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Danlex

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    ardilla rata
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  1. Hi! Just letting y'all know that I have updated the wad to fix some problems that were spotted in the demos shared earlier. -Changed the design of the teleporting torches to prevent monsters from getting stuck in the closets outside of the map. -Fixed and improved some monster closets. -Made some slight changes to the monster placement; difficulty settings should be better balanced now. -Now the icon of sin actually works on lower skills (can't believe I missed that lmao). DOWNLOAD (v1.1) Thanks to everyone for all the positive feedback so far and thanks to Velvet and Maribo for the demos ^^
  2. I just had to fix a bug that could potentially make some maps unbeatable, please download the wad again if you did that earlier, sorry about that.
  3. 0x0 (Zero by Zero) is a very short, MBF21 mapset that follows the "n by n" texture limitation gimmick, meaning that every map in the wad uses 0 flats and 0 textures. I didn't allow myself to use special textures like switches, doors, key markers, skies, etc; and I also didn't use custom sprites for decorations because that kind of defeats the purpose of the gimmick in my opinion. I only allowed myself to use DeHackEd to change the properties of some actors and also for some whacky effects to make the maps more interesting. Please keep in mind that this wad will not work properly in some sourceports because of the way they handle untextured geometry. Recommended ports are listed down below. Information Format: MBF21 (-complevel 21) IWAD: Doom 2 Coop: Yes Deathmatch: No Jumping, crouching and freelook: Disabled Tested with: DSDA-Doom 0.27.5 GZDoom 4.11.0* Doom Retro 5.3 Does not work with: ZDoom, Zandronum, Skulltag, Woof!, Eternity Engine, probably other ports that haven't been tested yet** **Maps 05 and 06 are the only maps in the wad that make intentional use of the HOM effect. If you launch the wad and you start to see HOMs everywhere from the very beginning, that means the wad doesn't work on the port that you're using. *You must use the Hardware Accelerated Render Mode if you play using GZDoom. Maplist 01: Zero by Zero 02: Visplane Underflow 03: Home is Where the HOM is 04: Caco Girl Bath Water 05: Hell of Mirrors 06: Icon of sin(nπ), n ∈ Z + Editor screenshot with fullbright enabled: Known bugs: There's currently a bug with dsda-doom where the automap doesn't update properly if you play using software rendering. You'll have to switch to OpenGl to fix this. [ DOWNLOAD (v1.1) ] Hope you enjoy!
  4. I'll try to. I'm just hoping that it doesn't take too much time because I want to get this map done asap.
  5. I wanted to take a small break from mapping and do something else for a moment so I drew a sky texture that should be familiar to most of you. It's been almost a year since the previous time I drew something on paper so I was a bit rusty but I'm proud of the final product. +A few extra pics to showcase the process I might draw more stuff from other wads in the future; I have a few ideas already.
  6. Arch-Vile Jump Megawad MAP28, where you need to use a cacodemon like a wall to do a rocket jump. The caco appears far away so you have to guide it into the right spot to be able to do the jump properly (video). It's a bit of a pain to pull off, but I like the concept, and the map gives you multiple cacos, plus a bunch of health and rockets, so you can try the jump many times.
  7. Most of them were already mentioned so I'm just gonna give a shoutout to Neurometry and Korendian199 since they haven't appeared in this thread yet and I really like their videos/streams.
  8. I prefer to believe that a salad is a tortillaless wrap, because the relation between those too feels more close and commutative than the one between salad and sandwich, considering the fact that there's just way too many types of sandwiches where this logic wouldn't work (ham and cheese, PB and J, grilled cheese, etc)
  9. That's what I did for the CacoGhost™ and Lost Ghost™. That's why I said I couldn't make the third one immune to it.
  10. I don't think the arch-vile's infighting behavior can be "applied" to other monsters, and I also don't think there's infighting values that can be altered like you say. The main problem in this case is how the CacoGhost™ works: that ghost attacks by using the "Explode" action everytime it moves; this means that this ghost literally behaves like a walking explosion, dealing splash damage to anything that gets close. So the problem is that the CacoGhost™ can kill other ghosts even if they're not actually infighting. There's only 2 monsters in the game that are immune to splash damage, and there's 3 ghosts here, so that's why I couldn't make the third one immune to it.
  11. Yes, there's one more. The third one is a bit slow and very hard to see so just keep looking or use "iddt"x2 to spot him. If he doesn't appear at all it's probably because he got killed by another ghost before you even had the chance to face him, which is something that happens every once in a while. Ghosts infighting each other is a very annoying problem that I wish I could fix but I don't think it's possible.
  12. o_O That's very weird, I don't know what's going on or what I did to switch from one error to another.
  13. Hi! I just uploaded a new Release Candidate for this map. Link is in the OP. Changelog: - Fixed a softlock found by NoisyVelvet. - Added more battery pickups on all skill levels (keep in mind that lower skills give you even more battery and ammo). - Fixed some Drawseg Overflows in the campfire area that I didn't notice before. - Now the automap is not completely hidden anymore. The forest itself is still hidden, but now all the "important areas" (exit and possible key locations) get revealed once they're found. - Updated "README.txt" file with a few additional notes. Unfortunately I haven't figured out how to fix the issues reported by OpenRift and dusk-iv I'll also use this post to answer to a few comments made before. Thanks to everyone for playing and giving feedback!
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