NaturalTvventy Posted October 22, 2022 11 hours ago, Devalaous said: I'll admit, porting END1 was a guilty pleasure of my own :p end_snd.wad included or not included?? The true test. Thanks again for being a fan! 0 Share this post Link to post
Devalaous Posted October 22, 2022 (edited) 4 hours ago, NaturalTvventy said: end_snd.wad included or not included?? The true test. Thanks again for being a fan! Two versions, one with the sounds, one without :p I also added WILV and M_EPI graphics to the wad and added a D_INTRO by duplicating the D_INTROA entry, so its got a bit more presentation going on now. The thread is updated with a link to the wad in the first post now if you'd like to take a look. And yeah, I guess you can consider it a small way of saying thanks for END1 and END2 as well as NEIS being great memorable wads. I'm trash at making levels, but I can do stuff like this at least to help others out :D Edited October 22, 2022 by Devalaous 1 Share this post Link to post
Devalaous Posted October 23, 2022 Porting these lost bonus maps from Death Tormention II to the complete trilogy has taught me that ONLY ZMAPINFO seems to have the ability to force pistol starts on a map by map basis. For every other port, I had to set up an episode with one single map in it, only in ZDoom/GZDoom can I set up a 3 map episode that wipes inventory with each map. Crazy. Of course, someone far more experienced than me will likely prove me wrong in a few posts, but im going by whats on the documentation for each xINFO standard :p 5 Share this post Link to post
anotak Posted October 23, 2022 🌆🌆🌆🌆🌆🌆🌆 🌆🌆🌆🌆🌆🌆🌆 🌆🌆🌆🌆🌆🌆🌆 🌆🌆🌆🌆🌆🌆🌆 (pictured levels by Crash and AgentJR) 23 Share this post Link to post
Not Jabba Posted October 24, 2022 16 hours ago, anotak said: (pictured levels by Crash and AgentJR) I don't know what's more intriguing, the fact that you've returned with a mysterious new project or the fact that you're working on it as part of a mysterious team. 0 Share this post Link to post
Bridgeburner56 Posted October 24, 2022 Age of Hell is well on its way to having a full bespoke texture set thanks to @Velvetic and @Insane_Gazebo. Currently being put to good use for the new tutorial section for the next demo update 43 Share this post Link to post
Devalaous Posted October 24, 2022 After putting it off for...well over a decade, ive finally finished the first part of Eternal Doom, and thus, ive also finally finished all of Sverre's works (And enjoyed every single one) Shame 100% kills isn't possible without console use, there was two monsters stuck in odd places. 8 Share this post Link to post
Firedust Posted October 24, 2022 1 hour ago, Devalaous said: 7 hr 50 mins playtime for the first episode of ED I admire your persistence :p 2 Share this post Link to post
Devalaous Posted October 24, 2022 (edited) 54 minutes ago, Firedust said: I admire your persistence :p Its actually 20 hours and 39 minutes if you count the 3 million deaths and reloads, according to Doom Launcher's tracked overall playtime. Hexen in its entirety, and Community Chest 1 with its 'take all day to beat' Map 29 and countless giant magnum opuses both took around a day in total by comparison. This is EXACTLY why it took me so long to get past this map, everytime I look at Eternal Doom I know I'll lose a huge chunk of a day to ONE map xD Edited October 24, 2022 by Devalaous 6 Share this post Link to post
Codename_Delta Posted October 24, 2022 On 10/23/2022 at 7:39 AM, Devalaous said: Porting these lost bonus maps from Death Tormention II to the complete trilogy has taught me that ONLY ZMAPINFO seems to have the ability to force pistol starts on a map by map basis. Death exits intensify 1 Share this post Link to post
Devalaous Posted October 24, 2022 22 minutes ago, Codename_Delta said: Death exits intensify >Me, surviving the 'death exit' in Drop Em after Dark Dome. Yeah, it should be scriptable in all standards, death exits are only really viable in vanilla sets as far as im concerned. 1 Share this post Link to post
exl Posted October 24, 2022 Does it need more teleport destinations, or just more teleport destinations? 21 Share this post Link to post
Touchdown Posted October 24, 2022 [r#&ov!RED_i#@gE_019] | Gossip thread 26 Share this post Link to post
Doom_Dude Posted October 24, 2022 Made some newfangled textures for Vilecore 2's map23: Metal Furnace. 24 Share this post Link to post
lupinx-Kassman Posted October 25, 2022 For your personal safety please remain in the suite while sports are occurring. 35 Share this post Link to post
Koko Ricky Posted October 26, 2022 Almost done with a UAC Manufacturing plant that has been invaded by hell forces. 15 Share this post Link to post
The_SloVinator Posted October 27, 2022 Gothic21 MP map I made recently. 15 Share this post Link to post
gudermannian function Posted October 27, 2022 (edited) My first map. Work is mostly done.... Edited October 27, 2022 by gudermannian function 13 Share this post Link to post
Codename_Delta Posted October 27, 2022 The Final Area of my WIP map is gonna be painful, so far 64 Afrits, 80 Cacos, 8 Cybers (not in screenshot) and a shit ton of cells, (also not in screenshot) You're welcome 5 Share this post Link to post
Scorpio Posted October 28, 2022 I tried to make something like a power core :) 19 Share this post Link to post
horselessheadsman Posted October 29, 2022 "It's finally out! It feels like I've been waiting decades to play this!" Idea by @Daytime Waitress 15 Share this post Link to post
dobu gabu maru Posted October 29, 2022 Stare into the linedefs long enough, and the linedefs begin to stare back 20 Share this post Link to post
Codename_Delta Posted October 29, 2022 Gaze upon my creation... some cheeky afrits I know... yes, that IoS marble wall is puking lava! 2 Share this post Link to post
Nefelibeta Posted October 29, 2022 On 10/25/2022 at 5:46 AM, Touchdown said: [r#&ov!RED_i#@gE_019] | Gossip thread This is far less distorted than I expected. :x 0 Share this post Link to post
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