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what are you working on? I wanna see your wads.
Subatomic replied to everennui's topic in WAD Discussion
A couple new screenshots from my current WIP map. -
Rogue. The word you want is rogue. Rouge is a type of makeup.
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what are you working on? I wanna see your wads.
Subatomic replied to everennui's topic in WAD Discussion
A few areas from a new map I've nearly completed. Hoping to have it finished and released within a week or two. -
Lakeside - An Egyptian Themed Map
Subatomic replied to ArchRevival's topic in WAD Releases & Development
This looks phenomenal! Will definitely check this out and play it soon! -
13 hours is not that long, and the work week has just begun. Have some patience.
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Does this affect aiming at all or is it purely visual?
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Subatomic changed their profile photo
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what are you working on? I wanna see your wads.
Subatomic replied to everennui's topic in WAD Discussion
Progress continues on my still untitled next map... -
what are you working on? I wanna see your wads.
Subatomic replied to everennui's topic in WAD Discussion
As-yet untitled map I'm currently working on... -
You could use a script in ACS to do it. Try this: script 1 void { ClearInventory(); GiveInventory("Fist", 1); SetWeapon("Fist"); } If you don't want them to have the fist, remove those two lines.
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You're not literally putting "int side, int sidedef" etc in there, are you? You need actual values there. Look at this page: https://zdoom.org/wiki/SetLineTexture
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*** The "ask a miscellaneous editing question" thread ***
Subatomic replied to baja blast rd.'s topic in Doom Editing
I am using gzdoom, so how would I do it with that? -
*** The "ask a miscellaneous editing question" thread ***
Subatomic replied to baja blast rd.'s topic in Doom Editing
Is there a way to make a door open by lowering the door sector's floor? I can't seem to find anything in doom builder that will do this. I know it can be done using Floor Lower to Lowest (action 21), but I want the sound effect that doors use. -
Using ACS, check if script has run already
Subatomic replied to Subatomic's question in Editing Questions
Thanks, everyone! Got it working now. :) -
Thanks for the feedback, everyone, I appreciate it. After reading everything here, there are definitely some things I'll be changing/improving with the map. The rad suit secret is a bit convoluted, and I think the issue for me there is that since I'm the one placing everything, I know where it is and how to reach it. I need to start putting myself in the player's shoes instead when planning secrets. There's no logical flow to it at the moment, unless you already know exactly where to go. Fine for the mapper, bad for the player. With regards to ammo... I've been testing the map on the easiest setting so I didn't have to worry about getting killed. Ammo was never an issue. Obviously, most people aren't going to play on easy, so I'll be tweaking ammo supplies accordingly. The stealth shotgunners/imps: I was intending them to be like spectres, with the wavy outline effect, but they are completely invisible. They can be a bit annoying when overused. I think what I'll do instead is remove most of them and keep only 1 or 2 of them for a trap/closet, and stick with normal versions everywhere else. The chaingunners: I intentionally made it so they don't drop the chaingun because I didn't want the player to just faceroll through everything so easily on map 1, and I liked having a somewhat tougher enemy for variety. Unless this is considered a hugely terrible idea, I'll probably keep them as-is. Regarding theme: I'll admit keeping a consistent theme has often been a weakness for me. I'll focus on the nukage/metal concept more and see what I can come up with. About the bars that block the player early on: originally, I had a hell knight in the place where two imps are now instead. My intent was to force the player to fight him instead of running. But since this is map 1, I decided against having too many high health enemies like that and went with imps in his place. So those bars are a leftover from that and not really needed anymore. I will likely remove them. Anyway, thanks again for all the comments and feedback. I'm taking a lot of it into consideration and will probably have an updated map ready in a few days.
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Using ACS, check if script has run already
Subatomic replied to Subatomic's question in Editing Questions
Are you sure about it automatically only running once? Right now, if I walk over linedef A, script 1 will spawn an imp. If I then walk over linedef B, another imp spawns -- whether I have it set to be repeatable or not. This is using just Script Execute (action 80), by the way. So you're saying this should already prevent it from running twice? It doesn't seem to work that way, but I'm likely not setting it up properly. I tried using your method but GZDoom Builder gives a compile error at "return;".