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Yugiboy85

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Everything posted by Yugiboy85

  1. Are you perhaps talking about the vertical sensitivity for the mouse? Like, when you move your mouse forward/backwards, the character goes forward/backwards? If so, in the options menu, there should be a mouse options. Just set the vertical sensitivity to 0 and voila.
  2. YES, a new skillsaw release :D Anyhow, only played map 01 but I love it so far. I can definitely sense your mapping style in this, be it aesthetic or gameplay wis and that is a plus in my book ^^ The portal usage is impressive and I liked the custom additions. You really like those suicide bombers I see :D Can't wait to play more of it.
  3. Thank you for your hard work. When I started mapping, you were part of my inspirations (alongside vader) and, even though my mapping has evolved to non zdoom oriented projects, I still can't forget what you have taught me. Thanks for all :D Good luck with your future endeavors :)
  4. I'm sure there's an option to mute/block a person. Problem solved.
  5. Any floor can be damaging, it's up to the mapper's choice really. I've seen maps where water is damaging for example. The only thing that I would say is a necessity is if the damaging floor texture is consistent throughout the whole map/mapset. I really hate it when a flat is established to be damaging in some map and then, some maps later (or in the same map), the same flat is non damaging.
  6. Garbage. Please consider giving up your mapping career. Thank you ^^ (I haven't actually played this but the screenshots look nice enough ^^. Well, except the last one, it feels like a pot-pouri of textures that don't really go well together. Then again, that's just subjective heh)
  7. I'm gonna assume you are talking about the first episode (though, the second episode works the same way). are you sure you loaded the 2 wads (btsx_e1a and btsx e1b)? As in, did you drag and drop both or did you just drag and drop only one of them? E1a contains all the map data, sprites, etc... Everything that is required to play basically E1b contains all the textures
  8. No problem dude. I'd say keep it as is but it's up to you :)
  9. Looks really good tbh. I cant play it right now due to me not being home but, i might give it a try when i get back. Also, I'll go on and say it, but, I think you meant toxic leAk and not toxic leek. But, I guess you should keep it as is because it's quite funny imo haha
  10. Guess I'll give it a shot then, is 2 maps fine? If so, you know which one I'm gonna submit ^^ -Travelling to the moon -Man on the Moon Both are for d2, one is cl9 (travelling to the moon) and the other is cl11 (man on the moon). Both maps run fine in gzdoom from what I've tested. Hopefully, you should have a blast. Maps should be loaded separately btw as they both occupy the map 1 slot. Links: https://www.doomworld.com/idgames/levels/doom2/Ports/s-u/travmoon > Travelling to the moon https://www.doomworld.com/idgames/levels/doom2/Ports/m-o/motm > Man on the moon I unfortunately cannot guarantee that I will be here live due to timezones and shit but, I'll be sure to watch the on demand. No particular request on what to critique btw, just do whatever ^^ I would appreciate that you send the links to the on demand to me so that I don't have to search through a bunch of videos just to find my maps ^^ Have fun
  11. I don't understand, I downloaded this mod and now all of the monsters are imp. What happened? Is there something wrong I'm doing? (awesome mod to have a few laughs btw ^^)
  12. I'll just be lazy and point to this: https://www.doomworld.com/search/?q=Recommend wads&sortby=newest&search_and_or=and&search_in=titles
  13. Ancient Aliens: Map 28. I just hate this map. This map left a really bad taste in my mouth tbh. Valiant: I'd say episode 2 as a whole. The maps are fine I guess but I dunno, I just don't like them as much as I like the rest. BTSX episode 1: Map 19. The rest of the wad is hella fun and all and then, you get to this map. Something about it just doesn't work for me and, it's not that great visually either. Doom 2: At the risk of stating the obvious (at least it comes out quite often in threads like these), map 24. I'm sorry, I just don't like walking on tightropes, that just doesn't really work for me. Then, there are room that look just BAD, like the labyrinth with the nukage fall textures as walls for example.
  14. Fair enough, an imp would kill us then, that sounds more likely. Or probably a former sargeant/chaingunner yeah
  15. A simple former human would kill us instantly. THE END
  16. I'm pretty sure one of the "city of the damned" uses primarily blood textures. There was also a whole mayhem centered around blood textures iirc
  17. It's not complete yet. I have one last area to start.
  18. 1716 downloads

    You and your cadres set out to embark unto the maps of doom! Adversaries are aware of reinforcements. May the Hindmost Creche (including the Pfhor High Council) be with you.
  19. I hereby declare that I retire from doom mapping. I just can't be bothered anymore and I much rather spend my free time playing better games like "call of duty" for example. 

    All my ongoing projects are therefor cancelled and no one will have links to take over them. They will forever stay in oblivion on my harddrive. 

    It's been fun. 

     

     

    Had a go at this once. It is funny for sure but, I think it starts to get a tad boring after about 5 minutes. Cool concept though :)
  20. Something might get resurected from the dead very soon ;) 

    Very soon indeed. 

     

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    fom05.jpg

    1. Yugiboy85

      Yugiboy85

      heh, it's dead for good at this point. Sorry to have given you hope ^^" 

       

       

  21. Here is my unfinished DWMP17 map that I started a few months earlier. I just don't have the time to work on it anymore (Irl stuff + one other map that I want to give most of my free time on) and thus, I decided to just call it quits and give it to anyone who would like to work on it.

    You are free to do whatever you want with this, just make sure to credit me I guess heh. 

    It's for UDMF and well, there's nothing much else to say about it heh. 

     

    Pictures: 

     

    https://imgur.com/a/YU3lO

     

    DWMP17.zip

    1. Memfis

      Memfis

      I feel like finishing someone else's work like that is a rather intimidating task and almost nobody ever actually volunteers. What I do in situations like this is just slap an exit switch somewhere, complete the thing placement real quick (less than an hour), and release the damn thing so I can take it off my chest. Typically people don't even notice that it's rushed. Oh well, maybe you'll be more lucky with finding coauthors.

    2. Yugiboy85

      Yugiboy85

      I suppose I could also do that. Then again, there is of course no obligation for people to do this, I'm just offering my piece of wad so that people may find some use for it. Then again, I do get your point though ;)

       

  22. We all know how much the lower unpegged on doors is almost an obligation but, should that flag be unchecked if the door track is a chain? Like, should the chains move alongside the door or should you still put Lower unpegged? Personally, I think it looks weird if you have the track moving alongside the door but, that's probably because I'm used to seeing/using doors that have the LU on way too much.

    However, I have no problems with the chains moving when they are attached to a lowering floor (or maybe lift). 

     

    What do you guys think?

     

    1. an_mutt

      an_mutt

      Yeah, I've always thought that things like chains shouldn't be lower-unpegged. Same thing with lifts that seem to have a set bar that raises/lower the platform, so they move with it.

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