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🟧 Blocked-Out! - A Released Boom 2 Community Project! ⬜
Qeswic replied to Matakrow's topic in WAD Releases & Development
So happy to see this finally tied up! -
âš« Blocked-Out Is Compiling... âš«
Qeswic replied to Matakrow's topic in WAD Releases & Development
Wow, so many maps already underway. Nice! -
Texture Pack 🟧 Hamtex - Vanilla-compatible Dev textures for Doom II ⬜
Qeswic replied to Matakrow's topic in Mods & Resources
Doesn't seem right seeing those textures without hearing micspam and the sounds of a sentry nest. But still, great stuff. -
Water Purifying Plant (My First Map)
Qeswic replied to BillyBones's topic in WAD Releases & Development
I like the architecture of your level. -
Thanks for the heads-up Keyboard_Doomer, it's been fixed.
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The aesthetics look really good, must be difficult to pull off something so smooth on the goldsrc engine. Do you have any kind of release window in mind?
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This, and I would recommend the program SLADE for doing this, it's very easy to use. You can just directly import your MIDI file into your WAD, then rename it so it replaces the appriopate MAPxx slot (for MAP01, the name would be D_RUNNIN).
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Do you mean the first door the player encounters? I tested it out and it opened and closed repeatedly for me, both from inside and outside.
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With DOOM2 format you would need to spawn in monsters by making them walk across a Teleporter linedef. Usually you would make a monster closet outside the playable area of the map, and have a wall preventing the monsters from crossing a teleporter linedef in the closet, until the player triggers that wall in the closet to lower at a certain point. The monsters must have been alerted (since they cannot see you, alerted by sound) in order to begin walking, so you can either make a narrow "sound tube" that physically connects the monster closet to a sector where the player will fire, or you can join the sectors with J in Sector Mode, so that one sound in either sector will startle monsters in both. Monsters are programmed to walk towards the player, so it's a good idea to have the teleporter linedef in your closet in the direction that the player will be from the monsters. You could have multiple teleport lines to catch more monsters.
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[ work in progress ] CITY THEMED WAD
Qeswic replied to NoC0ncentrate51's topic in WAD Releases & Development
That looks really nice. -
Quasar Corp, vanilla-compatible DOOM2 level
Qeswic replied to Qeswic's topic in WAD Releases & Development
Thank you for your reviews (and that smooth speedrun Matacrat,) I had fun making it and I'm glad you enjoyed it. -
Quasar Corp is a single level for the DOOM2 IWAD that replaces MAP01. Originally designed without vanilla constrictions in mind, in Doom: Doom 2 (Doom format), after some testing and tweaking it seems to run without issue in Chocolate Doom. Jumping and crouching break the map and are not allowed. It was designed without freelook in mind but it should be okay if you want it. It's been tested in GZDoom, Zandronum, Skulltag, Odamex, Crispy Doom and Chocolate Doom. Difficulty should be comparable with the base game, DOOM 2. Description No one said taking that security job at Quasar Corp. would be easy. Now you've got bigger problems to worry about than getting stuck in traffic on the way home - can you clock out before the monsters punch your clock for you? Credits Backslash for composing the level's MIDI Liskan for playtesting Download Link: quasarcorp.zip Screenshots:
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