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Obsidian

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Everything posted by Obsidian

  1. I would recommend you answer his question: I noticed you making a similar comment in another editing thread and then not divulging anything of value whatsoever. These threads are to help people, so if you're commenting in them you'd better be doing some helping.
  2. Things will be kicking off soon! Here's a few screenshots to prepare you for what's in store.
  3. This one? See also Annegieren Pritzelary, which incidentally is in the same wad.
  4. Just a quick tip: if you want people to play your maps, pop some screenshots in your OP to entice people in. 👍
  5. Gotta shout out Odyssey of Noises, it's a name that refuses to explain itself and just sounds compelling. I'm always a fan of names that suggest their intentions rather than directly stating them.
  6. ...why even bring that up? The OP states that they've done this in UDMF numerous times already and is looking to accomplish it in vanilla.
  7. The initial version replaced the Wolfenstein SS, but then I found out that its attack sounds are hard-coded into the game and for some reason play when they engage in any sort of melee attack: as such, the player's death was accompanied by a backing track of rapid shotgun blasts. :P I swapped it to the Commander Keen for the sake of expediency, but this kind of setup can be accomplished quite easily using other resources if you're looking to replace the Wolfenstein SS with something else.
  8. Linedef-activated triggers like the ones previously mentioned are viable options, but there is another way if you specifically want to kill the player once they touch the floor or if your map structure makes the linedef-activated options less viable. Behold! InstaDeath.zip The DeHackEd patch included with (and also in) this wad turns the Commander Keen into a fast-moving invincible enemy that kills you very rapidly once it wakes up: it's functionally very similar to STRAIN's unused Decompression Daemon, albeit unable to fly. The trick to making it work is to have the Commander Keen replacement view the player only once they touch down on the designated killing floor: as you can see in the example, I accomplished this by placing them in a 16-height sector outside of the traversable part of the map so they weren't able to see the player on sectors higher than the killing floor. It's not completely foolproof, but it works pretty well should you build around it sufficiently enough.
  9. It's been a hot minute, hasn't it folks? Yes, ASS is back in a very special way! We're organizing a weekend-long event on the Abyssal Speedmapping Session server where folks can map to their heart's content and shoot the shit with other mappers on call, all in service of making an entire megawad's worth of maps to celebrate Doom's 30th! The event will go from Friday the 8th to Sunday the 10th EST, with the mapping deadline being at midnight on Sunday. The bulk of the activity will be in the ASS Discord server (lovingly referred to as the ASScord), which can be accessed here. Bear in mind that the invites are temporary ones that auto-kick you when you log out. Calls will be scheduled in the voice channel for 4pm EST on Day 1 and Day 3, but folks are allowed to conduct additional calls as they please. If you wanna talk with folks while you map, you don't have to wait for this sleepy Kiwi to start things for you. :P A texture set will be provided once things kick off, along with a quick briefing on the themes we're using.
  10. Maps are sorted by format and then ordered by submission date: considering the more loose structure of this project (as well as the fact that there's a hub in GZDoom that lets you access all the maps), there isn't really consideration for a difficulty curve.
  11. Hats off to you for making this, you did an excellent job at using every scrap of potential WOOD5 has to offer. :D The map looks really good and the alignment work and sky usage go a long way towards banishing the potential for monotony. I'm reminded of Eternal's 2x2 maps and how they operated on a similar wavelength to what you have here: I'd highly encourage you (and other mappers as well) to try that restriction out, it's heaps of fun.
  12. Alrighty, this has been sitting around for long enough. :P I'll be uploading to the archives in a week's time, so lemme know if there's any bugs in the latest version before then.
  13. ...why in the heck is this in your project thread? Status updates exist for a reason, my dude.
  14. Welcome to the forums! A few quick things: If you're posting large images, please spoiler them first. And also make sure they're actually relevant to the matter at hand, which the last picture definitely isn't. There really is no substitute for rolling up your sleeves and getting things done yourself, especially with a task like this: I'd advise you to download Paint.NET or a similar image editing software and spend some time getting to grips with it. If you have questions about the process you're more than welcome to ask them, but you can also browse this subforum to see if other people have asked your questions before and get your answers that way. 👍
  15. Cheers for the updates! 👍 I've popped them into the latest compilation, which you can download here.
  16. If you're that curious about the contents of Rootpain, Xaser did a video on it that you can find here (Jesus shit, ten actual factual years ago). The wad itself is likely floating around somewhere, but I'd agree with the general consensus that it isn't really worth downloading: the creep factor is offset by the tastelessness of the whole affair and what gameplay exists is really not all that compelling. I remember hearing rumors that the entirety of Rootpain was included in one of the author's later works, but I have not verified this claim myself.
  17. Huh, that's odd. To be perfectly honest I'm not all that knowledgeable on using command lines, so I might need to pull in someone with a bit more expertise on the matter.
  18. Man, if only a mod could see this thread and write a response. That'd be cool.
  19. ohaidar MAYhem2023_0.3.zip Apologies for the wait, these last few months have been a fuck and a half for numerous reasons. Lemme know if I missed something and don't forget to use an Eternity 4.03.00 dev build!
  20. Awesome stuff, cheers for the video and the kind comments! :) The last key is a bit trickier to find than the others and involves saving a few rockets to take out a stationary Caco in a passageway: there's a similar Caco guarding some health near where you find the red key. There's two rocket launchers in the regular map progression and 2 more in secrets.
  21. It's true, I have TheMagicMushroomMan's freedom in a box on my windowsill.
  22. Yep, submissions are made by just posting in the thread. You can include a DeHackEd patch that changes the name of your map if you wish, but things like name changes will be taken care of by me during the compilation process anyway. One way or another, your map will have the name you want on it. :) An interesting question, that. I encourage people to submit maps that they might have lying around unused and it's not uncommon for people to make maps for the DMP and then release them standalone as the year goes on, but generally people don't ask to submit maps that are already on the archives. Might I ask what the map is?
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