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Subatomic

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About Subatomic

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  1. Subatomic

    Doomguy's hands (weapon sprites)

    13 hours is not that long, and the work week has just begun. Have some patience.
  2. Subatomic

    [QZDoom] Gutawer's Shader Shop

    Does this affect aiming at all or is it purely visual?
  3. Subatomic

    what are you working on? I wanna see your wads.

    Progress continues on my still untitled next map...
  4. Subatomic

    what are you working on? I wanna see your wads.

    As-yet untitled map I'm currently working on...
  5. Subatomic

    Take away the player's weapons?

    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.
  6. Subatomic

    Script Argument Error

    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
  7. I am using gzdoom, so how would I do it with that?
  8. 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.
  9. Subatomic

    Using ACS, check if script has run already

    Thanks, everyone! Got it working now. :)
  10. Subatomic

    [RELEASE] Venenoso

    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.
  11. Subatomic

    Using ACS, check if script has run already

    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;".
  12. Let's say I have two linedefs (Linedef A and Linedef B), both of which are set to execute Script 1 on walkover. For this part, not a problem. But here's what I'd like to do more specifically: The player walks over Linedef A first, script 1 executes. Then, the player walks over Linedef B and script 1 does *not* execute. However, if the player walks over Linedef B first, script 1 executes, then they walk over Linedef A and it does *not* execute. Is this possible to do with ACS? If so, how?
  13. Subatomic

    [RELEASE] Venenoso

    (bump)
  14. Subatomic

    what are you working on? I wanna see your wads.

    Just finished a new map called Venenoso and would love to get some feedback on it. Link: https://www.doomworld.com/forum/topic/94541-release-venenoso/
  15. Subatomic

    [RELEASE] Venenoso

    This is a small intro map for a new mapset I'm working on. There shouldn't be any bugs but let me know if you find any. Edit: Forgive me, it's early in the morning and I forgot to mention this -- This is meant to be played using GZDoom v.1.8.10 or higher. Vanilla ports are not supported. Download: http://www.mediafire.com/file/hma5spxc64jp28q/VENENO.7z Screenshots:
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