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Everything posted by Danlex
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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 ^^
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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.
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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!
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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.
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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.
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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.
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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.
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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)
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The All-Ghosts Forest [RC2] - A Vanilla Compatible horror map
Danlex replied to Danlex's topic in WAD Releases & Development
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. -
The All-Ghosts Forest [RC2] - A Vanilla Compatible horror map
Danlex replied to Danlex's topic in WAD Releases & Development
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. -
The All-Ghosts Forest [RC2] - A Vanilla Compatible horror map
Danlex replied to Danlex's topic in WAD Releases & Development
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. -
The All-Ghosts Forest [RC2] - A Vanilla Compatible horror map
Danlex replied to Danlex's topic in WAD Releases & Development
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. -
The All-Ghosts Forest [RC2] - A Vanilla Compatible horror map
Danlex replied to Danlex's topic in WAD Releases & Development
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! -
Lullaby [1.2 Update - 10/14/23] +Low Specs version
Danlex replied to Danlex's topic in WAD Releases & Development
So the other day I was looking at the doomwiki article of this map and I noticed that something was added more than 3 weeks ago. There was a bug that I didn't know about because it wasn't reported to me anywhere and instead it was just quietly added to the wiki page. I'm writing this post just to let y'all know that I released a 1.2 version to fix this issue and also to make more optimizations to the Low Specs version of the map. Yeah that's it. Those are the only 2 changes in this version. Link is in the OP. Have a nice day! Btw, to whoever edits the doomwiki page this time: the description for how to get the second secret needs to get updated too; I changed the position of the teleporter in v1.1. You don't need to return to the steps at the west anymore; now the corridor opens at your right after shooting the switch.- 106 replies
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"Warning: Not for the faint of heart" The All-Ghosts Forest is a vanilla compatible horror map inspired by the Ghoul's Forest serie and other popular spooky wads. Your mission is to find three keys and escape from the forest before the ghosts get you. You will only have a rifle and a flashlight to help you, so make sure to look for ammo and battery while you walk around. Killing the ghosts is not mandatory to beat the map, but everytime you grab a key a new ghost will appear, so keep that in mind. The position of the keys and the order of appearance of the ghosts gets randomized everytime you start a new game. ... and no, this map doesn't actually use the All-Ghosts effect. Screenshots Information IWAD: Doom 2 Maps: MAP01-02 Difficulty settings: yes Coop support: yes (not tested) Deathmatch: no Tested with: check the spoiler below Tested ports Credits Special thanks to myolden and OverflowingMocha (aka LGmaire) for playtesting and also to plums for helping me with some technical difficulties that I had during development. Please read the "README.txt" text file included in the zip before playing DOWNLOAD: The All-Ghosts Forest [RC2] Happy Halloween!
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Very happy to know that you liked the map <3 Apple Acres is my favorite map of sf2011; probably one of the maps I replay the most everytime I get bored and I decide to waste a bit of time playing Doom. It might be a very simple map but there's something about the gameplay and the midi that I just love, so that's why I wanted to make a tribute.
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[Solved] Crispy Doom is not loading the .deh file in my wad anymore
Danlex replied to Danlex's topic in Doom Editing
Hi, just letting y'all know that I sent the wad to @plums and they found the problem. For some reason, changing some of the Spider Mastermind sprites (SPIDH1-8 and SPIDI1-8) with other sprites that didn't have rotations (SPIDH0 and SPIDI0) was causing problems with Crispy Doom and that was making it ignore the DeHackEd file. We're assuming that it is a bug in Crispy Doom and it will be reported if that's the case. Thanks to everyone who responded in this thread! -
[Solved] Crispy Doom is not loading the .deh file in my wad anymore
Danlex replied to Danlex's topic in Doom Editing
It has been named DEHACKED all this time so that's not the problem. Yeah you're right, I just edited the OP to include a screenshot and the .deh file itself. I apologize for not doing that before. -
[Solved] Crispy Doom is not loading the .deh file in my wad anymore
Danlex replied to Danlex's topic in Doom Editing
It was the third lump in the wad from top to bottom (Playpal and Colormap being 1st and 2nd), but I did try to move it all the way to the top and unfortunately that didn't work. -
I've been making a vanilla compatible wad for the past few months; I'm testing with multiple sourceports, and everything was working as usual until yesterday when Crispy Doom started to refuse to automatically load the .deh file that is included inside the wad. Now it only works if I use the -deh command to load the file externally. However, when I play any other wad with that same sourceport, it loads the .deh file without commands just fine; so there's something about my wad that's causing the problem but I have no idea about what it is. If I create a brand new wad and just copy-paste the exact same .deh file into it, Crispy loads it just fine. The main wad has 505 lumps in it right now; the .deh file is 12.92kb and has 929 lines. The last thing I did before this started happening was modifying some states for the spider mastermind and the archvile flame, and also adding new sprites for these into the wad. I'm not sure if any of this information is helpful but I don't know what else I can specify here. I will not share the wad publicly right now but I can send it in a dm if I trust you. Any kind of help is appreciated. Thanks in advance! Here's how the wad looks like in Slade and also the DeHackEd file itself: agfdeh.zip
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HISPANIC COMMUNITY PROJECT (RC4)
Danlex replied to DevilMyEyes's topic in WAD Releases & Development
Buenas, yo quiero participar, muchas gracias Edit: me gustaría reservar el mapa 22, se me olvidó decirlo antes -
PUSS XXX: Quick and Dirty! (128 Maps!) (Beta Available!)
Danlex replied to Death Bear's topic in WAD Releases & Development
Map Name: In the Hole of the Beholder Author: Danlex Music: Popcorn by Hot Butter Format: Boom Build Time: 1 hour Co-op Starts: yes Difficulty Settings: no Gimmicks: lunar surface, arena fight, event logo in map and 3 secrets Comments: Intended to be used as the penultimate map if possible, since the credits map is gonna be the actual final map. There's a chance that monsters get stuck if the map is not placed in the m30 slot but I personally don't care too much about that. Screenshot: xxx_ithotb.zip -
PUSS XXIX: HOT SOAPY WATER [BETA RELEASED]
Danlex replied to BluePineapple72's topic in WAD Releases & Development
Title: TE2P2E1125 Artist: Danlex Music: "Grosstown Traffic" by Zan-zan-zawa-veia aka yakfak Sky: none Medium (mapping format): UDMF Difficulty settings: no Build time: 2 days Comments: A map inspired by a volumetric composition that I made for an assignment in college almost a year ago Jumping must be enabled for this map TE2P2E1125_v1.1.zip Screenshots: