Guest Unregistered account Posted February 5, 2015 Welp, I just got Blood on Steam. Expect to see map development spam soon, assuming Blood is as easily modifiabile as Doom. :P 0 Share this post Link to post
Linguica Posted February 5, 2015 scifista42 said:Indeed, intriguing. There is JUST ONE occasion when a random number is involved! I wouldn't guess it, ever. But now that I look at the scheme and imagine a monster walking according to my experience, it makes sense. I see the monsters zigzagging all the time, and keeping direction when going along a wall and reaching a door and NOT going through. Well done, thanks! Actually there's 2 places. There's the 1/5 - 4/5 split that I show, but there's also a 1/2 - 1/2 split down at the "try all 8 directions" bit. Basically the game randomly chooses to either start with east and go counterclockwise, or start with southeast and go clockwise. I made a test WAD to see if I could use it to make enemies (pseudo)randomly teleport to one of several spots, based on something more rigorous than just placing several lines and hoping enemies randomly stepped over one. If I did it right, the final location should be purely based on 3 consecutive P_Random() calls and the Demons should get randomly distributed. It's hard to tell how well it works without playing it many times and taking tallies, but it seems to work OK. 0 Share this post Link to post
schwerpunk Posted February 5, 2015 darkreaver said:How exactly do I make one of these? There's no official way to do it, I just found a bug when using the excellent HeightLevels Viewer (author unknown) plugin for GZDB (just put it into your GZDB/plugins folder, then hit the plugin's button next time you're usuing GZDB). Probably works in DB2 as well, but I wouldn't know for sure. Anyway, the bug is if you are in Height Levels Mode and you move the map - the height overlay will move, but whatever you had behind it remains (but only the sectors, so no linedefs, things, vertices!). So if you were in brightness mode, you'll just see the plain sectors with their brightness. Hopefully that made some sort of sense. (re this image, in case other posters don't know what I'm talking about.) 0 Share this post Link to post
Memfis Posted February 5, 2015 schwerpunk said:HeightLevels Viewer (author unknown) It was made by Cybermind from Russia, you might know him from his Doom-based RTS called "Doom Wars". 0 Share this post Link to post
darkreaver Posted February 5, 2015 schwerpunk said:Hopefully that made some sort of sense. Cool thanks =) Tried it on a couple of random maps, looks kinda cool =) 2 Share this post Link to post
Memfis Posted February 5, 2015 Wow, the first one looks very interesting, like some kind of a weird bishop monster. Headdress with a cross, eyes and mouth made of lava, levitating tentacles on bottom... Do you see it? 0 Share this post Link to post
darkreaver Posted February 5, 2015 Hehe, yeah I thought the exact same thing =) 0 Share this post Link to post
Obsidian Posted February 6, 2015 The Bishop has a Buzzsaw Butt! I saw the perfect chance for some alliteration and I had to take it. 0 Share this post Link to post
Walter confetti Posted February 6, 2015 oh god, what i found browsing in my heretic folder: some titlepic for heretic, i'm not even sure for what kind of project... 1 Share this post Link to post
Yuki Senmatsu Posted February 6, 2015 Linguica said:[img][/img] Hello? What might we have here? Some kind of Teleport convener belt? I've also seen something like this on Evil Star Beyond DOOM minus the Pinky Demon. 0 Share this post Link to post
Guest Unregistered account Posted February 6, 2015 Well, that's one way to get more ammo. 0 Share this post Link to post
MFG38 Posted February 6, 2015 darkreaver said:Cool thanks =) Tried it on a couple of random maps, looks kinda cool =) Kinda cool? I'd say it looks cool as all hell. 0 Share this post Link to post
mrthejoshmon Posted February 6, 2015 Linguica said:Just messing with teleporters.Oh god, oh god no... 0 Share this post Link to post
RNGPSY Posted February 6, 2015 fun shit happens sometimes https://dl.dropboxusercontent.com/u/58329250/doomstuf/dsgsvc.jpg 0 Share this post Link to post
gemini09 Posted February 7, 2015 darkreaver said:Cool thanks =) Tried it on a couple of random maps, looks kinda cool =) http://i.imgur.com/lRef8uH.jpg http://i.imgur.com/tbO2UPG.jpg http://i.imgur.com/evzKyHn.jpg Wow, yeah that looks really cool, particularly that second one! 0 Share this post Link to post
Breezeep Posted February 7, 2015 Still working on this one. I could try to finish it before the start of march. 1 Share this post Link to post
Shadow Hog Posted February 7, 2015 RNGPSY said:fun shit happens sometimes https://dl.dropboxusercontent.com/u/58329250/doomstuf/dsgsvc.jpgIgnoring the glitched-out sky texture, that's a very nice Colin Moch-tree you've got there 0 Share this post Link to post
Memfis Posted February 7, 2015 Making a reality episode inspired by TimeOfDeath's wads. 1 hp at the start, no health items, continious play. Fun stuff. 0 Share this post Link to post
scifista42 Posted February 7, 2015 Memfis said:Making [...] episode [...] continious play. Fun stuff.Yes!Memfis said:[...] inspired by TimeOfDeath's wads. 1 hp at the start, no health items, [...]Oh, crap. :D 0 Share this post Link to post
Blastfrog Posted February 8, 2015 A slightly more accurate PSX TC: 8:7 ratio pixels for the world (thanks, Graf!), 6:7 ratio pixels on sprites, software style lighting, the actual PSX palette and sprites rather than using the PC versions as the TC currently does, 224 lines instead of 240 for the 2D screen elements such as the statusbar, and lastly Jaguar style damage formulas (only on Doom 1 monsters). One thing that can't be done yet is to set a light scale (it needs to be 2.0) so I did that in an image editor for demonstration purposes. The other being that the R_Visibility variable doesn't affect the GL version of software style lighting. http://i.imgur.com/UQqyBsi.png *TOO BIG FOR IMG TAGS* 0 Share this post Link to post
The_MártonJános Posted February 8, 2015 Looking at that metal bordering, my OCD's gonna strike in a moment... 0 Share this post Link to post
AD_79 Posted February 8, 2015 A few screenshots of an episode 2 map I've been working on, episode 2 being a "Snowy Temple" theme. 0 Share this post Link to post
LigH Posted February 8, 2015 Nice density; but is it still rather fullbright? 0 Share this post Link to post
Blastfrog Posted February 8, 2015 Looks cool. Is the sky animated or does the snow just float in place? 0 Share this post Link to post
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