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Wraith777

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About Wraith777

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  1. Wraith777

    Level Progress Diagrams – HERETIC

    It's been quite a while since last time.. But, I've finally remembered what I really forgot: Heretic Well, what can I say: it's a lot more linear than I remember it, especially the later episodes. E1M9, E2M7, E3M3, E4M9, E5M7 - they all seemed so wide and open, yet all of them end up having linear progression (to various extent). Key sequence is always Yellow-Green-Blue, no exceptions (well.. except that little key-optional area behind green door in E5M7, and it's pretty unique). The only real sandbox maps are E1M4 and E2M4. Other similar maps may appear as such (E4M2, E5M7), but are almost completely linear. The only real fork maps are E1M7 and E2M5, because they have multiple paths that are significantly different, unlike other nonlinear maps which mostly have double sided (symmetric) passes, that are identical. Probably, the most unique map in a whole game is E4M4: * it's the only collector map; * it's the only non-boss map that doesn't have any keys; * 1/3 of it is a secret area. E1M1: linear E1M2: linear E1M3: linear E1M4: nonlinear E1M5: nonlinear E1M6: linear E1M7: nonlinear E1M8: linear E1M9: linear E2M1: linear E2M2: linear E2M3: nonlinear E2M4: nonlinear E2M5: nonlinear E2M6: linear E2M7: linear E2M8: Arena E2M9: linear E3M1: linear E3M2: nonlinear E3M3: linear E3M4: linear E3M5: linear E3M6: linear E3M7: linear E3M8: Arena E3M9: linear E4M1: linear E4M2: linear E4M3: linear E4M4: nonlinear E4M5: linear E4M6: linear E4M7: linear E4M8: linear E4M9: linear E5M1: linear E5M2: linear E5M3: linear E5M4: linear E5M5: linear E5M6: nonlinear E5M7: linear E5M8: Arena E5M9: linear
  2. Wraith777

    AI Generated Title Screens

    id - it just nails it
  3. Wraith777

    AI Generated Title Screens

    With a bit tweaking you can actually get this looking somewhat proper.
  4. Wraith777

    AI Generated Title Screens

    You know... This might be interesting idea for a megawad consisting of maps based on such images... Neural Blend ? Gods & Guardians
  5. Don't know how late it is, but.. oh well... So... basically, it's relatively easy to make a Voodoo Doll Conveyor loop (so that it could be used multiple times). But,this involves some DEH modifications. Instead of barrel and crusher there is.. INFINITE EXPLOSION It's a thing that has looped spawn states with explosion. When you open the barrier the INFEX hits voodoo doll, which teleports back after the door is closed. Also,you need a Health Potion generator (triggered by Voodoo doll and another INFEX). And it's the modified Monster Spawner and Spawn Cube. Monster spawner is idle, non clipping and is damaged only by explosion (-1 width). It has pain state that shoots cube every time. The Cube is modified to behave like a normal projectile. When it hits the wall it's turned into a Health Potion, because it has a sprite change in it's death state. So, after it lands on start spot it can be picked up as Health Potion by voodoo doll because PICKUPS ARE RELATED TO SPRITE NAMES ONLY*. In the end you get a completely functional Reusable Voodoo Conveyor. Needs timing tweaks, of course, but the concept works in Vanilla (dosbox used for testing) with no crushes/glitches so far. /// *this means you can actually create random pickups by looping frames with sprites of different pickup items (already made it for Terra Nova, but haven't released yet.. no maps done...) Voodoo loop.zip
  6. Wraith777

    What do you hate most about doom?

    It's not what do YOU hate most about doom, it's what DooM hates most about YOU... But, seriously, only thing I do hate about doom is that I don't have enough time to even play it these days (let alone mapping).
  7. Wraith777

    Gods&Guardians - Classic 6 map episode (Final release)

    Wow, now that's really surprising! Well, thanks everyone for feedback, sorry for inconvenience with wad versions - I've always had a problem with self level testing and that causes a lot of bugs and constant fixes-on-a-fly.. Anyway, here is the FINAL V.1.0 (mostly HOM, texture alignment and demo desync fixes..) https://www.dropbox.com/s/yhae67xwl2ccrt1/GnGv10.zip?dl=0
  8. Wraith777

    DooM: Action Board Game

    Yes, that's why I want to have 2 options - either one of players is a bad guy (some people like it still), or the game having an automatic monster behavior (which need to be developed). That's another option - to make a map tiles set that can be combined different ways (much like in other board games). But first I want to transfer all KDitD levels to card boards.. just for *you know what )) By the way, you don't need to print level board on A1, you can divide it into 9 A4 pages and print it with little overlaps.. As is said before, it's actually intended to represent maps from DooM1 (and, later, DooM2) and the setup is faster than ever, (excluding printing and cut-out time, of course). But that doesn't mean it can't have completely custom map tiles combinable in different ways. Overall, if anyone likes the idea, here it is DooM-ABGv03.zip There are All basic rules, descriptions and E1M1 board with assets. I've tried it myself, and.. it just needs a lot of polish, yeah))) But i REALLY need to hear opinion from someone who like board games and played a lot of them (as well as from anyone else who doesn't)...
  9. Wraith777

    DooM: Action Board Game

    Sorry for mad skillz, this was intentional.. So, this looks like yet another DooM board game, does it?. Before doing such a stupid thing I've done some research and I know that aside from TWO official board games there are great examples of fan-made stuff (like this one). But still those games are leaning more towards classic RPG, and I've always imagined a DooM on a card board to be all about ACTION. I was really caught on the idea when saw things like this: Yeah, it sounds like a joke.. which.. isn't that far from true, but.. if those games where made like this, why DooM can't receive one (let's not raise the question of whether it needs to be). So.. Main purpose here is to create a board game that is directly based on and represents (to possible extent, of course) gameplay experience, game mechanics, map layouts, art and design of Original Game. Unlike existing board games this one should be a lot simpler, faster, more intuitive and more resembling source material. D:ABG is designed for 2-4 players (1-3 marines vs. 1 mastermind). Since it's still in in development the final rules aren't established, but basically there should be different game modes for marines and mastermind that determine winning rules (more on that later). Also there should be Death Match)))! Currently most assets are ready, as well as E1M1 layout (in A1 format), and I plan to make board layouts at least for all E1 maps. I've written down the main rules, which are based on DooM gameplay mechanics, such as level structure, movement and combat. What mostly remains is the difficult part: to test it over9000 times and fix the balance. Those who are afraid of complexities, don't worry - what you see is what you get, this one's NOT going to take a lot of time to set up and play. All you need is level board, player sheets (mastermind gets one specific for each level), damage calculator, some tokens (of any sort), a few dice and level objects (cut-outs that may be assembled even without glue). ---------------------------------------------------------------------- To be fair, I don't have that much of experience playing board games, let alone creating rules for them. I even don't know how to choose most apropriate dices from D&D variety (and I'd like to use all kinds, just for sake of fun). But I believe it's possible to create a fun board game directly based on and resembling DooM, fast-paced and accessible for everyone. Ok, so if anyone ever bothers, here is everything you need to try it out. Rules are there, but they still need a lot of refinement DooM-ABGv03.zip
  10. Wraith777

    Level Progress Diagrams – HERETIC

    Not yet, but I'm almost ready... And now let's look at The Innocent Crew classic wads: -Slaughter Until Death (E2) -The Evil Unleashed (E3) -Obituary (Map01-16) The Innocent Crew stuff Again, mostly linear maps here. Only E2M9, Map05, Map07, Map31 were truly nonlinear. Also, the hallmark of TiC's mapping is extensive level morphing (that's why it was not so easy to track down players progression).
  11. Wraith777

    Gods&Guardians - Classic 6 map episode (Final release)

    Nice to hear this all turned up to be.. nice)). Now for some comments on the maps: Map01 - Obviously (or not so), this a tribute to Tim Willits. Not that #$%^.. e-em.. not so nice guy we've heard recently, no, that other older guy coming out of our peers and one of the first to gain an official recognition. I associate his design work mainly with industrial theme (Q2 has a lot of influence on me here), so that's why we have a technical installation here. Map02 - For me Shawn Green equals D2 Map25 - that one (and Map27) scared the most of my childhood. So, it was no-brainer for me to make my tribute similar (two other maps from Ultimate Doom also featured getting around a lot of liquid) - tense and thrilling, only this time we have a mix of industrial/old house theme. Map03 - Just like many of Romero's maps this one is self-centered, deep and has a higher detail per inch count. Well.. may be it's a little bit cramped... Map04 - Sandy's city (like you've heard it in the popular song) - large, outdoor, totally corrupt/corrupted.. Map05 - For this recipe of American McMap we take 1 map05, 1 map14, throw bits of map22 and map04 and get a large flooded old city, lots of break, stone, metal and some rocks and wood. Map06 - John Anderson's style was always clear to me - The Divine Comedy HELL, lots of "right" architecture, structural symmetry. At first it was named "Sleeping Tower"(pointing the fact that you need to wake up it's cyberskull to destroy it), but when a SAD( thing happened I thought it'll sound like a bad out of place/time pun... Map07 - Someone probably noticed this looks familiar.. and it is. When I saw that harbor section from map13 beta I really liked it, that's why it is here. Same goes for stone ships on which all those imps and demons are trying to stow away (but, thanks to player they fail miserably) - a stone ship is a ship of the dead in ancient Scandinavia and Baltic folklore. Also mentioned in a really bad joke here the Man and his booK (which he can keep for himself and take it to hell, because it caused so much pain/trouble/drama in our community).
  12. Wraith777

    Gods&Guardians - Classic 6 map episode (Final release)

    #1 - don't know what's wrong, those tags are actually there (even in v.0.9), and they work in original d2.exe #2 - fixed #3 - the lift is supposed to be triggered by walking into the sector with blinking light, which is not available because of... #4 - i've changed some geometry in those platforms, but forgot to change ceiling height from 56 to 64, so those hellknights are stuck there... And there were actually a ton of other bug fixes, tweaks and changes(mostly for vanilla compatibility), so here is a fixed version: https://www.dropbox.com/s/2p7tumsfpm3n3br/GnG.zip?dl=0
  13. Wraith777

    Gods&Guardians - Classic 6 map episode (Final release)

    I don't see any problem with this (*to the audience: did everyone laid down their pitchforks, torches, rock piles and stuff??) Anyway, here it is: https://www.dropbox.com/s/gjwo0lzwvurwdbz/GnG10.zip?dl=0 Difficulty is increased a little bit, some changes are done to all maps. Bonus map received more detail (and now it has a full set of credits)...
  14. Wraith777

    Army of Darkness TC

    Ugh.. If only people back then knew, that all you have to do to insert a new sprite in a wad so that it will work in Vanilla DooM is: 1) rename a sprite you want to replace using dehacked 2) insert sprite frames with new name in wad using SS_START and S_END (!!) lump markers (in doom2 place them BEFORE BOSSBACK GFX, otherwise it won't work) Maybe a simple renaming utility would solve the problem with old wads like this (but who cares now)..
  15. Wraith777

    Gods&Guardians - Classic 6 map episode (Final release)

    Currently I'm changing difficulty, making maps harder on.. HARD (still they all should remain playable from pistol start). After that test if anything is ok, I think it's ready to be released on /idgames. Custom .exe is a Doom2P file (mainly to savegame limits).
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