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Everything posted by EpicTyphlosion
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The 128 kb mapping extragavanza "challenge"*
EpicTyphlosion replied to Walter confetti's topic in WAD Releases & Development
Well, it only took me a million years, but here's the first iteration of my map. I call it "Demons Gone Mad" 128kb_dgm_v1.7z Rather short, but sweet. Decided to go with a cool MIDI just in case the map didn't end up looking so great, lol. The song is the rival battle theme from Pokemon Heart Gold/Soul Silver. -
V5.97 https://drive.google.com/file/d/170p2ED_yz2_VVLR9MmlAU5flu2wIB8Uj/view?usp=sharing General changes - Shortened the pickup text for three weapons (They're still too long for PrBoom, but it's a start) Map changes MAP05 - Added a temporary solution to the monster problem by making the ceiling of each plane crush the monsters after walking past the helipad - Changed one of the cyberdemons to multiplayer only MAP07 - Made the invulnerability secret door stay open when activated - Added pass through flags to two linedefs interfering with a door - Moved the former chaingunner ambush up and added fences in front of the sky there - Removed a redundant secret tag and fixed the linedef's texture - Rearranged the green armor and armor bonuses MAP11 - Removed a redundant secret tag - Fixed the fence textures in the cacodemon box - Added textures to the monster box in the same area (it's possible to see it before opening if you go too fast) MAP27 - Removed a redundant secret tag MAP33 - Moved the yellow key out of the secret area - Decreased the amount of megaspheres in said secret to five - Rearranged the enemies in front of the final door, now they shouldn't get stuck - Aligned and changed some textures - Made most of the doors and windows thinner Long, but to the point. What's next, bugs or polishing up the maps?
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You draw it, I map it (now on idgames)
EpicTyphlosion replied to Rince-wind's topic in WAD Releases & Development
Oh hell yes! Would take awhile, but that would be awesome to see -
You draw it, I map it (now on idgames)
EpicTyphlosion replied to Rince-wind's topic in WAD Releases & Development
Since the idea was taken from /tg/, how about "25 Drawings of /doomworld/"? -
You draw it, I map it (now on idgames)
EpicTyphlosion replied to Rince-wind's topic in WAD Releases & Development
Yes -
Abyssal Speedmapping Sessions series demos [-complevel 9]
EpicTyphlosion replied to AD_79's topic in Speed Demo Submissions
Session 45 MAP02 UV-Speed in 46.86 Session 45 MAP03 UV-Speed in 15.43 ABY4502-46.zip ABY4503-15.zip -
You draw it, I map it (now on idgames)
EpicTyphlosion replied to Rince-wind's topic in WAD Releases & Development
Please no... -
You draw it, I map it (now on idgames)
EpicTyphlosion replied to Rince-wind's topic in WAD Releases & Development
Agreed. Lots of cool stuff gets done on this forum, and I love seeing it all unfold. "I'm so proud of this community!" -
You draw it, I map it (now on idgames)
EpicTyphlosion replied to Rince-wind's topic in WAD Releases & Development
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V5.96 https://drive.google.com/file/d/17OHGad4EGTBORLgW6zfmy1TvIolwhbc4/view?usp=sharing Map changes - Increased the height of the sky in the original starting area of MAP13. Prevents the tall buildings from being obstructed - Added a very, very, very unnecessary amount of attention to detail to unreachable areas of the map. The destroyed building can be seen in some areas earlier in the map I still have much more I want to do with this map, but all this has really drained me. You have no idea how many 1 unit wide sectors I had to work with, how many times TANROCK9 kept popping up out of nowhere, and how many times Doom Builder just refused to cooperate...
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FastDoom: DOS Vanilla Doom optimized for 386/486 processors
EpicTyphlosion replied to Redneckerz's topic in Source Ports
Hate to bump this thread, but has anything new been added or changed?