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About Ninehills42
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Doomworld Maximum Project 2022 - Uploaded!
Ninehills42 replied to Obsidian's topic in WAD Releases & Development
Zandronum: รบ I wonder if this error occour only me, or anyone else gets this error? Edit: My map is missing the red flat: N42REDF -
Doomworld Maximum Project 2022 - Uploaded!
Ninehills42 replied to Obsidian's topic in WAD Releases & Development
Updated my map. Bugfix in gzdoom (some ceiling didnt start to lower because they hit the ground the same time the ground started to lower), missing fake floor tag, missalligned textures, wrong textures. Link in the original post: https://www.doomworld.com/forum/post/2586894 -
Doomworld Maximum Project 2022 - Uploaded!
Ninehills42 replied to Obsidian's topic in WAD Releases & Development
Turns out, the fix was much easier than I imagined! I just had to move a few lines back so that the switch has time to raise before its commanded to lower. Also fixed the light bug i mentioned. Fixed version in the original post: https://www.doomworld.com/forum/post/2586894 -
Doomworld Maximum Project 2022 - Uploaded!
Ninehills42 replied to Obsidian's topic in WAD Releases & Development
I may try to fix it, because I already found a lighting but that needs to be fixed. -
Doomworld Maximum Project 2022 - Uploaded!
Ninehills42 replied to Obsidian's topic in WAD Releases & Development
Should i correct it or its not a big deal? Considering my map doesnt have many textures anyways -
Doomworld Maximum Project 2022 - Uploaded!
Ninehills42 replied to Obsidian's topic in WAD Releases & Development
1. Ye i was playing around with palettes, i guess i forgot to change it back to the original, thanks 2. Yeah. The switches. I dont wanna talk about it :D (Ok, i copied them from cc4, and for some reason i thought they are cc4 textures) 3. I also noticed that bug. It doesn't cause a problem, but I dont have an easy solution for it. Unfortunately switches can be pressed underground too... -
Doomworld Maximum Project 2023 - Uploaded!
Ninehills42 replied to Obsidian's topic in WAD Releases & Development
Sign me up! -
Doomworld Maximum Project 2022 - Uploaded!
Ninehills42 replied to Obsidian's topic in WAD Releases & Development
Updated my map. Slight balance change on lower difficulties, crusher for masterminds in the last room and small bug fixes. https://www.doomworld.com/forum/post/2586894 -
Doomworld Maximum Project 2022 - Uploaded!
Ninehills42 replied to Obsidian's topic in WAD Releases & Development
Absolutely no problem. Not everyone enjoys slaughter maps afterall! Im glad you liked the detailing and the atmosphere at least :) -
Doomworld Maximum Project 2022 - Uploaded!
Ninehills42 replied to Obsidian's topic in WAD Releases & Development
Updated my map. Very slight balance change, missing wall bugfix, incorrect texture fix. https://www.doomworld.com/forum/post/2586894 -
Doomworld Maximum Project 2022 - Uploaded!
Ninehills42 replied to Obsidian's topic in WAD Releases & Development
Finally finished my map! Name: Blood of the Void Author: Ninehills42 Format: Boom (barely, almost ran out of linedefs) Difficulty levels: Added Textures: N42* Music: Hocus Pocus Theme originally by Rob Wallace Jumping, Crouching: No Co-Op: No Freelook: No, but it wont break the map Build time: ~300ish hours, but i didnt measure it, might be more, might be less Tested in: Prboom+ v2.6.2 (Suggested sourceport, or similar), GZdoom g4.1.3 (laggy), Zandronum 3.1 (very laggy) Description: I dont actually remember where I got the idea from, but I wanted to make a black+red themed map for quite a while, so I've decided to make it this year. At first I didnt plan it to be a slaughter map, but it turned out to be one. UV is very difficult, HMP is more forgiving but still challanging, and HNTR is for "casual" playthrough (you will still die when playing through the first time). Hint: secrets are switch based, please don't hump black walls. Download: BloodoftheVoid.7z Screenshots: Any feedback is welcome :) Oh and Merry Christmas everyone! -
Okay, so it turns out, this was a mapping error (maybe?). When i disjoined a sector into 2 sectors, the problem fixed itself, although I have no idea what caused the problem, but it only occoured when playing with PrBoom+.
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Or in case this is not a reject table error but simple a PrBoom+ error, is there any option for this?
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Are there any reject table builders for bigger maps (50k+ lines)? In sourceports like Prboom+ monsters are having trouble seeing me in plain sight due to high level of detailing.