mgr_inz_rafal Posted September 12, 2017 Nirvana, these look insane! 0 Quote Share this post Link to post
Agentbromsnor Posted September 13, 2017 Today I started working on a Boom map that is meant to exploit a little speed-bug. I have no clue if this works in vanilla Doom, but in my version of Boom you can accelerate quite a bit by strafe-running into a double-sided line. I've been aware of this bug for years now, but I never had the idea to make a map that actually uses this mechanic. I also tried this in ZDoom, but it doesn't work. Maybe somebody can tell me more about it? I can't be the first one to know of it. 2 Quote Share this post Link to post
Nirvana Posted September 13, 2017 Thanks @mgr_inz_rafal, it's taken a lot of work :D Also are you maybe talking about wallrunning @Agentbromsnor?http://doomwiki.org/wiki/Wallrunning 1 Quote Share this post Link to post
Agentbromsnor Posted September 13, 2017 Just now, Nirvana said: Thanks @mgr_inz_rafal, it's taken a lot of work :D Also are you maybe talking about wallrunning @Agentbromsnor?http://doomwiki.org/wiki/Wallrunning It seems like it, yes. However, I cannot seem to invoke it when running against regular walls. Only double-sided lines do the trick... 0 Quote Share this post Link to post
NeedHealth Posted September 14, 2017 I am trying to figure out if I like this particular area or not. It is part of the space-station-in-void subarea that is turning out to become a ten minutes adventure. Provided I am not doing any changes to my plans, this whole doom wad will probably clock in at around 20-25 minutes length of playtime. This was not planned, and it will be the biggest doom wad I've so far made. 0 Quote Share this post Link to post
Moustachio Posted September 14, 2017 Some screenshots of a map I'm finishing up! I'm calling it MINING OPS. 11 Quote Share this post Link to post
traversd Posted September 14, 2017 (edited) The 100 linedef limited map pack (I've slowly been tinkering away at) now has the working title "BYTE-SIZE". This is the latest addition - MAP01 ENTRYPOINT EDIT: This map is Boom compatible; complevel 9 (hopefully the d/l works better than the super unoriginal map name) https://www.dropbox.com/s/vqgqf5v9qrrcmtx/MAP01-ENTRYPOINTv1.wad?dl=0 NB: There is a visual glitch in the "elevator" when using GZDoom that I haven't been able to address. Edited September 14, 2017 by traversd Complevel 9 8 Quote Share this post Link to post
Impie Posted September 14, 2017 Still dabbling with the re-remake of Operation Body Count. I have the general idea that in addition to clearing every floor of terrorists, you'll have to secure other objectives throughout the mission. So every "episode" would be a separate mission consisting of one big multi-level map. Also each mission is based on an action game that had to do with an arab terrorist takeover: E1 is Rescue: The Embassy Mission (NES, Amiga), E2 is The Persian Gulf Inferno (Amiga), and E3 is the plot of the original OBC where you finally face off with Victor Baloch. Not sure what to do about the music. Here I'm using Amiga tunes, cos I'm not sure I wanna go with the soundtrack to OBC or not. 3 Quote Share this post Link to post
8Bit Shocker Posted September 14, 2017 On 12.09.2017 at 6:21 PM, Nirvana said: Hey guys, been a while since I posted progress screens, so here they are. I changed the palette to use cyan instead of green, so I have been toying with that for a while and have been using it to accent certain areas of the map and to create an area that is distinct from the deep blues everywhere else. Here are some pics (all still work in progress and in the editor for the angles I want and due to there being no monsters/gameplay yet): This looks astounding. Can't wait to play it 1 Quote Share this post Link to post
Steve D Posted September 14, 2017 2 hours ago, Impie said: Not sure what to do about the music. Here I'm using Amiga tunes, cos I'm not sure I wanna go with the soundtrack to OBC or not. I see I'm not the only one who likes the music from Breathless. Did you ever play the game? I played it back in '97 on my A4000T. It remains my fave Doom clone of all time. I especially love the fog effect. Are you good at editing Amiga modules, given that PrBoom seems to have so much trouble with looping ProTracker files? A few years back, Tiziano Cappiello, author of the Breathless soundtrack, did a remix of the very tune you used at the end of your video. If you're interested, here it is; 0 Quote Share this post Link to post
Chopkinsca Posted September 14, 2017 Just messing around here. https://imgur.com/lj9wuc6 It's been so long since I've pushed linedefs around. 3 Quote Share this post Link to post
Impie Posted September 15, 2017 (edited) 18 hours ago, Steve D said: I see I'm not the only one who likes the music from Breathless. Did you ever play the game? I played it back in '97 on my A4000T. It remains my fave Doom clone of all time. I especially love the fog effect. Are you good at editing Amiga modules, given that PrBoom seems to have so much trouble with looping ProTracker files? A few years back, Tiziano Cappiello, author of the Breathless soundtrack, did a remix of the very tune you used at the end of your video. If you're interested, here it is; I'm not an Amiga person in the slightest unfortunately, I just think the games and music were really cool and enjoy it from a historical perspective. A lot of music from the Amiga scene was very distinct and sometimes still finds its way into modern games, like Rochard. I did try to get an emulator to work once but I couldn't make heads nor tails of it. Edited September 15, 2017 by Impie 0 Quote Share this post Link to post
Scotty Posted September 16, 2017 On 14/09/2017 at 10:08 AM, Steve D said: Are you good at editing Amiga modules, given that PrBoom seems to have so much trouble with looping ProTracker files? Steve, i might be barking up the wrong tree here but if you're looking to get Amiga music into Doom you could use Audacity to record the music then save it as .ogg which will work in Boom/zDoom... 1 Quote Share this post Link to post
Steve D Posted September 16, 2017 1 hour ago, Scotty said: Steve, i might be barking up the wrong tree here but if you're looking to get Amiga music into Doom you could use Audacity to record the music then save it as .ogg which will work in Boom/zDoom... Thanks for the tip! I'll give it a shot. There's really 2 different problems I face. First is the looping problem, mostly limited to PrBoom, and second is the volume problem. In one of my mapsets, I'd been using all MODs except in 1 map, where I used an mp3. I eventually swapped out the mp3 for the Agony Rhapsody midi. In GZDoom, the midi was thunderous compared to the surrounding MODs, while in PrBoom, it was barely audible. For all I know, maybe I could switch something in my setup to even this out, but trying things in .ogg format is intriguing. I've never used .oggs, so I'm not sure if there's going to be weirdness between the source ports, but if it works, I'll be forever grateful, Scotty. 0 Quote Share this post Link to post
MrCoinOp Posted September 16, 2017 Hi all, new here. Thought I'd try my hand at Doom mapping for the first time. Please tell me what you think. So far I'm having a blast doing it. 12 Quote Share this post Link to post
Phade102 Posted September 16, 2017 @MrCoinOp Hi, welcome to doomworld! I must say, if this is your first map, its really impressive! I mean, detail wise you've clearly got an idea how you want the map to look. Theres some texturing issues I personally have a problem with, but thats just my personal tastes clashing. One tip! that last picture? unpeg the upper texture to the right of the door that isn't alligned properly. should make it allign just the way you need it too. Please keep uploading pictures of this map! I really like it! 0 Quote Share this post Link to post
MrCoinOp Posted September 16, 2017 1 minute ago, Phade102 said: @MrCoinOp Hi, welcome to doomworld! I must say, if this is your first map, its really impressive! I mean, detail wise you've clearly got an idea how you want the map to look. Theres some texturing issues I personally have a problem with, but thats just my personal tastes clashing. One tip! that last picture? unpeg the upper texture to the right of the door that isn't alligned properly. should make it allign just the way you need it too. Please keep uploading pictures of this map! I really like it! Cheers man. I'm guessing the 'U' key would do the unpeg thing? I've been using the arrow keys to do all textures so far. The abstract design of Doom levels is a hell of challenge, but you guys here have been making some amazing stuff! 0 Quote Share this post Link to post
Steve D Posted September 16, 2017 (edited) 9 minutes ago, MrCoinOp said: I'm guessing the 'U' key would do the unpeg thing? I just use the Upper Unpegged flag. Are you doing it all in Visual Mode? If so, just point at a wall and right-click to bring up a dialog box that has all your linedef flags. I hope I'm not blathering what you already know, but use both Upper and Lower Unpegged for things like windows or any other opening in a wall that leaves you with textures both above and below. You're definitely off to a flying start. I really like the classic look here. Keep going! Edited September 16, 2017 by Steve D 0 Quote Share this post Link to post
MrCoinOp Posted September 16, 2017 (edited) 1 hour ago, Steve D said: I just use the Upper Unpegged flag. Are you doing it all in Visual Mode? If so, just point at a wall and right-click to bring up a dialog box that has all your linedef flags. I hope I'm not blathering what you already know, but use both Upper and Lower Unpegged for things like windows or any other opening in a wall that leaves you with textures both above and below. You're definitely off to a flying start. I really like the classic look here. Keep going! Quote Oh that option! I had no idea what that did. Thanks man. What do you guys do for ideas? Sketch on a piece of paper first? Or just feel it due to experience? Edit.. my andriod tablet is not playing nice with quoting Edited September 16, 2017 by MrCoinOp Andriod tablet not playing nice 1 Quote Share this post Link to post
Phade102 Posted September 16, 2017 @MrCoinOp My latest map i've just been building as I go. I think of a room, build that, then think of a good idea to connect to it. But lots of people have different ways of designing their maps. Also, an important tip. if you find yourself stuck on how to build a room, take a look at other wads. Not just at the texturing or enemy placement, but actually PLAY the wad that you like the look of, and look around a room and see what they had in mind when they designed it. 0 Quote Share this post Link to post
Xyzzу Posted September 17, 2017 Coming soon for the ZX Spectrum Skulldash. 11 Quote Share this post Link to post
R1ck Posted September 17, 2017 (edited) I'm working on my first solo entry on /idgames (well, hopefully I can get through /newstuff) named Etomana. Map01 Spoiler Map02 Spoiler Map03 (WIP) Spoiler I planned on doing 6 maps wad. But I guess I see about that. Edit: Credit to @Phade102 for willingly test my maps. I feel appreciated Edited September 17, 2017 by R1ck like, really. I got tears a little in joy :D 3 Quote Share this post Link to post
Xyzzу Posted September 17, 2017 @T0aMasta32423 I actually had that same nerf gun :) 0 Quote Share this post Link to post
Phade102 Posted September 17, 2017 @R1ck You're welcome =) This screen is another part of my newest map. it's actually looking to be really fun. 7 Quote Share this post Link to post
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