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Traysandor

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  1. Traysandor

    RELAX (Chillax 2) Updated thread (4/20/2018)

    Campaigns are interesting, but in slaughtermaps it gets old after the first couple of maps once you've found all the guns (And if using an upgrade system, after all the upgrades have been unlocked). An idea I floated around as a "Never gonna actually make it but sounded interesting" thing was basically along the lines of "design a map around the use of a specific weapon". Like map01 berserk fist/chainsaw/pistol, map02 shotgun, 03 chaingun, 04 ssg, 05 rocket launcher, 06 plasma gun... you get the idea. But in this instance it'd be more frantic and slaughter themed than whatever I may have had in mind. (Also, the idea was more or less in the form of a Classic Doom-esque episode, so that idea had like 8-10 levels with a bossmap at the end.) There could be an alternative solution to the lives issue too. In the Chillax+MoP server, the MoP side uses a "Marine Reinforcement" counter, typically based on how many monsters are in the map. In the mod, Puppets win if they deplete all Marine reinforcements. Marines win if they either kill all the enemies on the map, or at least enough to trigger the level to be exitable (Typically around 75% of monsters killed). Of course, levels would also need to be designed to discourage players from dying on purpose to sequence break or cheat particularly hard encounters (Like after grabbing a key or triggering a switch/linedef/etc that progresses the map, but also unleashes a bunch of monsters). Either way though, anything that traps a player in a fight area has to be enterable from another location accessible from outside the area (Typically via one-way teleporter), because you always have to assume whomever triggers the trap may die, but in co-op servers also leaves the map unfinishable by other players Or similar "X lives per player" ideas based on popular Survival servers, though most of the online ones people play also spice in Complex Doom, Brutal Doom, and sometimes Samsara.
  2. Traysandor

    RELAX (Chillax 2) Updated thread (4/20/2018)

    That makes sense I suppose. Make a mode more standard to regular play, then have one where almost all ammo is infinite. Slaughtermaps are tedious as it is - I'd also enjoy it a little more if the Doom Marine had either more health to work with or better defense. For slaughter I usually just enable the old Resistance Rune or the Guardsphere from Skulltag ('give resistancerune / guardsphere(?)' in the console) if possible... Because 200/200 doesn't really cut it. Also, as a thought, the Doom '16 / D4D - style BFG would make an interesting compromise - one shot clears everything in the area except boss monsters (cyber, big spider, any mod monsters that are designed to be boss-level), but since it typically holds only a few shots maximum, ammo could be stored in secrets or before big fights - but I'm unsure if the code could be implemented. The regular BFG could work and you spread plasma cell packs around the map (Leaving the plasma rifle to have infinite ammo). Of course a lot also depends on how you want to present your slaughter and what tools you're willing to work with / implement. Is it meant to be balls-deep hard, do you want your Doom Marine to stand a fighting chance (infinite ammo, more HP/defense, inventory support options like turrets from Stronghold, marine reinforcements, etc), or do you want it to be pretty casual (more like eweps and RO where the Doom Marine is the one who's OP and little else stands a chance)?
  3. Traysandor

    RELAX (Chillax 2) Updated thread (4/20/2018)

    #RussianOverkill (Though eweps isn't bad either, besides the BFG replacement one-shotting literally everything) Alternatively the weapons mod used in the Chillax + Master of Puppets online server (adds assault and quad shotgun, assault rifle, minigun, railgun, bfg10k, and yamato cannon from Russian Overkill (mini-nuke for hordes, nuke altfire annihilates everything in a large area), along with numerous altfire options) isn't a bad idea either. I will say though usually the main problem with slaughtermaps is typically lack of ammo to handle what the game is throwing at you. I'd strongly suggest that all weapons have infinite ammo, except for BFG9000/10k class weapons (Or anything stronger than it)
  4. Telefragging traps, or teleporting exploding objects being thrown into a player's way. Examples include: - Exploding barrels being teleported into the player's way - Gibbed corpses (Zombiemen killed by an exploding barrel sent through a teleporter) or "Boss Spawn Cubes" attempting to telefrag the player (Or a voodoo doll) - Instant kill telefragging traps (Player telefrags a voodoo doll, see also TNT Map30) Because what makes players ragequit faste than seeing their insides turned to mush in an instant? ;p
  5. Traysandor

    Weapon mods...

    And if you want to just run around being ultra overpowered as all heck, then my comrade look no further than our dear friend Russian Overkill. Note that this requires a copy of GZDoom to run, but you can throw it in with your slaughtermap megawad of choice and blast away! Direct download: https://www.mediafire.com/?0j9d88096oaw0dq (Disclaimer: I don't own nor do I have anything to do with the mod whatsoever)
  6. Traysandor

    Can't play .WADS on ZDoom

    If you're still having trouble with ZDoom, it might be time for you to hire a newer source port. GZ/QZDoom are more or less a continuation of ZDoom features with advanced 3D modelling and other features, while Zandronum and ZDaemon are your main choices if you're looking for online multiplayer (Zdaemon for more of a classic feel, Zandronum for a more modern feel with advanced .wad and .pk3 support)
  7. Traysandor

    GZDoom Darkness issues.

    After knowing what to look for, I took a browse through the options, and found Enhanced Nightvision buried within one of the GZDoom menus and disabled it.
  8. Traysandor

    GZDoom Darkness issues.

    The only real problemI've ever noticed with the GZDoom engine is when playing in Windowed mode, in that utilizing gamma correctoin also maked the entire screen brighter, not just brigtenening things up in-game. Also, picking up the Light Amp Visor (Or using IDBEHOLDL) results in an awful green tint which I'm similarly unsure on how to fix.
  9. Traysandor

    Hellebarde [Megawad] - final version on /idgames

    After playing through the first handful of maps, aside from some minor issues with the midis, I will say it looks, feels, and plays pretty good. Clearly a fair bit of testing went into the balancing and gameplay elements. I died a few times, but that was to be expected. Some of the end level bosses can be lured out and skipped though, even though I've taken the time to pump each and every one of them full of lead and rockets. (If there was a minor tweak to that, I'd say have the exit to the level blocked until you kill the "Boss monster", then you can exit)
  10. Traysandor

    Hellebarde [Megawad] - final version on /idgames

    I could think of a few ways to make Map30 a better (And more difficult) map overall compared to its current presentation. As for midis and taking music from other places, just be careful with that. Might not be a bad idea to take a listen to the track in each stock midi player that source ports make use of. Also, no one wants a megawad that's like 90~100 MB where most of that space is because of the songs used in the wad. I can understand if a lot of that is because of details, scripting, and other assorted advanced source port effects though.
  11. Traysandor

    Hellebarde [Megawad] - final version on /idgames

    Looks good, but to be honest, I did a warp to Map30 just to see what it looked like, and dear god... the midi to that map was just dreadful. Sure the original tracks may sound badass, but not all of them translate well to midi doom format. The transfer to the midi format butchered some parts of the song pretty badly. Keep that in mind for your future projects.
  12. Traysandor

    Did "The shores of ZDoom" authors lose interest?

    I'm guessing probably because of all the coding and scripting shenanigans, besides just banging out some maps using (Insert Doom map builder here). Plus the more people that work on a project, there's always potential for issues to arise in varous forms. Since Episode 1 was more than just putting a fresh coat of paint and calling it a day. IIRC, a lot of maps were rebuilt from the ground up... though I'd have to replay the original since it's been years. I still think though if the project would probably need to shift to QZ/GZDoom to see any major new (re)development.
  13. Traysandor

    How much storage has DOOM-related stuff took up on your computer?

    Doom Superfolder has 9.4 GB. Mostly of classic wads and older stuff from the 2000s and 2010-era ZDoom days ide540 (Yes, I still use an older version of IDE, it works) weighs in at 10.8 GB, and that's after I deleted older updates of multiplayer maps, mods, and map/bugfix patches that were no longer being used on various servers.
  14. Traysandor

    Is armor pointless?

    You could technically go without armor, but you'll quickly find that the 33% damage reduction (50% for Megaarmor, until it either wears out, or you replace it with a standard 100% armor) often makes the difference between tanking a hit and winding up face-down on the ground, dead. Also, if you don't have any armor whatsoever, taking a Cyberdemon rocket to the face will kill you instantly, even from maximum 200% health. Whereas a rank 1 armor will (barely) let you live that hit if you roll the maximum 288 hp damage value to the face. It's usually better to ride out a Megaarmor as long as you can (Picking up bonuses will count as Megaarmor damage protection), then grab regular armors until you can find another blue to replace it with.
  15. Traysandor

    ☯ Solace Dreams ☯ - (Version 1.6.4)

    So I got the chance to play through the rest of this mod tonight, and I found it pretty interesting, neat concepts and hard-as-fuck boss fights. Some thoughts though, in the spoiler section below:
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