immutable vision and a deep understanding of what they want and how it all works, as well as having a bunch of their work in the project as proof of concept. Ive never been a mapper, the best ive done is retexture the console levels to use Doom.wad assets only, and 1024-style levels need a LOT of understanding of every facet of editing to squeeze as much out of that space as possible.
Back when I was helping lead Revilution, I got a lot of snark and disrespect out of the public eye for not having my name on the maplist, so I'd prefer to avoid something like that. My talents definitely do not lie with mapmaking.
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Doomworld making me buy things, fml
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Yeah, My House was very heavily inspired by this book, and the optional concrete labyrinth in it is directly taken from the book. The generic/meh/imcomplete endings when the house's lot is sold also refer to House of Leaves: 'Navidson' on the sign that appears, is a direct reference to the Navidson Record in the book
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Spent most of the day in the hospital, was hoping to finish and publish more patches today from my backlog.
Doctor reported 'nothing sinister' in my system, all I could hear was the Doom track Sinister in my head.
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Huh. Got to the dreaded valley part of Valley of Echoes, and felt an overwhelming sense of familiarity. Valkiriforce made a map similar to this for Reverie which didn't make the cut and was released as Mountain Gorge, and also as part of Pulse.
Also this map is nowhere near as hard as I thought it would be from all the casual looks and throwaway runs ive done over the many years; infighting is king, as always. Massive groups of chaingunners dismantle themselves in moments
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Forgot to mention it, but I 100%ed Hell Revealed on Ultra-Violence recently. One of the my Doom bucket list accomplishments finally ticked off. Over the decades ive constantly seen the crazy shit in the wad, far far above my skill level, and known about all the other similar wads that used its difficulty as a baseline, to the point that HR was seen as practically a rite of passage. I'd try and try again and back out due to the insane nonsense of Post-Mortem and so on, and always put it off, as there was always some new wad closer to my skill level coming out that I'd play. With Doom Launcher's stat tracking, and my QoL patches needing testing, I finally had the proper excuse to make myself really try to get through it once and for all, and my skill level HAS grown enough for it to be a fair but beatable challenge. My music selections for the levels that had no ROTT music also fit like a damn glove; hard to believe most of the well-known maps from the set had stock music. They were SO much better with ROTT tracks blasting.
Also, since im a controller-only player, I don't feel the trolling guilt over unleashing a port of HR to the Unity Port-only players, if HR was on the consoles too, it would be beatable :p (Fuck Map 30 though)
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Brother got an ultrawide monitor, I got it configured for Doom and finally got to see Nash's UW assets at work.
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Just got Jimmy's Heretic Midi Pack working with DSDA Doom, had to write a new UMAPINFO for it.
Also made an alternative version of the midi pack for the original Heretic release, because why not? -
Making a patch for Scythe has been cursed for months, Slade would always crash right before saving the file EVERY time I tried to make one for Scythe or Scythe 2. Now it is finally done with no errors. I guess I have the Doom God's blessings now.
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I was asked to make a 'PG' patch for Kama Sutra, since the whole 'Adults/Kids' choice is made pointless by the lewd BOSSBACK lump, so now that wad is patched with a gimped Map 30 and the TITLEPIC and BOSSBACK lumps replaced by duplicates of the CREDIT lump.
Its kinda neat how the dude is going to be playing such an old (and hard!) wad with family, heh.
In the process I also patched up Gusta's earlier Doom 1 megawad, because two for one is a more fun deal.
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Pray for me.
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I love it when a cyber gets backed into a corner and eaten alive like that. Actually happened to me on one random map with three imps cornering one cyber and getting clawed away.
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Finally reached this level on UV legitimately. Its both awesome and a little sad that all the ballshard levels that ruined my day years ago, are just 'regular everyday stuff' now.
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How strange. Xbox Master Levels has strings from Plutonia in the automap. Black Tower has 'Level 5: Ghost Town' and Bad Dream has 'Lever 12: Speed', yet Attack reads 'Level 1: Attack properly. Trapped on Titan also reads 'Level 1: Attack'
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Got Doom Classic Complete from the PS3 working on my PS3 emulator. Since my PS3 is semi-bricked thanks to a broken wifi/bluetooth chip, its good to have this port 'available' again.
Also big oof, the bad Doom wiki has better documentation of DCC. -
@Tristan this is indeed far harder than I thought it would be. Hopefully the end result 'looks okay' (We all know everyones going to just hit the lights out switch to hide the ugly anyway :D)
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'What do I replace the Williams logo with?'
*inner shitpost brain has idea*
'No. Dont you do it.'
I think im channeling pcorf here.
But in all seriousness, placing a stock texture there in a meaningful way is currently quite amusing. Had the IoS's nostrils there for a bit, SP_FACE, various marbfaces..
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Because I love doing stupid shit in SLADE: I have now made a patch to add Sewers and the edited E1M1 to Ultimate Doom, so that the Ultimate MIDI Pack's E1M10 midi by Cammy actually has a chance to be heard.
Then I went and did the same for Doom 2 and Betray, because why not?
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Whipped up a quick DEHACKED and MAPINFO in half an hour that makes Solar Struggle work perfectly minus intermission screens in Crispy Doom, and perfectly in ZDoom/Zandronum. UMAPINFO support is neat and all, but try not to leave popular ports behind if the older format has literally everything the newer does, especially since you can have a DEHACKED, MAPINFO and UMAPINFO in the same wad with no conflicts.
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Birthday time again. Hard to beleive its been 10 whole years since Tristan and Cannonball made a birthday map for me way way back in the day.
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I loaded up another DBP to take a quick break from Magnum Opus Syndrome projects. I think I am growing to recognise your mapping style, because I instantly figured out DBP02's opener was from you.
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thx. i definitely want to map some more despite being low-energy lately.
stuff like the Space-Mayhem, Blocked Out, current dbp59, and more are lookin like really cool community projects to jump on, if i wasnt burning out from work and allergies and stuff. i think i lowkey just need to exercise more and that will sharpen me up.
cheers
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