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Showing content with the highest reputation on 04/17/24 in all areas

  1. I got hooked on bulk-recoloring textures again, here's some variants. This one are kinda lazy because the line doesn't really follow container's texture (Not much on an artist I am), but particularly at a distance they should be fine.
    14 points
  2. Hello people! I finally decided to contribute to this thread by posting a photo sourced sky texture. I used a picture taken by a friend of mine, so I cropped it, scaled it down and edited it with GIMP to make it look seamless. It comes in two versions: true color and paletted. Feel free to use it, just credit me. (I hope I posted them correctly)
    7 points
  3. Doom II Map 01 Nightmare! in 4.54 lv01nx454.zip Video -
    6 points
  4. Ahoy, mateys! Ten years have passed, beards and mustaches have grown, and here is Pirate Doom II! DOWNLOAD It is a 32-map MBF megawad of tiny to medium-sized maps, with some occasional big maps. It starts fairly easy even on UV difficulty, but the last maps can be challenging. This time, everything works basically just like standard Doom, with minor changes to some weapons and monsters. I did not reskin all monsters again, but I kept adding hats and parrots where I could. Some monsters look the same as in Pirate Doom 1. Designed to be played without jumping or crouching. Doing so will break the maps. Mouselook is optional. Balanced for continuous and pistol start. Any port that supports MBF (complevel 11, not MBF21) should work, but these are the ones tested so far: PrBoom 2.6 (software mode) Dsda Doom GZDoom 4.11 ZDoom 8.1 Woof 14.2 Nugget Doom 3.0 Multiplayer ports like Odamex and Zandronum don't fully support music changers, which are used in almost every map. There will be a version without music changers for these ports, after the final single-player version is finished. Screenshots: Credits:
    5 points
  5. I feel like this thread is meant to serve more as confirmation bias for OP rather than to actually intelligently answer the topic at hand. I like Crash 3 water levels. I like Spyro water levels. Hell, even the Water Temple in OoT would be perfectly fine if not for the menuing being painfully slow. The Underwater Frigate is a fine area in Metroid Prime. Torvus Bog in Metroid Prime 2 is neat. This is not to say that all of them are winners either. But I personally find their existence to be more of a positive thing than a negative thing. More of them do something interesting with the addition of slower movement and lower gravity than not, or whatever other gimmick they come up with! The best thing you can do for yourself is to play more games. Maybe you'll eventually find one that does something you like.
    5 points
  6. Found a soft lock in map05, on a lock in fight, if you cross the line that activates the lockin a second time, then it locks you in permanantly. Can be fixed by converting to a W1 instead of a WR.
    5 points
  7. Very well... The new deadline is officially SEPTEMBER 1ST 2024 Original post will be updated as such.
    5 points
  8. Thanks for the kind words :-) Actually I did continue the series: It's a bit different experience as I went experimenting even more. And I'm back to building something even more! Office: Watts this Back to forest?
    5 points
  9. Quin

    Doom Pictures Thread 2024

    This project is now officially completed
    5 points
  10. Descent 3 Editor's source code is also now available at https://github.com/kevinbentley/D3Edit.
    5 points
  11. It is a gameplay issue, clarity is the term here. Reason why modern games have blinking or otherwise highlighted interactive items is that they don't stand as much as old school game pickups did.
    5 points
  12. Too many. I could seriously write a whole page worth of names. I've been around for a while so I'll do a good amount of OG names. If there's any notable names I missed anyone would like added, please let me know. I will not put the entirety of the Doom Wiki here which is 1200+ names. Active Andrew Stein (Linguica or Ling): https://doomwiki.org/wiki/Andrew_Stine_(Linguica). Creator and Head of Doomworld. Chris Oelckers (Graf Zahl): https://doomwiki.org/wiki/Christoph_Oelckers_(Graf_Zahl). Without him, no GZDoom! Longtime member of DW. Dean Joseph (deathz0r): https://doomwiki.org/wiki/Dean_Joseph_(deathz0r). Newstuff, Odamex, Unidoom. Mock2, DOTims, Poogers Andrea Gori (batandy): https://doomwiki.org/wiki/Andrea_Gori_(Batandy). Golden Souls, 'nuff said. Daniel Gimmer (Tormentor667): https://doomwiki.org/wiki/Daniel_Gimmer_(Tormentor667). Custom Monsters and Weapons Resources. ZDCMP & KDIZD. Stronghold. Joshua O'Sullivan (Dragonfly): https://doomwiki.org/wiki/Joshua_O'Sullivan_(Dragonfly). Skulldash. Evilternity. Marcos Abenante (Sergeant_Mark_IV): https://doomwiki.org/wiki/Marcos_Abenante_(Sergeant_Mark_IV). Brutal Doom. Xaser Acheron (Xaser): https://doomwiki.org/wiki/Xaser. Too much to list. Zen Dynamics, BTSX, etc. Read the article. Also, Xaser, when will you do Stomper map 20? Lol. James Paddock (Jimmy): https://doomwiki.org/wiki/James_Paddock_(Jimmy). Also too much to list. The Adventures of Square is an example. decino: The famous DOOM Youtuber. Steve Browning (Scuba Steve): https://doomwiki.org/wiki/Stephen_Browning_(Scuba_Steve). Action Doom. Zero Master: https://doomwiki.org/wiki/Zero-Master. Considered the greatest DOOM player. Speedrunning champion. Achieved significant accomplishments such as 100% E1M8, Map30 Pacifist, 100% Nuts Run. 100% Secrets Map 15. TimeOfDeath: https://doomwiki.org/wiki/TimeOfDeath. Slaughtermap author/player. Slaughterfest. Pascal vd Heiden (CodeImp): https://doomwiki.org/wiki/Pascal_vd_Heiden_(CodeImp). Doom Builder. Simon Howard (Fraggle): https://doomwiki.org/wiki/Simon_Howard_(Fraggle). Chocolate Doom. FraggleScript. Roofi and LadyMistDragon: If you make a map, they'll most likely give it a try. Endless Random Adventure champions. Especially LadyMistDragon who I always see her playing through before deciding whether to download it myself. Santtu Pesonen (Mfg38): https://doomwiki.org/wiki/Santtu_Pesonen_(MFG38). Prayers of Armageddon. Lead a significant number of community projects. Aleksey Kamenev (4shockblast): https://doomwiki.org/wiki/Aleksey_Kamenev_(4shockblast). Hangar in 8 seconds, Map01 in 4 seconds. E2M8 Pacifist. Possibly Active Bill Koch (Bloodshedder): https://doomwiki.org/wiki/Bill_Koch_(Bloodshedder). Long time Doomworld Admin. I remember when he was a supermod! Owen Lloyd (SargeBaldy): https://doomwiki.org/wiki/Owen_Lloyd_(Sarge_Baldy). Speedrunning series. Paul Thrushell (Wow): https://doomwiki.org/wiki/Wow. Known for one of the worst levels. Precursor to many puns, and jokes. Inactive Marisa (Randi) Heit: https://doomwiki.org/wiki/Marisa_Heit_(Randi). ZDoom creator. Precursor to GZDoom. Yonatan Donner and Haggay Niv: https://doomwiki.org/wiki/Hell_Revealed. Hell Revealed. Map24 said to be the first Slaughtermap. Fredrick Johannson: https://doomwiki.org/wiki/Fredrik_Johansson. If you remember Post Hell you'll remember him. Also, Vrack. Huy Pham (Doom Marine): https://doomwiki.org/wiki/Huy_Pham_(Doom_Marine). Deus Vult. Chris Crosby (NoSkill) and Dylan McIntosh (Toke): Early DOOM Speedrunners. Chris died in 2001, Dylan in 2006. Esa Repo (Espi): https://doomwiki.org/wiki/Esa_Repo_(Espi). Suspended in Dusk. Back to Basics. Espi reward named after him. Died in 2009. Ty Halderman: https://doomwiki.org/wiki/Ty_Halderman. TeamTNT member. TNT Evilution, Icarus, and Daedulus. Boom. IDGames maintainer. Died in 2015. Jim Flynn: https://doomwiki.org/wiki/Jim_Flynn. TeamTNT Member. Boom. Master Levels. Died in 2018. Raphael Quinet: https://doomwiki.org/wiki/Raphaël_Quinet. DEU - first editor. Brad Carney (Carnevil): https://doomwiki.org/wiki/Brad_Carney_(Carnevil). Skulltag. Precursor to Zandronum. Mike Watson (Cyb): https://doomwiki.org/wiki/Mike_Watson_(Cyb). Massmouth series. Void. Kim André Malde (Mutator): https://doomwiki.org/wiki/Kim_André_Malde_(Mutator). Alien Vendetta - especially Misri Halek. Died in 2012. Stephen Clark (The Ultimate Doomer): https://doomwiki.org/wiki/Stephen_Clark_(The_Ultimate_DooMer). Fragport, Super Sonic Doom. Greg Lewis: https://doomwiki.org/wiki/Greg_Lewis_(Tree) DEHACKED. First custom resources. Simon Widlake: https://doomwiki.org/wiki/Simon_Widlake. Compet-n. Doom Honorific Titles. Died in 2003. The Villain Section Yes, there are a few "villains" of Doomworld. They shall not get links but: Terry, Doomguy2000, Tom Kochal (DRE), and most notably Eric Harris.
    5 points
  13. thread for grungo art, so me no make multiple threads and spam
    4 points
  14. Special Thanks to these wonderful Playtesters: @finnks13 @Large Cat @NinjaDelphox @Cacodemon187 Special Thanks to @Spectere for his D!ZONE'D YouTube series as it was a huge inspiration. Check out his YouTube Channel here. If you're stuck on finding the RUST CODEX passcode, you can take a look at this hint system here. Minor notes I couldn't fit in above:
    4 points
  15. Enchanted Shield for Heretic.
    4 points
  16. This might not even be technically relevant to the new standard, but it's almost in the neighborhood so I'll leave it as a note-to-self for later: Do all (or the vast majority of) MBF21 ports support sector lighting in increments of 8, or still just 16? The vanilla behavior of 16 is a sort-of-bug, so it seems like the sort of thing that ports may have fixed at some point, explicitly or otherwise. There's even a chance I may have accidentally addressed this with dsda's indexed lightmode, presuming it wasn't already handled at some point. :P If that ends up being a Thing(tm) or is at least easily achievable, that may be a good thing to explicitly codify somewhere as part of a new standard, that way maintainers of editors like UDB know to support it in the format.
    4 points
  17. Dunder Mifflin Union Aerospace Corporation, this is Pam. Man, working with the default textures is a pain. Also, trying to figure out the scale of things in the map is super tough. I've made some more changes, added the side exit, added a couple more desks and started work on the conference room, but there's a space in the corner of the bullpen that eventually ends up being made into a separate temporary office space starting in season 8.
    4 points
  18. https://dsdarchive.com/wads/23castle - E2M3 UV Max 41.86 - 23castle23m4186.zip
    4 points
  19. Not a bad idea. Will keep it in mind for future projects. Jeez, that demo opened my eyes to just how awful the idea for that double-color locked door was. I'm sorry I put you and anyone else through that, it must have been at least 20 minutes of blind wandering. I've already fixed it by making it so the red skull is only required for the very end, just gotta playtest it to make sure everything is working fine now. As for the suggestion, noted. I'm not great with sounds but I'll look into it. Edit: Since I've fixed a number of things (including secrets, might as well since the cat is out of the bag), I added some doomcute. Might as well.
    4 points
  20. New version have arrived with new maps 21-25. Almost finished. There is also a new screenshot avalaible at moddb from map 23.
    4 points
  21. Chillax MAP 22 UV-MAX [TAS] in 6:19 Chillax22MAP619.zip
    4 points
  22. Congratulations @ICID wish you both all the best! Hell Cartel 2 (2023) by Johnny Cruelty (leader), Clippy, Codename Delta, Icarus Of Daggers, R0rque, Killeratte, not shion, R. 9 maps for Doom II in GZDoom. I'll be honest, I wasn't a big fan of the first one. The sequel does not start very promising, nothing but the shotgun against an army of revenants, cacos, nobles archviles... not the most fun. There's an SSG later on but it's in a secret, missing it means even more of the army before finally getting the chaingun. Later maps get more interesting, though not without some flaws. The most serious is that MAP05 is impossible to complete, a fix exists but the idgames release was never updated. There's some other sloppiness though nothing as serious, but a few maps have obvious missing textures in multiple spots. MAP06 is huge (too much for its own good) and has some great architecture, but I hate being bombarded by hundreds projectiles across distances so vast the enemies cannot even being seen. I hope jumping is allowed because I couldn't find any other way to get out of that map's starting square. The wad does have some charm, the custom textures are good and there's a lot more doomcute this time, some of it absolutely stellar and meshing very well with the architecture. There are some excellent uses of silent teleport, MAP09 uses them to simulate storming a building through a window or climbing up or down ladders. MAP08 has my favourite gimmick and decoration in the wad in the form of sector pizzas, made from nothing but IWAD assets, it was also my favourite map for being compact, lighthearted and with some very entertaining combat.
    4 points
  23. MAP: Fireblu Dreams SLOT: E3M7 MIDI: "party_is_dead.mid" by Ribbicks NOTES (optional): Pacifist puzzle platforming map on HMP/UV, straightforward map on HNTR, also accidentally 1x1 map. Uses exactly 1000 lines. Screenshot: Download:FirebluDreams.zip
    4 points
  24. Oh, thanks a lot!! Working on it daily. Cleaning sprites and textures at the moment. Also, secrets are back :)
    4 points
  25. Don't let them erase you. PLAY INFO Complevel: Boom (9) Mouselook: Feel free to use it. Difficulty: Only UV is implemented. Couldn't think of any reason to balance it lower. Crouching, jumping: No. It shouldn't break anything, but still. Ports tested: DSDA-Doom 0.27.5, GZDoom 4.11 Renderer: Software, or DSDA-Doom's hardware renderer. Slot: 01 + 02 as a stopper. DOWNLOAD: Version 2.0 You can find all the versions here. You find yourself in a strange space, at the edge of a dead world suspended in darkness. Getting here wasn't easy. You nearly died in the process , but at least you still can move and aim well enough. The rules are the same: survive and find a way home. P.S.: Since Eraser has a lot of asset replacements and Dehacked changes, it won't play nicely with mods. Use them at your discretion. Weapon changes: More details:
    3 points
  26. Yep: It's finally out. MIT license, and approved by the rights-holder. Some missing bits for reasons, though, so it'll take a minute to get into a compiling state. In the meantime, you can enjoy all the finely-aged relics of turn-of-the-millennium gamedev, like changelogs and entire-ass conversations being held in code comments. The Descent 1 & 2 code has been out for a good while, resulting in very good source ports that make running the game on modern systems with all the trimmings cake. D3, on the other hand, is a much rougher experience (especially if you wanna run in a window - good luck!) with the best options requiring DLL code injection to iron out as much of the issues as is feasible via such awkward methods. I'm very excited by the possibility of better solutions!
    3 points
  27. Map 01 Stroller 22.31 ap01str2231.zip https://youtu.be/YcFrKIyOqYs
    3 points
  28. MAP17 - "Colossal Wreck" by Weird Sandwich I wanted to like this one, because it has a lot of things to like, the open-worldness and the fact you can go for either the yellow or blue key to access the red key that is required to finish the map. However the gameplay was sluggish, grindy and at times not very fun at all. The start has you working with the shotgun/chaingun until you get a better weapon, unfortunately these are well guarded. The blue key is easier to get, but a longer, grindier sequence to get whilst the yellow key is a simple fight that looks cool and can be cheesed by using the corner cover. The red key is pretty awful and yes the secret BFG looks almost mandatory to give incentive to kill everything in here, simply put I didn't want to kill four cybers in an awkward arena or take out one by one from the sides. I have to be tempted to say that the BFG should be presented in this room and as such the secret is a reward to make the earlier sections easier. Now after a couple of attempts I did escape, but seriously this area isn't fun despite a lot of cool transformations. In the end this one ended up a disappointment, if only for the fact that this clearly had the potential to be a real highlight, but at the moment at least the combat lets this one down a little.
    3 points
  29. awesome demo! I'll try again later, but for now ORIGWAD.WAD (1994) https://dsdarchive.com/wads/origwad tyson 2:03 https://youtu.be/YKju7bgbKGg origwadt203.zip
    3 points
  30. map05 max in 6:58 fl05m658.zip
    3 points
  31. 23CASTLE.WAD (1994) https://dsdarchive.com/wads/23castle fast 48 https://youtu.be/rLicEnBp4X4 23castlef48.zip tyson 1:38 https://youtu.be/TokDia_m4Dg 23castlet138.zip stroller 20 https://youtu.be/5C1OWW3_ztA 23castlestr20.zip max 42.77 https://youtu.be/ACi6WGHwccM 23castle-42.zip
    3 points
  32. The video looks fine to me, did you wait for it to finish the HD processing before you watched it?
    3 points
  33. MAP17 "Colossal Wreck" by Weird Sandwich (100% K/S, 98% I, 42:59, saves) And people complained about MY map's turrets... Colossal Wreck is probably the closest any non-slaughter map comes to a bullet hell game - at any time, you're being peppered with plasma from arachnotrons, fireballs from hell knights and mancubi, and trailing at least two revenant rockets. I will confess to being a little frustrated at the beginning due to this, the rather small supply of health in the outside area, and the fact that you're kept to a single barrel and chaingun until you pass through the walls, but I'd imagine successive runs where I know where the weapons are would be less stifling in this regard. One thing that did irk me and can't be explained away by my skill issue, however, is the seemingly random impassable lines in said outside area. At least six times I tried to path into one, got blocked, and ate a missile because of it. If Weird Sandwich wants to maintain the current play space, I'd suggest sinking the unreachable bits of water to more obviously convey the message of "no, you can't go here". And after playing through the red key fight, I'm surprised that the BFG is secret. I can't imagine pulling that off with just plasma - though that might once again be my skill issue calling. Good map, even if I wasn't exactly prepared for such a behemoth in the MAP17 slot. P.S. @dobu gabu maru can you please update the OP with the proper map ordering? By the looks of it, the main post is still using the RC2 listings where Silent Submergence is MAP20 and MAP19 is unavailable.
    3 points
  34. Finished this today. It's an excellent map set with a super pleasing and unique combination of aesthetics, and damn interesting (and hard!) fights. I haven't found all the secrets because some of them seem pretty difficult or obscure. 2 things I want to flag: 1. The map ordering is a bit weird, I'm not saying that every single map set should go from easy to difficult and/or low monster count to high monster count, but the second half up to 'Laceration Forest' seems to have this issue of a pacing dip when compared to the quite intense and tricky first third or first half. 2. 'Primrose Path' is great but at the same time it's incredibly easy to get lost or miss key stuff due to how complex the layout is. A blind run took me about 45 minutes and even then I couldn't max it or find the (sole?) secret. It frequently feels like a Thief 1 or Thief 2 map where you have 20 entry points into a single crucial area, but the side paths are ultimately more interesting. While I definitely think that interconnectedness is a sign of good design, it's taken quite far here; a problem amplified by just how LARGE the map is. I'd wager that the "real" secret count including all sorts of hidden passages and switches is something closer to 10 or 15, yet I couldn't figure out the majority of these. Loved it overall though, I know some new versions are on their way based on player feedback but I thought it would be useful to raise the points above for future projects maybe.
    3 points
  35. Map Name: Paint Theft is a Serious Crime Author: senpaigru MIDI: Another Winter from Scott Pilgrim vs. the World: The Game Coop/Difficulties: Yes but I can nerf non UV if it's too mean (it's pretty laid back) Comments: Small map should take about 6ish minutes to complete. painttheftv1
    3 points
  36. Released RC4 with fixes to MAPs 06, 13, 19 and 23. Download link in OP has been updated.
    3 points
  37. Introducing Doom: Diegesis of Madness, a project that resided on my hard drive for three years, unreleased and unfinished until now. This project aims to recreate the primary vision demonstrated in the "Doom Bible" document, with beta assets integrated into new and novel gameplay. However, do not expect a recreation of beta maps, for this project, when it was in development, was to demonstrate my newfound mapping ability and introduce a new reimagining of the classic Doom beta. Additionally, this project is no longer in further development, as I was looking to post this to get it out. If there any credits I am missing or bugs that need fixing, please inform me in this Doomworld Post. Around 2 - 3 Years (Unsure) Typical Playtime: 22 - 30 Minutes (Total) Ports Tested: Crispy Doom Woof! GZDoom (A few issues but nothing game-breaking...) Download
    3 points
  38. the two sides of a same culture
    3 points
  39. The aforementioned caches are implemented and working great. I've lowered the required EMS back to near 2 MB from 3 MB. I've also gotten rid of level-preloading of graphics - honestly its way too aggressive in how much it tries to preallocate, and it'll never fit in a small amount of EMS - and pulling that code saved 700 bytes or so, which isn't small. Meanwhile... there's still a lot to polish before the next release and the code is deep in the midst of development so it can be hard from the outside to see progress or get everything running, so I took a video of some gameplay in doom2 map 20 which really shows off a lot of the commercial enemies and levels. I think my focus over the next weeks will be fixing timedemos in doom1/doom2, I think only one of the six work... I'm sure fixing the timedemos will point me in the direction of some bugs, but as you can see from the video the game seems generally playable otherwise. There's then a couple of other things to implement - for example a couple doom2 levels have sidedef WAD fields bigger than 64k , which will need to be handled with some special code. I have to look into the commercial finale screens and some stuff like that too. Once everything major is covered I may cut a release - I originally planned to included savegame support with the doom1/2 support but I think I will do it afterwards because I might prefer to write all the code in ASM, and load it in dynamically when needed so the code doesn't take up precious conventional memory.
    3 points
  40. There already is - just load up DoomBuilder (I recommend UltimateDoomBuilder) with Gzdoom.pk3 and any of the main mod files (such as AshesAfterglow1_10.pk3) as a your resources and away you go. Main thing to remember is that most of the existing enemies, weapons and items all have a Doom equivalent - so if you put a zombieman in your map, you'll see a pistol Vulture instead. Everything else appears in the User Defined section of the actor menu. Feel free to open up our maps and see how they all fit together. Just remember to save a copy before editing the mod itself XD
    3 points
  41. Plutonia Map12 Nightmare 100S in 0:39 Zip: pl12s039.zip Plutonia Map18 Nightmare 100S in 0:09 Zip: pl18s009.zip
    3 points
  42. Flotsam Map01 UVSpeed in 0:29 Zip: fl01-029.zip
    3 points
  43. More pics from my WIP project. This is E4M3.
    3 points
  44. DoomEXHUMED (Wip) Docking area and the Pharos of Alexandria lighthouse. Check out the demo here
    3 points
  45. Pepo

    Cursed Doom Images

    basically the demons in Doom 2
    2 points
  46. Sandy Petersen (aka the GOAT) made these little alcoves with the shape of the texture's borders that show the torch inside it. I had never noticed it until I started mapping. What a boss.
    2 points
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