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JamesBone

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  1. Yeah, I find it really challenging, because some want hard encounters, others want fair encounters, and some what easy encounters. And everyone has a different opinion on what those 3 are. So I just tried my best to find a middle ground based on most comments I had seen. At the moment, I don't have any plans to do so. I don't have the resources...meaning players, to test coop with. Plus, the levels are so complex, that it may be improbable to have multiple players. It would ultimately depend on player response. ALSO: I just released a quick fix (QFE) version of BLIGHT 1.2 that should correct those deathmatch items getting flagged. Download link didn't change, its just replaced on the website. If 100% items is a thing you want to aim for, then you may want to redownload 1.2, otherwise, nothing else changed.
  2. I'll hotfix that guys for you on my lunch break here at work if I get some time. I was actually going to do an intermission map myself and do a small rural community based around my campus, but I decided against it. I could never get something I was happy with, and spent too much time on something that would not be seen as much as the maps themselves. So I canned the idea. Also was not aware of how busy Paddock was or if I could find anything I would have been happy with. The music I currently have I already have license to use, so I just pulled from that library. I did consider those ideas though, I just don't know if it would be worth revisiting them just to replace the intermission map or MIDI music.
  3. I don't know why this is the case. I don't have any issues on my end. Did you try downloading from the site? https://crusader-games.com/home/game-blight/ Thank you Firedust for your compliments and comments. The biggest kicker to me is the reassignment of the ThingIDs, in which it randomly puts one of the Player 1 Starts as the highest ID, therefore spawning you as a voodoo doll. I never know when it will do that so it has caught me off guard far more than this incident. It's definitely not the first time its happened. In any case, I have released 1.2 to fix this bug and some of the other bugs you mentioned. Also added ammo to every FireBlu secret. I know its not for everyone, but I kind of had fun looking for them in SIGIL II. But at least you now have something to get in them.
  4. What problems are you having when you try to download them?
  5. I took the screenshots using GZDoom while have the settings for Post Processing effects all maxed out; Bloom, Ambient Occlusion, Anti-Aliasing, Chromatic Aberration, then GZDoom has all those Brightmaps that added some lighting effects to certain sprites.
  6. Well shucks, that bums me out. I definite remember the Ambush flag on that Baron getting unchecked. Don't worry, I got you guys. I'll make some quick changes and bug fixes and update to 1.2. Thanks for catching the errors.
  7. I'll do a 1.2 release to make sure I cleared the bugs that I know, but I feel like all of those bugs were reported to me and fixed. Did you download the file straight from the Crusader Games website just recently? In any case, thanks, I'll double check all of those to make sure. It's on the "2nd floor" so you actually come in from the top after you ride the elevator up a floor, and then come in from the top
  8. Happy Sunday, everyone! I've been hard at work over the past week, incorporating all your feedback and suggestions into the latest update. I'm excited to announce that version 1.1 is now available. While version 1.0 wasn't the one showcased by Suitepee on Twitch, I've made sure to address the main issues highlighted by him and the viewers. Additionally, I've edited my post to include the structures that inspired each map. I hope you'll find this new version much improved and enjoy playing it even more. Thank you for your continued support and happy gaming!
  9. Watching @LadyMistDragon also, and seeing the alternative ways people play. It's a real treat. Thank you all. Really. It's a pleasure.
  10. I did, I guess I removed inactive messages and mistakenly removed yours as well so I never seen a reply. I figured it would pop back up if it was replied to. My apologies. I did find the stream and I'm watching it now. Sorry, there was a several revisions since the one you were given. If I was available I would have given you the latest version. I feel bad I didn't get to watch it live. Reading the comments on stream is a blast as well.
  11. I never saw his stream, and was really looking forward to the commentary. As of last week I still didn't see it up on Twitch. Is there a link to it? I'll be honest, I assumed John Suitepee forgot.
  12. BLIGHT is an original DOOM episode, set as Episode 7, meant to take place after the SIGIL series and right before DOOM II: Hell on Earth. Initially, my goal was to commemorate DOOM's 30th anniversary, but the release took nearly six months longer than planned. Watching John Romero stream his SIGIL II map-building inspired me to try my hand at creating my own maps. This is my first released WAD, and I haven't played many releases from DoomWorld. I don't know if that earns me brownie points, or if I lose all my gold stars for already having to create a v1.1. So, while I strive to include unique elements in each map, it doesn't mean my ideas are unique to the entire community. I definitely drew inspiration from Romero's SIGIL II, incorporating those special secrets he loves. Each map includes the infamous FIREBLU secret, a 30-second room (though not marked as a secret), and my own unique take on his "Baphomet Eyes" with designs like "Blood Sacrifices" and "Death Idols." I realize opinions on SIGIL seem as divisive as those on Eternal (perhaps I'm wrong), but I'm not Romero—I don't have his rock star hair, his extensive knowledge of coding languages, or have I made anyone my ... well we all remember the ad. After almost ten months, it's finally done. So modeled after the SIGIL series, my maps are intended to be more challenging than typical ones. It's perfectly fine to play on HNTR or HMP. I appreciate good architecture and finding ways to use it against enemies. Enjoy, fellow Doomers! Several players have asked about the design choices for specific maps. Here’s some trivia to shed light on that. These maps are loosely based on university campus buildings. What began as a simple project turned into a fun challenge after my colleagues jokingly suggested I model the maps after work. I walked around the campus, selected buildings I wanted to include, and based the maps on them. I've obviously had to modify the buildings since DOOM doesn't natively support multi-floor structures, but it was exciting to create maps inspired by buildings with 2-3 floors. As a result, all the maps form a single, continuous series, where the end of one map is the beginning of the next. Below is a list of the buildings that inspired each map: E7M1 - Art and Woodworking Center E7M2 - Facility Garage and Workshop E7M3 - Library E7M4 - Lunch and Student Activity Lounge E7M5 - Basement Storage E7M6 - Science Hall E7M7 - Administration Hall E7M8 - Chapel E7M9 - Gymnasium and Athletic Administration Known Issues: I had some issues in Software Rendering modes, where certain required switches had their THINGs rendered below the floor making it impossible to see them, so you may want to try OpenGL or Vulkan. ====================================== Primary purpose : Single play, Deathmatch Advanced engine needed : Limit-removing, Boom Compatible ====================================== Description: As you step through the portal, it feels as if your body is being ripped in two. Like a two-edged sword, ‘piercing as far as the division of soul and spirit, of both joints and marrow’. But the pain of Baphomet’s sigil is fleeting, and having narrowly slipped through his clutches and arriving through the portal back to Earth, you find your respite is short-lived as the military commandeers your fate. Aboard the chopper, the scorched tapestry of a once-thriving metropolis unfolds beneath you—flames ravage, smoke chokes the heavens, and the remnants of humanity crumble. The demonic deceit was masterful; while you battled in the bowels of hell, they invaded. Now, hellish spires, totems crowned with the skulls of the demons’ victims, puncture the Earth, channeling argent energy skywards, knitting a portal for Baphomet’s earthbound ascendancy. As Earth’s solitary sentinel who has weathered the infernal storm, you are cast once again into the heart of darkness to shatter these pillars and thwart the coming of the beast. ====================================== * What is included * New levels: 18 (Single-player and Deathmatch areas in each level WAD) Sounds: No Music: Yes Graphics: Yes Dehacked/BEX Patch: No Demos: No Other: No Other files required: None * Play Information * Game: DOOM Map #: E7M1-E7M9 Single Player: Yes Cooperative 2-4 Player: No Deathmatch 2-4 Player: Yes Other game styles: None Difficulty Settings: Yes Requirements: OpenGL or non-Software renderer Editor(s) used: Ultimate Doom Builder / Slade 3 Known Bugs : There are known sector leaks and incorrectly rendered exit rooms in SOFTWARE rendering May Not Run With: N/A Tested With: GZDOOM / PrBOOM+ / DSDA DOOM DOWNLOAD - BLIGHT v1.0 - 05/31/24 DOWNLOAD - BLIGHT v1.2 - 06/13/24 (HOTFIX)
  13. That makes sense, but in the second screenshot I posted, it is Software, and is still rendering the way I intended. That's what's confusing me. According to what is listed above, that shouldn't work, but map 1, 2, 3, 4, and 6 have no problem on Software which is why I made this post. I wasn't sure why it was working differently on those maps. (I'll have to clarify that in the text document, that it needs OpenGL renderer) I do create three times in my maps using mid grate textures as doors, which does work fine in Software mode, so I could replicate that with no texture.
  14. I'm confused by the outcome of how I've chosen to create an invisible barrier for the player. I've been only testing these maps in 1 of 2 ports; GZDoom, and DSDA. These particular issues are appearing when running DSDA, but only in Software Mode. The reason I pose this question is if its Software Mode, then I have the answer, but this happens inconsistently, so its not just Software Mode. The conclusion of each map is pretty consistent as I copy each area to the next map, so as far as the layout and geometry, most sectors and line definitions are the same. In the first two images, I have the same location, one rendered in Open GL, the other rendered in Software. In the second set of images, I have the same thing, but the last one shows a complete wall textured with F_SKY in Software The way I made these was simply create a 1px sector around another sector, and gave that sector a 1px height. Then I set the CEIL texture as F_SKY, and left the walls (Upper) without texture. It works in OpenGL and even in half of the maps tested in Software), but will not work in others. So far, I've seen Map 5 and Map 7 have this issue. Yet, I have no understanding of why. I was hoping perhaps some others may have some insight. Thank you.
  15. I don't know ZScript either, so my knowledge is coming from C++/C# and Java. To add to what Artinum said, the value would be on the PE, and reference would be on LS. The LS doesn't need to have access to the entire PE details, or have a copy of anything, just a reference to some value. The LS object doesn't care what that value is or where it comes from. It just decrements it upon death. The PE does all the calculations on the value. So wouldn't that mean you don't need an EventHandler to look at all monster deaths. You just need EventHandler on the LS to look at when it dies? When it dies, it calls back to the referenced value to change it. I wouldn't think that would be out of scope since its referenced. Again, I have no idea about zScript, so none of this may even be applicable to it.
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