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Everything posted by DavidN
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I’d be glad to contribute a factory for Map07!
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There are - take a look at the Doom 1 pack and IdTex pack on https://www.realm667.com/index.php/en/texture-stock-mainmenu-152-97360/doom-style-mainmenu-153-87237#info-7
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This is a bit confusing - can you describe what you’re doing in more detail? Are you trying to transplant a map from one WAD into another WAD?
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Comment something unique or creative about a map's design.
DavidN replied to Pompeji's topic in WAD Discussion
These are amazing :) Thanks for making a topic about celebrating these! I think scwiba could fill a topic with these on his own, but one that sticks in my mind is E1M8 of Unaligned (I think?) The mechanic of tag 666 is turned against the player, making them have to keep the Barons alive so that the walls don’t drop and flood them with a wave of enemies. -
An exceptional first WAD - halfway through the video I realized I hadn't checked and assumed that this was from someone who'd been around a while, but you've definitely hit the ground running with this - I would never have guessed it was a first attempt! Though now I think about it, there was definitely evidence of new things being tried gradually throughout - from slopes to 3D floors to a custom enemy. The challenge level was good, there was definitely some ammunition anxiety towards the start but it seemed like it was a deliberate choice. After the caves area (where I'm amazed by your use of slopes - I've never had the patience to make something that elaborate) there's a bit less pressure there. And the custom monster in the last room was a good surprise - though he didn't last long! Perhaps letting him have a slightly more powerful attack, maybe just a homing missile or multiple projectiles or something, or be scaled slightly larger than the other barons, would make him stand out as more of a threat above the other monsters. And I really liked the new Archvile attack, which makes you rethink the rhythm that you've got used to and makes them threatening in a slightly different way from before. Really good, then :) You should definitely do an episode or something!
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The above link will really help you get some attention - say what port it’s intended for, provide some screenshots and so on!
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Okay, it's been a bit longer than I intended but here is the promised video in the above video... MAPINFO, how maps are linked together in Doom, and how to alter them!
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Guessing from the ones you’ve played already that you’re playing in ZDoom! I’ve only just discovered Deadmarine recently and it has a wonderfully satisfying punch to everything. I also love having Damnums by z8f on whenever I can, it somehow makes things look much more reactive
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The DWIronman League dies to: Criticality & Miasma
DavidN replied to Vince Vega's topic in WAD Discussion
Well, I haven't even bothered to compile these into a video - here are some... attempts, both category 1. http://files.teamouse.net/doom/demos/dxndwi56-criticality.lmp - I attempted Criticality first, and got 5 kills in before the archvile got me. Nice looking antechamber, though. http://files.teamouse.net/doom/demos/dxndwi56-miasma.lmp - In Miasma I actually did a lot better, scoring a whole 16 kills before I ran out of ammunition and stumbled into the wrong end of a shotgun. I'm glad that I'm in good company, though - I'm never great at these at the best of times, but this month was markedly more difficult than any of the others I've done before! -
Alright, how many of you have pet rabbits named Daisy?
DavidN replied to Retro Dino's topic in Doom General
Lackadaisically, hah :) -
Alright, how many of you have pet rabbits named Daisy?
DavidN replied to Retro Dino's topic in Doom General
Woooow :D (I wonder if she has a very small pet Doomguy) -
I see the problem - I don't think it's to do with mods like Biodegradable thought, it's just luck of the draw! There is a second linedef with an Open Door action just in front of the door, so if a player hits that by accident the sector between the player and the door will go haywire - removing that action on this line should fix it. I'm not sure about the puzzle at the start! I found it easily enough, but if I hadn't been warned that it was there I wonder if I would have realized that was what I was meant to do at all... it seems strange in an otherwise action-oriented map, I'm not sure if there's a good way to set the player up to expect a treasure hunt like that.
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Here you go :) I took a look in UDB in the last five minutes of the video and I see the problem you're having... the monsters are set up to teleport into the arena in chains, with one monster triggering another to teleport in, eventually leading to the Cyberdemon. The trouble is that monsters can't telefrag... so if the player or another monster happens to be over the designated teleport spot when the teleportation is meant to happen, the monster will just stay in the holding pen, potentially blocking the path to the Cyberdemon ever appearing for an unlucky player. I'm not really sure of the best way to fix this, so I'm interested to see what ideas other people have! Maybe changing the chains so that the next monster gets activated (from the "Dormant" state) when its predecessor dies, and then is set up to eventually wander over a teleport line like the queue of monsters at the top right? Or making the teleportation spots one-way (maybe using a Z-height teleport spot and putting them up in the air would work...?!) Despite that, I liked the look of the arenas and enjoyed playing them - you're definitely improving :)
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You're welcome! I'm really glad that I was able to help you out in some small way :D You've definitely got a great talent for putting maps together.
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Bloody hell, where are all these beginners coming from that say "here's a first try at a Doom map" and then produce a huge epic that's more elaborate than anything I've attempted in 26 years! This is a great exploration through some really nice looking and complex environments, with a good sense of increasing the difficulty gradually. This project already looks extremely promising and I'd love to see more :)
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Thank you so much! I'll see if it makes a difference :)
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That ambush is brutal for the first level and I’m not surprised people are falling there! It really sets new expectations right away... @Major Arlene, is there a guide somewhere for setting up GZDoom to be eligible for these? I wonder if my own lack of ability at these might be as much as 5% to do with using prboom and its slightly different controls :)
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Category 1, dead at the start of Map02 which is good enough for me! Maybe one day I'll be out of the baby category. I just didn't have the ammo or skill to carry on. http://files.teamouse.net/doom/demos/dxndwi2021-02.lmp
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Thanks for submitting this as a test subject! Here are some thoughts and edits - including how to get the Doom 1 textures into a WAD intended to run on Doom 2: Like I say, I'm wary in these videos of making the map too much just like how I would make a map, but I think I found a couple of ways to alleviate the crampedness and flatness without taking too much away from your more realistic-looking setting. In mapping it's always a balance between realistic spaces (which aren't very fun to play in) and Doom-style spaces (which aren't very realistic). Here's the map after my changes! http://files.teamouse.net/doom/wads/edits/MAP02.wad
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Does anyone make those old "End of Level" Screens anymore?
DavidN replied to Alfredo's topic in Doom General
Yes, GZDoom supports writing them for any wad! With vanilla Doom you would be limited to the episodes for which maps are already set up and would have to design your screen to match the coordinates of the existing levels, unless there’s a way to Dehacked them around. -
Having a good opening shot is a great start to a WAD - try to make it interesting! I tend to find this easier to do when the player is facing diagonally (as a lot of my maps are mostly orthogonal). Corridor ahead and door to the right to invite exploration! Floor and ceiling differences! A tempting suit of armour! Layers of textures! Some ceiling decoration with pipes! Some pickups to head for and two immediately obvious routes to explore. (This one was done in a 20-sector limit so I had to be creative about detailing) This one's rubbish! It's mine as well but I'm not sure what I was thinking - you get a... door. At least there's a switch right there inviting you to open it and see the level beyond.
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How do I delete things in ultimate doom builder?
DavidN replied to Dr.Ferret's topic in Doom Editing
Make sure you're in Things mode (press T or select it from the pull-down menu first), maybe? -
Okay, this is one of those ridiculous first maps where the author just decides to skip the beginner phase and become a great mapmaker immediately :) Hearing about your process makes sense - build a lot and keep the parts that work - and it really comes together to form something that works great. Making an entire free roaming mini-episode with this level of detail is something I've wanted to do for a while but didn't dare attempt it because I know that I'd get fed up halfway... but it's admirable that you stuck at the project that long and produced this out of it! I liked the detail of the music changing as you moved from one place to another. The difficulty level rises nicely throughout - I think that the room with the barriers in the power plant section was a bit harder than the final one, but I'm not all that good at dealing with revenants in closed spaces. If I had one thing I'd point out to improve, it would be something that's already been mentioned - it was unclear when I'd completed objectives and could go back to previously locked doors to progress in the map, though I always coincidentally found my way back on track quickly. Maybe announcing the power being turned back on and so on with a message (like you do with the locked doors) would help! What's the story behind the title? :) Here's a video, whenever Youtube decides to process it...
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This is a very decent first map :) You can see how you gradually get more ambitious as it goes on, with the last arena part being particularly interesting!