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Tacodemon. (Credit to Robzilla/Goonzilla for finding it )
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# ? Jun 17, 2016 20:36 |
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# ? May 29, 2024 05:16 |
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I managed to make a rising platform with a switch and everything and it works fine, but now i'm struggling with Babby's First Door :') nvm it werx now heard u like girls fucked around with this message at 21:19 on Jun 17, 2016 |
# ? Jun 17, 2016 21:14 |
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It has been a while since I've built a door (like 15 years) but it's easy. Make a sector with floor height = ceiling height = the floor height of the surrounding sectors, and attach the door effect to the linedefs that connect to the surrounding sectors. Optionally, put a door texture on the upper textures of those same linedefs so it looks like a door. Also, you can unpeg the textures of the walls on the inside sides of the door so they don't move with it when it opens.
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# ? Jun 17, 2016 21:20 |
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Can a door have more than 2 working sides?
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# ? Jun 17, 2016 21:23 |
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A.o.D. posted:Can a door have more than 2 working sides? It can have as many as you want (or even 1 side if you want it to lock behind the player) and be in whatever shape you want. All you need to do is make sure that the door trigger linedefs are facing the right way, i.e. away from the door, and that it starts in a closed position. edit: Okay you don't have to make doors start in a closed position, but when they close on their own after being opened for the first time they'll lower entirely to the floor rather than their starting position so it's weird if they aren't closed initially BattleMaster fucked around with this message at 21:28 on Jun 17, 2016 |
# ? Jun 17, 2016 21:24 |
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Samuel Clemens posted:You mean spawn the Spider Mastermind? Eventually yes, although on my second run, it took quite a while for him to teleport in.
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# ? Jun 17, 2016 21:33 |
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LogicalFallacy posted:It's actually only supposed to spawn him in the third time you try to pick it up. It's supposed to teleport away from you the first two times. If anyone can figure out why it's not working as intended, please let me know. If not, I'll just have to rearrange that room to streamline things. Sounds like something that Doom64 would pull.
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# ? Jun 17, 2016 21:34 |
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I saw something in the list of effects about Outdoor Fog in a sector. That's not something Doom does right?
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# ? Jun 17, 2016 21:48 |
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Feedback on "Very Cross": - Do another pass on doors. Some don't have the same texture on both sides, and many don't have their tracks unpegged. - The flickering light in the start room is weird. Far too dark when off, and same light level as the rest of the area when on. - I'd suggest switching around the door to reach the secret with the automap, it's a bit odd to have to go through what looks like a solid midtexture. - There's no way to lower the cross elevator once you're in. Maybe put a switch or teleporter for those who want to backtrack? I found out near the end I had missed one monster and one secret (because I don't like jumping in lava). - A supershotgun (or a berserk pack) would be nice to take down the bullet sponges faster. - Texturing themes were a bit all over the place. It's okay if it's a deliberate choice, it's just that I've become used to thematic consistency in most levels.
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# ? Jun 17, 2016 21:58 |
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oh god switching to hexen broke EVERYTHING fuuuuuuck this was a huge mistake fuckfuckfuckfuckfuckfuckfuckfuckfuckfuck edit: thank god I have the google drive version as a backup. editx2: Okay, here's what I'll do: I'll fix the sectors the immobile chaingunners are in. I'll fix the one misaligned texture no one has noticed. I'll rig a stop at the last boss fight. Some of the doors I'll match textures on, but some of them that was a deliberate choice. Otherwise this is staying as Doom2 for now, so no scripting and no configurable light flickers. Sorry, but I don't have the skill to fix this quickly to work with the hexen format, and I don't have the knowledge to make very basic things work yet. extra edit: haha, somehow the flickering light in the start room is fixed! Final DooM edit: Here's version 1.01. Unless I broke something while making edits and fixes, this is the last iteration I'm going to do of this map. A lot was learned doing it, and I wouldn't have been able to get as far as I did without you guys. Download it here from Google Drive: https://drive.google.com/open?id=0BwC0_bVs2ISnbjBHMDhoT2tLTlE A.o.D. fucked around with this message at 23:57 on Jun 17, 2016 |
# ? Jun 17, 2016 22:51 |
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A.o.D. posted:oh god switching to hexen broke EVERYTHING Yeah, all the line types and thing flags are changed. There's an old conversion program that can do it for you, though: zwadconv. It's included among the editing utilities on the ZDoom download page.
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# ? Jun 18, 2016 00:28 |
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Cat Mattress posted:Yeah, all the line types and thing flags are changed. Am I blind? I don't see it there. edit: I am blind. thanks. A.o.D. fucked around with this message at 00:42 on Jun 18, 2016 |
# ? Jun 18, 2016 00:40 |
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A.o.D. posted:Am I blind? I don't see it there.
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# ? Jun 18, 2016 00:41 |
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Thyrork posted:
I forgot to comment on this earlier but it's cute
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# ? Jun 18, 2016 00:47 |
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Why isn't the run bar with the argument "C:\Doom Builder 2\zwadconv.exe <verycross.wad> <verycrossz.wad>" or "C:\Doom Builder 2\zwadconv.exe verycross.wad verycrossz.wad" working? I keep getting a Windows cannot find the file... etc, even though it's right loving there. Is it not compatible with Win10?
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# ? Jun 18, 2016 00:51 |
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A.o.D. posted:Why isn't the run bar with the argument "C:\Doom Builder 2\zwadconv.exe <verycross.wad> <verycrossz.wad>" or "C:\Doom Builder 2\zwadconv.exe verycross.wad verycrossz.wad" working? I keep getting a Windows cannot find the file... etc, even though it's right loving there. Is it not compatible with Win10? Hold shift and then right-click in the folder with zwadconv.exe in it, then choose "open command window here." Then try the command again in that window and see if that works. Windows probably isn't happy with the space in the path. edit: alternatively, I think putting quotes around the path and name of the executable will tell it that the spaces are part of the path
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# ? Jun 18, 2016 00:53 |
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BattleMaster posted:Hold shift and then right-click in the folder with zwadconv.exe in it, then choose "open command window here." Then try the command again in that window and see if that works. Windows probably isn't happy with the space in the path. That worked. Thank you! edit: and so does every linedef, entity, and trigger in the converted map, so that's nice. A.o.D. fucked around with this message at 01:12 on Jun 18, 2016 |
# ? Jun 18, 2016 00:57 |
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Thyrork posted:
drat if that ain't my new steam avatar, boys.
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# ? Jun 18, 2016 03:28 |
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My map has been updated.
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# ? Jun 18, 2016 05:42 |
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What are some of the most gorgeous, detailed, or atmospheric custom Doom levels/megawads out there? I was always disappointed with the design of the original Inferno episode, and have looked for levels/megawads with a more dark, detailed Hellish feel. I remember a megawad for BD from a few years ago called Beyond Hell & Earth that had some cool-ish and creative hell levels, and I've liked really detailed dark stuff like that one map from DUMP 2 that was heavily reminiscent of Doom 64 (I love doom 64's atmosphere and design) and that one Giger-inspired map that was never finished. I'm not too concerned with difficulty or fair enemy/item placement so much as aesthetics. What else am I missing out on?
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# ? Jun 18, 2016 05:42 |
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You really want to play Hellbound. The Hell levels especially in that game are pretty goddamn cool.
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# ? Jun 18, 2016 05:42 |
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"Back to Basics" isn't strictly in Hell, but it's a Shores of Hell episode replacement that fits the theme of the original levels while doing the corrupted base thing a lot better. The only complaint I have with it is that it doesn't have you stepping off a portal at the start of the first level. Not that the original E2M1 looked even a bit like the endpoint of the E1M8 portal though. https://www.doomworld.com/idgames/levels/doom/a-c/b2b It's one of the first wads I saw that skillfully used the game's fleshy textures for demonic growths. Doom has fantastic texture work but a lot of it is pretty underutilized in the original levels. (exception being that Romero's levels in Knee Deep in the Dead made drat good use of the techbase textures)
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# ? Jun 18, 2016 05:48 |
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Origami Dali posted:What are some of the most gorgeous, detailed, or atmospheric custom Doom levels/megawads out there? I was always disappointed with the design of the original Inferno episode, and have looked for levels/megawads with a more dark, detailed Hellish feel. I remember a megawad for BD from a few years ago called Beyond Hell & Earth that had some cool-ish and creative hell levels, and I've liked really detailed dark stuff like that one map from DUMP 2 that was heavily reminiscent of Doom 64 (I love doom 64's atmosphere and design) and that one Giger-inspired map that was never finished. I'm not too concerned with difficulty or fair enemy/item placement so much as aesthetics. What else am I missing out on? If you haven't already, I recommend checking out: -Ultimate Torment and Torture -Demon Eclipse (unfinished project, but had an either finished or 95% finished hell episode) -ZDCMP2 -A few maps from ZPack (I recommend Terror Cube, Fried Fortress, and Blackrock off the top of my head as atmospheric hell maps. Probably some others as well.) -The Void of Hell -Whispers of Satan -The Eye (single map by mouldy) -Unloved As a fellow Doom hadeophile, I can attest that at least some of these ought to turn your crank. There are probably more but this is what I have off the top of my head. e: Oh, despite its somewhat polarizing reputation, I recommend KDIZD as well if you want visuals and hellish corruption and gameplay is no object. e2: CChest4 JerryLee fucked around with this message at 06:01 on Jun 18, 2016 |
# ? Jun 18, 2016 05:59 |
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Oh man, KDIZD has some really good hell corruption poo poo in it. It's just too bad about its gameplay. I like how in the first level it tried to do something different with how you have to find a bomb to blow open a cracked wall, but then by Computer Station you're just collecting keycards of every colour you can think of. (or 6, whichever is fewer colours) edit: Also it went more than a little overboard with the new enemies didn't it
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# ? Jun 18, 2016 06:09 |
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I didn't really find KDIZD's gameplay to be that bad (I even found the secret map exit on my own the first time ) but I know pants were shat about it so I figured I'd include the disclaimer.
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# ? Jun 18, 2016 06:12 |
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I'm not going to lie, I enjoyed my playthrough of it and I'm probably going to play it again eventually (edit: mostly because I loved the poo poo out of the architecture). I just can't think of any way to describe KDIDZ's added keys and enemies as anything other than "that's enough, holy poo poo stop"
BattleMaster fucked around with this message at 06:21 on Jun 18, 2016 |
# ? Jun 18, 2016 06:19 |
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I found the worst part of KDIDZ was that awful underground section added to E1M3. Just when you think you've beaten the map, you get thrown into a confusing underground mine and have to go and hunt for ANOTHER set of keycards in order to beat the map, but this time the keycards are placed in obscure locations!
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# ? Jun 18, 2016 06:25 |
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Origami Dali posted:What are some of the most gorgeous, detailed, or atmospheric custom Doom levels/megawads out there? Sunder Sunlust Valiant Ancient Aliens Back to Saturn X Hell Ground Frozen Time The Ultimate Torment and Torture ZDCMP2 ZPack Note that the atmosphere and detail isn't necessarily hell-themed in all those, but they're interesting vistas nonetheless.
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# ? Jun 18, 2016 11:06 |
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Thank you for the feedback, CJacobs.CJacobs posted:I feel like the opening Cacostorm 2016 is a bit unfair to the player since they might, like me, not realize they can climb the pillars and thus not see the rocket launcher up there. Personally I'd go one more quarter turn around the pillar with the platforms, so that it's just barely in view at the start so the player knows it's there. There's really no way to survive the level without it. I see what you are saying - I didn't want to change the geometry, but I added a trail of rockets leading up the steps to give some indication that the player can get up there. Samuel Clemens, I couldn't reproduce that missing texture bug in your screenshot; the textures, linedefs and light levels seem to be correct, and I can't see the issue in GZDoom. Hopefully the DUMP team can help me squash this one. Thanks for replaying the level and giving me feedback again! E: Can anyone recommend a (preferably free) tool for editing/creating MIDI files? NAG fucked around with this message at 15:33 on Jun 18, 2016 |
# ? Jun 18, 2016 15:27 |
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NAG posted:E: Can anyone recommend a (preferably free) tool for editing/creating MIDI files? Sekaiju is probably the best MIDI editing freeware.
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# ? Jun 18, 2016 17:06 |
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NAG posted:Thank you for the feedback, CJacobs. No problem man, I think the rocket crumb trail is a good compromise. I know full well the pain in the rear end it can be to rearrange weirdly shaped geometry.
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# ? Jun 18, 2016 17:15 |
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Origami Dali posted:What are some of the most gorgeous, detailed, or atmospheric custom Doom levels/megawads out there? I was always disappointed with the design of the original Inferno episode, and have looked for levels/megawads with a more dark, detailed Hellish feel. I remember a megawad for BD from a few years ago called Beyond Hell & Earth that had some cool-ish and creative hell levels, and I've liked really detailed dark stuff like that one map from DUMP 2 that was heavily reminiscent of Doom 64 (I love doom 64's atmosphere and design) and that one Giger-inspired map that was never finished. I'm not too concerned with difficulty or fair enemy/item placement so much as aesthetics. What else am I missing out on? Whispers of Satan has very impressive hell maps from map21 onwards.
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# ? Jun 18, 2016 18:40 |
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Just dropping back through to throw Unholy Realms and Bloodstain on the list for beautiful hell/hell-corrupted levels. Bloodstain MAP29 alone is worth the price of admission.
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# ? Jun 18, 2016 18:53 |
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https://www.youtube.com/watch?v=PplYljHn8DE
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# ? Jun 18, 2016 21:52 |
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This isn't the minecraft thread.
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# ? Jun 18, 2016 21:53 |
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Dance! Dance, edit: https://www.youtube.com/watch?v=ubdygPfL3-g I found a crappy but awesome midi of "it's my life" by bon jovi and now I am absolutely loving determined to put this in a Doom wad somewhere. CJacobs fucked around with this message at 00:59 on Jun 19, 2016 |
# ? Jun 18, 2016 22:02 |
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Hi guys I'm more or less done with my DUMP3 map, if any of you have time to give it a quick spin I'd appreciate it. Here's the link. Edit: Uploaded the file before I touched it in SLADE, might be less hosed. I tried to add some music with SLADE. Importing the file, HighVolt.mid, then creating a MapInfo entry that looks like this: map (MAP01) "CLOVERHOUSE" { next = "EndGame1" music = "HighVolt.mid" } But none of this seems to work. I'm probably not adding the entry the right way, I'm guessing. Also I can't seem to get it to load directly into the map when setting it first in the ZDL load order, I have to type "open clvrhaus.wad" in gzdoom. This is probably noob poo poo 101 but if you know how to get it working that'd be nice Actual map stuff: First map ever, difficulty / pacing / gameplay might feel off, but should be sorta okay. Icept fucked around with this message at 02:47 on Jun 19, 2016 |
# ? Jun 19, 2016 01:18 |
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This owns CJacobs posted:Dance! Dance, Do eeeeeeeeeeeet!
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# ? Jun 19, 2016 01:24 |
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Icept posted:Hi guys I'm more or less done with my DUMP3 map, if any of you have time to give it a quick spin I'd appreciate it. How do I get the map to run?
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# ? Jun 19, 2016 01:42 |
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# ? May 29, 2024 05:16 |
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Uh, I sorta had it in my gzdoom folder and typed "open clvrhaus.wad" in the console when running gzdoom. I don't know why it wont open per default when setting the wad as a command line argument for the program.
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# ? Jun 19, 2016 01:46 |