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Okay, that's really weird then. I have no idea why a weapon just wouldn't fire only in a specific room or something.
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Yeah, the claustrophobia and disorientation is a thing that came up when other people played the map. I personally like the claustrophobia, but the teleportation definitely is an issue... it was to try and have a cool connection to the game it's based on, what with a bunch of mini areas connected by a bunch of pipes. I'm definitely going to try to reduce the amount of teleports I use in future maps, and as for the claustrophobia though I don't want to change it as a whole as a personal choice I do think there will be a few more open levels in the future. I'm kind of surprised I see so many people say they accidentally exit though because I thought after the first exit people would know what the exits look like and go back for secrets, and I made sure to specifically make the exit pipes pause you before you can move again. The weapons being OP? That's intentional. Well I mean it wasn't the goal when I started making them, but when I finished making them I figured it was fine, because if I designed the levels harder and with more monsters it would balance out heehee. I like that a lot, personally. Anyways, thank you too for trying! I really appreciate the feedback!
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Yeah, it's a joke that got out of hand. Thank you for trying! I hope I wasn't annoying with the bumping, I'm not used to forums and I assumed this post would fall out of relevancy within like a day so I bumped every half a day. Is there supposed to be audio in this video? There's no audio... sorry. Also, I noticed that you were jumping a lot so you took a lot of unintended routes through levels. That's fine because I do state earlier that I don't care about if you cheat or not but I do want to make sure it's known that jumping is cheating. I don't know about the Rocket Launcher but it might have to do with the flag being set that refuses to let you fire while having the button held down, I dunno. Maybe you just didn't get any rockets.
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what are you working on? I wanna see your wads.
Charbomber replied to everennui's topic in WAD Discussion
I started making a Rain World-themed joke wad (joke as in it's funny not as in it's bad) but it snowballed and now it's becoming a whole thing. It's really cool trying to accurately recreate environments from the game in 3D though... especially when working with Doom and the whole no jumping no crouching thing. -
Bump... again? Anything?
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This sounds like exactly the kind of thing I would've loved stumbling upon randomly. I'm so glad you've shared this.
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To start, this wad is a fan creation based on Rain World and its DLC, Downpour. Also, it is a MASSIVE SPOILER for Rain World and Downpour, so I would highly recommend playing the game this is based on first!! Now, you might be asking yourself, what the hell is this? Well, one unfortunate summer day I was thinking of this one mod by Sir Meowsalot on the Rain World Steam Workshop called "Sain't" (yes I took the name too). I thought "Hey wouldn't it be funny if I made a little DooM wad poking fun at this idea? Then I could try recording it and editing it into a little meme". HA. HA. HA. So anyways, I made the meme and now I'm full in on development of this '''little''' thing. Well not really 'full in' because I have other things to be doing and making (any references to a thing called 'CF Story' in this wad are a tribute to that fact) but basically I would love to make this a full wad with a full episode but for now there are only three total maps. Here are some screenshots to start: Currently, it is possible to play DooM 1 and 2 fully through as the titular Sain't (though I would love to have Chex Quest in there too for future versions). Also, there is an included (not yet finished) new episode called Journey of the Sain't which only works in DooM 2, so be sure you're in the right game before trying. All added maps are in UDMF format, and you're expected to play with GZDoom or ZDoom (it was only tested in GZDoom). Also included is a (really weird, kind of annoying and buggy) Zandronum compatible version so you can deathmatch all your friends you don't have! Actually, I mostly only did this because I know like one or two other people who are willing to try deathmatch with it and I want to see where that goes. Anyways... Ironically even though the game this is based on is a platformer with heavy reliance on jumping and crouching, both jumping and crouching are banned (but I didn't disable them because like I don't care if you cheat...) Incidentally, I *tried* making the maps accessible for people using infinite-tall entities, but I'm not really sure if I did it well?? Also there are lots of invisible bridge entities, and I don't really know how those interact with it. so be weary I guess and turn it off if it's blocking progress. You're expected to play with Hardware Renderer (though Truecolor Software probably works too??). Software Renderer probably won't work because there's too heavy a reliance on colors outside the typical DooM palette. I wanted to do a thing where I had multiple Playpals that switch out for every map like how actual Rain World handles palettes but of course that's not really a thing you can do so unfortunately for now it's Hardware or Truecolor. Finally, yes, it's a little weird and buggy and rough around the edges at times. The player is missing quite a few sprites and the single added enemy does not look quite how they should if you know the source material. I'm sorry about these, I think I'll try polishing them for future releases but for now through a combination of laziness and general lack of talent these will remain, maybe for a while. Thank you for understanding. A few people I'd like to thank are Sir Meowsalot (once again) for having an idea I could steal in broad daylight, Meltedwax for providing a few of the textures I used, Hoko for the Karma Flower Arena Icon used as the Karma Flower here, Mechadon for Box O' Skies, and Videocult as well as the Downpour team for well y'know the whole Rain World thing. Finally, without further ado, here is Sain't: LATEST: https://charbomber.nekoweb.org/games/Sain't 0.2.1.zip Old Versions: https://charbomber.nekoweb.org/games/Sain't 0.2.zip https://charbomber.nekoweb.org/games/Sain't 0.1.wad
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Thank you! I wasn't able to figure out how to have it additive with multiple SlowDown PowerSpeed items, but I'm even just happy with a projectile that slows you down in general and it wasn't too important of a feature to me. Once again, thanks! (Also, knowing that's how CustomInventory works is pretty useful too... I didn't know that's how it worked.)
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My method of doing difficulties is usually that I try to first design around HMP, then for ITYTD I remove like 1/3rd to 1/2 of the more annoying/tough monsters and then for UV I try to add one or a couple monsters which change the dynamic in a more 'mean' way, occasionally I make a whole UV-only monster closet or spawner or something too even. An example of what I mean is maybe I'll have this big room of monsters you'll have to shoot through, and on ITYTD I'll remove enough monsters so that it's a lot easier to forge a path through, but maybe on UV I'll add an Archvile or something to revive monsters and make getting a path through way harder. Difficulty settings are the kind of thing I try to think about most when making a map, I think.
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Does anybody know how I would go about making a projectile that slows the player in DECORATE? I already tried coding it myself, but it didn't work out very well and I feel like I'm not really knowledgeable enough to do this on my own. If it helps (which it probably doesn't very much), here's the code I tried using to achieve this: actor SpitProjectile { Radius 3 Height 8 Speed 30 FastSpeed 50 Damage (1) Projectile +RANDOMIZE States { Spawn: SPIT AB 4 Bright Loop Death: SPIT CDE 6 Bright A_RadiusGive("PlayerSlow", 16, RGF_PLAYERS, 1) Stop } } (and then of course PlayerSlow) actor PlayerSlow : CustomInventory { Inventory.MaxAmount 3 +INVENTORY.QUIET +INVENTORY.UNCLEARABLE +INVENTORY.PERSISTENTPOWER States { Spawn: TNT1 A 0 stop Pickup: TNT1 A 0 A_JumpIfInventory("PlayerSlow", 3, "Slowdown3") TNT1 A 0 A_JumpIfInventory("PlayerSlow", 2, "Slowdown2") TNT1 A 0 A_JumpIfInventory("PlayerSlow", 1, "Slowdown1") stop ResetSpeed: TNT1 A 0 A_SetSpeed(1) stop Slowdown1: TNT1 A 0 A_SetSpeed(0.75) goto Remove Slowdown2: TNT1 A 0 A_SetSpeed(0.5) goto Remove Slowdown3: TNT1 A 0 A_SetSpeed(0.25) goto Remove Remove: TNT1 A 1024 TNT1 A 0 A_TakeInventory("PlayerSlow", 1) TNT1 A 0 { if (CountInv("PlayerSlow") < 1) { ResolveState("ResetSpeed"); } } stop } }
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Hi, I feel kind of dumb asking about this because I feel I know the answer, but does anyone know the importance of "SELESTNSOAJYIKHYMMU"? I was looking through the PK3 and looked at the credits and saw that certain letters were capitalized while others weren't, and that's what came out. I wholeheartedly assume someone else has found this already because it seems way too easy to find, but I just wanna check and make sure.
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Charbomber changed their profile photo
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Name: Dryer Dryer Demons Map Format: UDMF Ports Tested: GZDooM Build Time: ~14 Hours Textures: None External PWADs: None Requirements: Everything is allowed, but I don't think you can skip anything with it, it's just for funsies. This is a re-make of a map I made called "Dry Dry Demons", which sucked, but I thought the concept of going around a vast desert in search of keys was cool. I wanted to make sure this map wasn't NEARLY as bad as the original, so I opted to get lots of feedback, thank you people! See if you can find the super secret ;) Dryer Dryer Demons.zip