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madk

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Posts posted by madk


  1. I did some DOOM mapping way back and made a pack of DM maps that everyone loved. I went to look at them again and half the textures are missing. I'm pretty sure they would have been from this pwad that came with the skulltag download and had a handful of new enemies and textures in it. The problem is, I downloaded it again and there's no wads there. Am I crazy? One of these exists, right?


  2. Since a couple hours ago, every time I start up SkullTag, it begins loading the server list, then when it's just about to finish, it stops loading and won't list the servers. I tried re-installing, I tried deleting all the config files, restarting my computer, checking my internet connection, and nothing's working.

    Has anyone else experienced this problem? What can I do to fix it?


    Here's a screenshot of where it freezes, in case it helps. I can open the other tabs and do stuff fine, but the server list just won't show.


  3. DooMAD said:

    Deathmatch maps with monsters in them isn't a concept that's been explored very much in the community. I'm not sure why, but it's something that's always been associated with newbie maps. Should be interesting to see if it's well received. Might take a look at it later, if I remember.



    <LUCIFER>, a person who played on my map, said, "It's interesting how you need one strategy to take out zombies and imps, while maintaining another to fight players"

    I don't believe in randomly placed monsters :P so I tried to place them in a way that you'll never be overpowered or overwhelmed by monsters, but you won't often be totally supreme when dealing with them.

    (Also, due the the size of the map, the map would be quite dull without the routine monster encounter.)

    Additionally, there's a dark maze in one part of the map where if someone is fleeing from your might, will almost certainly escape, as it has no dead ends and a huge amount of routes. But it has a good number of lost souls so that it's not a walk in the park to get out unscathed, either.

    And I'll have to add more deathmatch starts, then, I suppose.

    EDIT: there are now enough starts for 16 players to participate.


  4. Well, this is the second WAD I'm releasing to the community; it's a deathmatch map for Skulltag that is meant to bring on the excitement.

    It's been (somewhat) thoroughly playtested and there should be few, if any, errors.

    It is made to be played with as many people as possible (maximum is 8 players) with monsters and items both respawning. In order to keep gameplay going as intended, jumping should be disabled.

    Weapons available:
    Fist
    Chainsaw (Rare!)
    Pistol
    Shotgun (Uncommon!)
    Super Shotgun (Rare!)
    Chaingun (Difficult to obtain!)
    Rocket Launcher (Guarded by a monster!)
    Plasma Gun (I'd like to see you try to get this one)

    As you can see, you'll be duking it out with pistols for the most part. And the only weapon that you don't have to kill a monster for is the Chainsaw, and it's not easy to find unless you know your way around the map remarkably well.

    There are enough monsters that the player should never have a dull moment, but are few enough that you're not overwhelmed. Ammunition is plentiful, but you likely won't want to be wasting it. Monsters and items are strategically placed to try to keep the players wandering around 4 main areas. The wad map consists of two main areas, interconnected by teleports which are placed so that the teleports lead to the same relative location. each main area has 2 parts where players are expected to find themselves congregating around often.

    I tried to balance out narrow mazelike corridors with large open areas to create a good experience. Of course, when testing with bots one can only figure out so much. EDIT: Ok, I've tested it online and made a few tweaks based on my own experience with the map and others' feedback.

    Please tell me what you think of it and look out for a VaryDM server on SkullTag IDE.

    And, in case I haven't already hinted toward it enough, SkullTag is the intended port. You'll also need to use the Doom 2 IWAD. And this is a deathmatch map, so you won't get anywhere playing it any other way. It is also very large. And it's very easy to get lost. This is intentional.


    EDIT: I found a couple bugs and fixed 'em, and I added a few small things. Also, I made a cool tweak where the monsters should chase you through the teleports (and help improve bot behavior as well)
    The map is best played with the monsters on the Nightmare! difficulty setting.


    Download the WAD directly from my site here (Beta 2): http://www.freewebs.com/grasshopperinteractive/Doom/VARYDM beta 2.wad


    <LUCIFER> said, "It's interesting how you need one strategy to take out zombies and imps, while maintaining another to fight players"


  5. Thanks for the feedback, I think I've got some ideas on how to improve.

    However, I did not receive any comments on the gameplay and difficulty.

    And as for the using textures as flats issue.. I need some tutorial or reference on how to add my own textures and flats as to avoid this in the future while still keeping everything looking nice. Also, is it an issue to use flats for textures?

    And how do I find a particular line/sector/vertex in doom builder which has a specific number?

    Sorry about all the questions, after all, this is my first week of doom building :P


  6. Hi there, Doomworld. I recently got into level creation for Doom, and I'm quite happy with the fruits of my labor. It's a level with a desert/Egyptian theme and many surprises. The level is beatable; I beat it on 'Ultra Violence' difficulty with decent ammo left a bit ago, and all I've done since then is fix some enemies and add some extra ammo. Also, I don't play many FPS games, and this is my first week of Doom, so it can't be that impossible.

    There's no real backstory behind it, you're just some dude who's exploring an ancient desert temple. With a gun. Yea.

    The level aims to flood you with monsters when and where you least expect it. There are several secrets, none of which are required for completion of the level.

    I used the FreeDoom WAD textures and graphics because I don't know how to make my own yet.
    BTW, if someone can post a link to some sort of tutorial for editing the enemies and graphics aspects of the game, that would be great.

    If anyone can beat the level on Nightmare difficulty without saving/reloading once, I will recognize your mad skills and tag you as a mentor =D


    I am not aware of any glitches and there are only a couple, very minor texture misalignments that I'm too lazy to figure out how to how to fix. (I just spent an hour trying to get the outdoor desert view at the beginning just right, so I'm kinda tired of doing so many adjustments right now)

    Please, let me know what you think. This is my first complete level, third if you count the 2 other levels which I wasn't committed enough to finish.


    Download the WAD here: http://rapidshare.com/files/162917101/Deserted.zip

    Oh, I should probably mention that It's made to work with Risen3D and I don't know how it'll do with anything else.

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