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  1. Waffle House is a set of 9 MBF21 maps by a small group of people who decided to get together and answer a simple question: "What is bro waffling about?". Maps are balanced for pistol start, target port is DSDA, and difficulties are implemented. Have fun! Idgames Download Map Order: Screenshots: MIDI Credits: Misc Credits: Waffle House RC1.zip
    27 points
  2. Original thread by bobstremglav Discord server -- (Not even UDB was ready for this!) How far can Doom mapping be pushed? In this project, one sector is all you get to work with, so put your knowledge to a test and make the most of it! The idea of this project is to keep the limitations very strict to encourage creative solutions. You will get lots of use out of middle textures, which allow for fake elevations, hidden passageways, and more! Screenshots: Restrictions: - CL9 (Boom v2.02) - Texture pack to use freely: onesectortex (Contents: Patched up Textures, Doom 1 textures for Doom 2) - Custom textures outside the linked packs are allowed, but avoid over-usage so your map does not feel too out of place (secret maps are an exception) - Joined sectors are allowed, since the engine counts them as one - Vanilla monsters and decorations only - Custom midi is allowed: if you do not include a track with your map, one will be picked or created for you (feel free to make suggestions!) - Max. 4 maps per person - Test your maps in software mode before submitting to ensure compatibility - UMAPINFO is up for discussion (defaults will exist for backwards compatibility with older sourceports)- Any possible exceptions to these rules can be discussed here or on the Discord server Important notice: Due to an engine quirk, the game does not properly initialize the reject table in a map with only one sector, which causes a rather odd line of sight bug where the player is invisible to all monsters. I recommend using the ZDBSP nodebuilder to avoid this issue. Deadline for submissions is August 1st. Participants/slots taken: What happened to the original thread?
    21 points
  3. Duality is a 5-level map Doom 2 mini wad - MBF21 format where every map is a dual-themed tech base. This map set was designed with the following rules in mind: - As stated above, every map is a dual-themed tech base; - The entry point is also the exit (except on the first and final map for storytelling purposes); - Only 100 enemies per map are allowed (enemies that don't count to kill% are allowed over that, within reason); - Forced Pistol start (all exits are death exits); Misc Info: - Tested in DSDA and GZdoom; - The first playthrough is around 2 hours; - Only UV skill Implemented; - While jumping will probably break the maps, feel free to use Freelook. Edit v1.2 change log: - Title screen music: Motion Pitcher by DiR; - Intermission screen music: "Empiricism" by Velvetic; - Sky textures by Mechadon - Doomworld Thread: - Plasma rifle sound from Sunlust A huge thanks to the playtesters: @mancubian_candidate @Treehouseminis @Matt Eldrydge @Arrowhead @dmh094 https://www.dropbox.com/scl/fi/h3gylkfdfflaabakfpv5a/Duality-1_2.zip?rlkey=rojueerr78vzqud6yumlzp9b3&st=ha09yu7f&dl=0
    16 points
  4. Here's the final version: DOWNLOAD The main changes between this version and the latest beta are: - Witch Doctor and his minions' sprites recolored by @plums(big thanks!!) - Most secrets have been marked again - New grog bottle sprite and some additional decorations - MAP27 rebalanced to be quicker and easier - New Colormap by plums - Tons of texture alignments, graphic clean ups and slimetrails fixes. Also, big thanks to @Scuba Steve for improving all weapon graphics and animations, along with many other graphic enhancements. And many thanks to all beta testers! Have fun!
    15 points
  5. DOWNLOAD =========================================================================== Advanced engine needed : Boom compatible Primary purpose : Single play =========================================================================== Title : SECTOR ALPHA Filename : SectorAlphaV2.wad Release date : 18.03.24 Author : Async Unicorn Other Files By Author : Various =========================================================================== * What is included * New levels : 1 Sounds : No Music : Yes Graphics : Yes Dehacked/BEX Patch : No Demos : No Other : No Other files required : None * Play Information * Game : Doom 2 Map # : MAP01 Single Player : Designed for Cooperative 2-4 Player : No Deathmatch 2-4 Player : No Other game styles : None Difficulty Settings : Not implemented * Construction * Base : New from scratch Build Time : I do not know. Editor(s) used : Ultimate Doom Builder Known Bugs : Shouldn't be any. May Not Run With : Ancient ports from the time of the crucifixion of Christ Tested With : Woof, DSDA Doom, GZDoom DOWNLOAD
    14 points
  6. A few weeks ago, several mappers loosely gathered together in the Pineapple Under The Sea Speedmapping server to celebrate the birthday of the project lead of most PUSS wads and its founder, @BluePineapple72 Thanks for everything man! We all really appreciate the effort you go to to make the PUSS series still a thing, with very inspiring concepts, gimmicks and excellent management. We show our appreciation back through this speedy little episode, enjoy and happy birthday! :) MAP LIST DOWNLOAD: IdGames
    13 points
  7. Some stained glass, this time made to fit alongside OTEX. These are in the vanilla palette but they look a tad better with OPal v2
    13 points
  8. Animated classic computer screens Animated KillSwitch Seamless vertical door and seamless horizontal/vertical door
    12 points
  9. Some more work done, currently 20-21 maps in beta state - playable and detailed, missing testing and possible story details. Also, +3 ou 4 guest ones in the process :D
    11 points
  10. I came in here with the intent of suggesting this, and commend you for finding out for yourself. Hexen's great. Haters be wrong. Sure, it has its flaws, but for what it is Hexen's quite an experience if you let yourself get lost and soak up the atmosphere and whatnot. It's worth remembering that before Hexen (and Heretic), Raven were RPG developers. It shows.
    11 points
  11. Yeah, Discord really did us dirty. Also, I had AI make me some more paintings. I had to hunt down rogue pixels manually after resizing to doom-friendly format and paletting, but I think I got the most of them.
    11 points
  12. It definitely isn't a perfect game by any means, but at the same time it isn't as bad as people make it out to be. Of course, the puzzles might be confusing at first but I genuinely didn't have any sort of an issue beyond the first hub (seriously, remove the guardian of steel and I'll give this game a perfect 10/10.) Playing it with a COOP buddy is one of the greatest experiences that I've ever had. A legitimately fun game. Of course, there's people with different tastes and I cannot force it down their throats if they happen to dislike it, and I respect that. But then there's people like Civvie, who play like absolute garbage and blame it one the game (I've no shame admitting that civvie's a trash player in general). People who watch the reviews simply jump on the bandwagon of hate without playing prior most of the time.
    11 points
  13. Some notes: WAD contains wide and non-wide versions of assets. The wide versions should probably be packed separately in the final release. The mapset won't use the corresponding WILV lumps unless those are specified as "levelpic" in UMAPINFO. Maps that don't currently have names have placeholder WILV lumps. Currently the E1 sky is just credited to "Scythe X"; does anyone know who actually made it? Scythe X lists a bunch of artists and I didn't feel like combing through the back catalogues of all of them. I still have to implement difficulty settings in my map. Will do that soonish. @Somniac I noticed E4M1 has an issue: the red switch doesn't actually require a red key to press. 1kUD_art.zip
    11 points
  14. Map I started a couple years ago, but recently decided to finish it up and port it to UDMF - based on testing I think it's fine, but there could be bugs, a lot of script in this one. IWAD: Doom2 Tested in: GZDoom 4.10 Jump/Crouch: Please don't Freelook: Please do ~~~ VERSION 2 UPDATE ~~~ Yeah, there were some bugs and some gameplay streamlining that was needed. - Fixed massive flaw around red key boss area - Simplified the Thaum/blue key area, added a subtle light indicating which locker it's hiding in - Fixed aggro issues around blue key area and red door - Removed one of the thaums, not necessary anymore - Minor alignment issues that were bothering me - A couple new surprises near end of map ~~~ VERSION 3 UPDATE (final) ~~~ I enjoyed working on this and could probably spend hours more adding to the architecture and features, but I think I have a final here, unless someone finds another game-breaking bug. This version includes a much steeper ending, the more you kill early game, the better time you'll have at the end. It starts as a more survival style, and starves you on ammo a bit, but it pays off if you stick to it. However, I did test enough to know that you can do the bare minimum and use none of the secrets, and still make it through. I hope you enjoy! DOWNLOAD >>> Foxhole-3.0.zip Screenshots:
    9 points
  15. I just came back to map13 for decorations. I'm about to start stuffing it with monsters...
    8 points
  16. Nothing spectacular, but I got underwater and colored lighting segments to work in Odamex [In Hexen format]! It also happened to be compatible with line horizon which was a nice surprise. This map is for my community project Cybervoid, Here is another section of the map and as well as an overview ! :D
    7 points
  17. Moonlight has been updated. Nothing groundbreaking here—fixed a missing hint, moved a couple nodes around, and added one more hint for skill 2. A big change I made was something that's been bothering me since the original release: that the hint system always displays in Boom-related ports. I hate forcing people to play in ports they don't prefer, and considering the popularity of DSDA now, I bit the bullet and reworked how the hint system works. So now instead of hint linedefs being marked as shown (and thus appearing at the start of the stage in Boom ports), I hide them behind midtextures so they show up naturally when the player looks in their direction. This took a while to piece together, as I had to find good spots to put the midtex walls (and had to make a new midtex just for one hint). That and DSDA had issues in certain rooms displaying all the linedefs at once, as revealing linedefs on the automap appears to be height based? I dunno. In any case, at least Moonlight can be properly played in other ports now (although dying will still softlock the player but oh well it fits thematically). I'll probably bump this thread one more time to update it with the notes I made during construction.
    7 points
  18. 7 points
  19. The issue is if a popular youtuber gives their opinion it becomes fact. I've always disliked Hexen's main campaign, but enjoyed quite a few wads designed for it. I was generally in the minority though as everyone else who brought up the game loved it from the get go. After Civvie made his video it feels like its shifted, mainly from people who haven't actually played the game. It's a love it or hate it kind of game, and whether you enjoy it is basically entirely down to your personal preferences and tolerances in games. But you know Civvie doesn't like it so fuck subjectivity I guess.
    7 points
  20. @bobstremglav You're probably not gonna like what I have to say here, but as a fairly experienced community project leader who wrote an entire post about how and when to host one, I feel the need to share some of my own thoughts on what I'm seeing in this thread. First off, there's no need to be so hostile towards Xaser just because he's advertising new standards that this project would benefit from using. It doesn't paint a very good picture of you as a project lead to do so. While I understand your desire of sticking to a cl9 compatibility target, you can express it in a more respectful manner than what you displayed above. Moreover, I think you're hurting the project and people's chances of contributing by limiting map slots to the standard 32. At least consider dropping the map slot restriction and employing UMAPINFO. Second, your entire tangent about MBF21 and its very existence somehow translating to a lack of creativity is baffling. If anything, the way I see it, the extra features provided by MBF21 allow mappers to express their creativity in a less restrictive manner than Boom. Think about this: MBF21 gave us parameterized codepointers that let modders extend the functionality of their custom monters/weapons/whatever-else beyond the hardcoded functions. Before MBF21, the ability to do that was limited to ZDoom and Eternity and their derivatives. Surely it's a good thing that modders can do more in a wider range of source ports than before, wouldn't you agree? Third, sky transfers work in cl9 and I don't see a reason why people shouldn't be allowed to use them. I can only hope that you'll see the error of your ways and be willing to do some course correction after reading this.
    7 points
  21. It really isn't. It only gives a veneer of visual impressiveness but if you stand still and really look at it, it's quite poorly textured. It does a great job of covering this up with ambience and lighting, sounds and music (particularly if you use the n64 mus pack), but Hexen is technically ugly and unnecessarily vague and obscure in its progression. It has a ton of potential but only gets 60% of the way there with weapons, maps, inventory, and enemies. I like Hexen tbh but it's got a lot of faults.
    7 points
  22. Simulations is a collection of 3-hour speedmaps focusing on detail and fun instead of making longer maps, with a secret gimmick included. I made a trailer for it. (spoiler warning) Requirements: PrBoom+ or DSDA-Doom Source ports (GZDoom does not work due to how it renders certain things) IWAD: Doom II # Of Maps: 32 Estimated Completion Time: 1 hour Credits: Everything - Me Compatibility: Boom-Compatible. Approximate Difficulty: ~TNT Evilution Tested Ports: PrBoom+, DSDA-Doom, GZDoom (does not function properly) You may modify redistribute this WAD as long as you credit it back to me. download here (google drive folder)
    6 points
  23. T̨̢̛h҉̛ę͠͝ ab̡y̢s̡̢̛s͘ s̷͜t̛͠a͘r҉̢e͢͝s͟ ͝͠ba̡҉c͏k̕͞.͘҉
    6 points
  24. I discovered that swapping ranges on computers makes for something cool. The last one is a custom one I frankensprited earlier.
    6 points
  25. I have a Christmas Wad where you play as small as a Doom guy under a large Christmas tree surrounded by various presents, popcorn tin cans, Lego Blocks, Christmas Lights and Ornaments etc.. I thought it sounded very fun so I need to keep working on it someday. I haven't finished it because im better at playing wads than finishing them.
    6 points
  26. hexen rules, "obscure progression" rules
    6 points
  27. Real happy with how this set came together! Congrats everyone!
    5 points
  28. My stance on this has been, and continues to be: Hexen is a great game, if you ignore the gameplay
    5 points
  29. @Shepardus It happens with ZenNode too, but I found a workaround for it. The rules on that will be updated. Sorry about the mess, everyone, I talked to Bobby and he agreed to let me take control of this project. There will be a new thread with clearer rules, and every map and claimed slot will be brought over.
    5 points
  30. Not harshly enough! 1/43576873458645 parts of the puzzle solved.
    5 points
  31. I like Hexen a lot, in large part thanks to its atmosphere. I think the cryptic progression is overblown; I had more trouble figuring out where to go the first time I played Doom II than I did in Hexen. The combat is very monotonous, though, suffering from a lack of weapon variety per class and a lack of enemy variety. The list of enemies, weapons, and items on the Doom Wiki looks quite sizable until you realize that about a third of the enemies only appear once or twice in the entire game, the brown and green chaos serpents are the same enemy with different sprites, and a couple more enemies (centaur/slaughtaur, stalker/stalker boss) share the same sprites but have different attacks so they feel like the same enemy that randomly does or doesn't use its ranged attack. Four weapons for each class wouldn't be so bad if they were all fun to use, but in reality you're going to spend most of the game using one or two weapons, and unless you're the mage, one of those is going to be a no-frills melee attack (not that the mage's peashooter is any more fun to use). So what I actually remember about Hexen's combat is slowly whacking endless hordes of ettins and centaurs to death or funneling them into flechette clouds (I was playing as cleric), then steamrolling all the bosses after getting Wraithverge.
    5 points
  32. I don't think you're being too nice. You appreciate things about the game that other people don't, apparently. Sometimes people don't get it, and that's okay; if anything, it's their loss.
    5 points
  33. An assortment of tests and prototypes I did for fun, as well as some sleeves for denim (which I then edited with various camos) and a leather jacket. Feel free to edit at your leisure, or ask if you want a different pattern on some sleeve, it's always fun to edit.
    5 points
  34. Hi there everyone! I'm new to doom modding and map making and I wanted to see if anyone is willing to test my map and give some feedback on it? Don't spoil anything if posting anything on this thread if you don't mind! Thank you for your time. The map is called Grave Mistake and a bit of a slaughter map. You might need GZ doom for it. GraveMistake.zip
    4 points
  35. I've made some homemade hot sauce today! I took the 25 or so ounces I had of random varieties of peppers I grew last year, and threw them all together into this one sauce! It's very hot, but has a nice fruity sweetness to it! It turned out pretty well! I had a small hiccup w/ the 'O'-ring on my crappy old blender not sealing properly - so that made a little bit of a mess, but other than that, things went smoothly! This should last me for a while. I probably ended up we/ about 1.5 litres of sauce! I'd say it's about 100-120,000 scovilles, as I didn't put any peppers into the sauce that were hotter than that. :D
    4 points
  36. Here we are. More like Ep 18 of the whole series and S2E05.
    4 points
  37. If this doesn't replace the health bonuses with basic bitch hotdogs I'm gonna be feeling some second hand disappointment for BP.
    4 points
  38. Here’s my submission for map10 @fai1025 Map name : In the name of the indicible Music : "Urchin" by Brayden Hart (AD_79) Link : https://drive.google.com/file/d/16Q8zjr1WJ8JKuGgZfPcmycWbYqCNGva6/view?usp=sharing Comment : It was a challenge to make a map in a short amount of time but I did it and I am really happy about that ! I think there are some visual glitches but it will wait for the release to be fixed.
    4 points
  39. Let's go for a walk, shall we? Info Download link. Screenshots There are some textures included, but I only use half of them. I used the others in order to create the TEXTURE1 lump. I have added a marker inside the WAD to indicate the textures that I have used, there are not that many(some, like LAVAFAL and WFALL seem to be included in the resources mentioned by others).
    4 points
  40. Can agree that Seven Portals was a really shitty thing to front-load the game with.
    4 points
  41. I completely overlooked this the first sight I laid on the music list, but TNT's "Processing Area" is in PSX Final Doom and does have a song picked out already, that being "Corrupted". Also here be a screenshot, as it currently stands. More work is still to be done, of course. But the base assets, alternative palette, music rips and a _possible_ DeHackEd lump are already in.
    4 points
  42. And fixed. Version 0.4.4, "It works on my machine, why doesn't it work on the user's?" Update Fixed EXE not running at all, due to an unexpected misconfiguration of the build tool. And also, little update. I'm working on the next optional patch to be included in 0.5.0, a PSX Doom (or PSX Final Doom) conversion based primarily on the VanillaPSX of @DRON12261 and @fenderc01's PSX TC OGG music files. May take a little bit to work over, mostly because I'm not as familiar with Aubrey Hodges' work on Doom as I wish I was. But it will the next non-hotfix update. My idea right now, is to keep the PSX Final Doom music choices and figure out the rest after. Since this a brand new musical selection being added in the project, anyone who has any suggestion, is welcome to share it, keeping in mind the original choices. From the Doomwiki, on the right are the Master Levels present in PSX Final Doom, this particular selection is most likely not to change at all. But these are only 14 of the total 30 tracks present, and considering there are 46 maps in total, this means that 16 maps will have duplicate music. But the same principle from the base MIDI choice applies still, that is that not one track will play twice on the same episode. Get it here: https://elf-alchemist.itch.io/masterpack https://github.com/elf-alchemist/masterpack/releases/latest Installation instructions here: https://github.com/elf-alchemist/masterpack?tab=readme-ov-file#instructions
    4 points
  43. As a completionist who likes to make sure I've explored everything; Hexen's switch hunts and puzzles were never a problem to me. However, on the graphical side, I do find it more muddy and cluttered than Heretic. All the extra atmospheric effects like dead leaves and fog clouds and so on just tend to make the scene more indistinct due to the low resolution. The combats are also less fun and engaging because enemies are hit sponges; I generally feel like you're not given enough mana (ammo) to use your non-starter weapons all the time, and crucially there's a lack of a backpack-equivalent item to increase your max mana capacity. Yes I know there are refill artifacts; but that's not the same thing. Mostly I feel that Hexen is not enough of a shooter to give you fun run-and-gun gameplay; but also not enough of an RPG to give you fun character progression. Anyway on the whole, I like Hexen, it's a good game; but I just think Heretic is more fun and better-looking. And I encourage everyone who let Civvie or other youtubers think for them try to clear their head of other people's preconceptions and play the game for themselves.
    4 points
  44. I'd like to take Hexen as break from playing Doom mods. Pros: - It has some new groundbreaking implementation with Doom Engine, such as polygon door (open horizontally), save between maps, multiple colormaps, etc. - It implemented freelook and jumping. It implemented fall damage too, so you'll die if you fall too high, unlike Doomguy who can withstand fall damage from infinity height. - New classes: Fighter, Cleric, and Mage. I personally liked Cleric and Mage. - The atmosphere is quite good Cons: - Getting lost. Sometimes I need to resort to walkthrough because I don't know where I should go next. I think they should've add "Quest" list key, much like strife did. Hints in "Quest" list also helps - The time takes to get new weapons are very long, as it were eternity. Man the only very useful weapon in early game is Sapphire Wand, because of Centaurs and desire to save ammunition - Fighter class sucks. Maybe they should put Mage at top and Fighter at bottom of class list, much like Easiest difficulty at top and Hardest at bottom - Level progression and combat feels more like a chore, especially in early stages where your arsenal is very limited
    4 points
  45. It's my birthday today! 29 years old! :D
    4 points
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