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Malefication

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  1. I don't know if it's something on my end, played with DSDA-Doom but on Getting Smaller there's this... gap? It doesn't seem intended but might be some setting in my DSDA that causes it, idk.
  2. Happy to see it finally released! Some really great levels here!
  3. Okay, I've updated the file with a redone lighting. It was as HAK3180 helped me realize. My default GLBoom+ was on gamma 4, which explains the different lighting I experienced from others. This didn't happen in my UDMF maps prior to this one, as I was completely unaware of GLBoom+ defaulting to that. Even had to google how to change the gamma... Anyways, I have updated the map with redone lighting so it should work better for everyone with default gamma. The map is still somewhat dark in places as is intended, but nothing should be invisible and even if your monitor is dark, you shouldn't have to increase the gamma a lot. Find the new file in the link in the OP, and enjoy! @Caleb13 Could you capture some footage of that? It's never happened to me, I've ran circles around every pillar to make sure players could get through them no matter what, so if I've missed it somewhere I'd like to fix it ASAP. @BoxY Sorry for that experience! If you want to have another go at the map to finish it, the new file should be much more playable. Would love to hear your feedback if so.
  4. Ooh shit, you might be right there lol. I think I upped my gamma years ago since with using f.lux everything turns darker by default and I kind of had to default to a higher gamma no matter the source port I used. You might have found the culprit there. I'll go down in gamma and rework the lighting in the map and upload it when done tonight or tomorrow. Thanks for the insight there!
  5. Starting to watch @HAK3180's video, I see the map is far darker for him than it is for me despite using GLBoom+. I would have issues with the map if it was that dark as well, was that one of your issues in that one room @Pechudin? I updated the OP with screenshots at the end to show what it looks like on my end, and what the map is supposed to look like. I'll work on another version that just straight up increases the brightness in all sectors across the board for those who can't get the intended lighting in their port of choice. The ammo in the very second room... isn't supposed to be invisible.
  6. Long time since you last played a map of mine, but you haven't missed a thing. Really appreciated the feedback and playthrough of my previous two maps, as such I'd appreciate if you gave this one a whirl as well. Boom compatible, recommended to play in GLBoom+ and... happy new years! Map takes me about 10 minutes to beat. I recommend not forcing yourself to play save-less when doing a FDA.
  7. Download link, 3.33 MB: https://www.dropbox.com/s/52oa1a6w7i64n9q/Stellar Depopulation.wad?dl=0 Working on making the map brighter, in the meanwhile bump up your gamma a little bit. I began working on this map back in May 2019, and took a long break from DOOM map making, before returning to it halfway though November 2020. Worked hard over a weekend and a few other days to finish it (a majority was still undone), and touched it up after some feedback at the end of November/beginning of December. It's the third map I publish here on Doomworld, but in some way it's a first for me. The first map with the more restraining Boom compatibility, the first map actually balanced for multiple difficulties, and the first map where I have actually replaced the music. Stellar Depopulation is... IWAD: Doom 2 Compatibility: Boom Tested in: GLBoom+ and GZDoom (recommended GLBoom+, if some areas are too dark in GZDoom switch render option) Not designed for freelook, jumping or crouching Balanced for multiple difficulties, though the intended one is UV. A single level, in MAP01. Using replaced music: A Dying Wish by Anathema (IMDI) Additional textures: Nick Baker's 5th episode pack to spice things up About the map: When I first played Plutonia many, many years ago I stumbled upon gameplay sections and ambushes that killed me, making me think "That's bullshit!"—I wasn't very good back then. Stellar Depopulation isn't inspired by Plutonia. It's inspired by my memory of those feelings. Slightly challenging and punishing, but I'm still not a great Doom player, so it might not be for you. Stellar Depopulation is a dark and (to me) moody attempt of using more old-school design, which is also why I replaced the music with a fitting 90s metal track MIDI. Not exactly a secret that Doom 1 & 2's soundtracks are inspired by metal. Despite the map being somewhat challenging—far more so than my previous two maps, there are helpful secrets that the attentive Doomer can find that makes the tougher sections easier. I hope you enjoy the map! Please provide feedback whether you hated it, enjoyed it or merely found it middling. I appreciate it. Check screenshots in the spoiler below below, this is the intended brightness you should have. Trivia: Changelog: 2/1/2021 — updated lighting, moved a couple of ammo pickups, added two enemies.
  8. Thank you both for the replies! I am indeed not very good with the SLADE/doom editing terminology, so thanks for the clarification of what is what. I had indeed forgotten to open the doom2 IWAD first, so that seems to have solved the missing patches (look, I learned!) that should have been part of the textures. I had read the SLADE tutorial page, but it never mentioned any IWADs, nor the issue with the n5vtx-textures. My original plan was to just copy over a few textures to avoid unnecessary bloat of the WAD. The only current issue now is that some of the default textures (like n5vtx010) lack the vines, but if I go into the TEXTURE1 lump and view the texture there, the vines appear as they should, and I figure just exporting them and replacing the old ones ought to do the trick.
  9. Hello! Was planning on using some basic "5th episode" textures in an upcoming WAD. Everything of course looks great in Doombuilder, and almost all textures work fine when adding them to the map using SLADE3. However, there's a set of "N5VTX001 - 057" that cause issues. Seemingly not all of them, but every single one of them with metal (see first attachment) have some major issues. First of all they aren't found under the default PP_START (or FF_START, TX_START). Instead I need to export them through the TEXTURE1 lump/patch(?). Doing so lets me add the textures to the WAD, however issue number two appears then. The vines are missing. So I dive deeper and look at them in SLADE3's texture editor. All the "N5VTX001"+ textures seem to be made out of several different textures, and some of them work as they should and some don't. "N5VTX010" shown in the image above consists of 4 "N5META30" textures next to each other, and a "W107_1" texture above that. Clicking "W107_1" only highlights a small square in the left corner (seen in image 2). Trying to replace or add another texture/patch in the editor takes me to two different selections: Unknown and nb5texd2.WAD. The N5VTX000 textures that work have their components in the nb5tex2d.WAD while those, like the vines, are "Unknown". See image 3. At this point I'm at a standstill. This is how far I can troubleshoot on my own, as I am unfortunately not very experienced with Doom texturing etc. Since Doombuilder can access the vines and display them correctly when launching the map from Doombuilder itself (both with GZDoom and PrBoom+), surely there has to be a way to access them through SLADE3 to repair the textures and make them look like they should in-game? I have made an attempt at re-downloading the texture WAD, but the same problem persists. Hoping someone more experienced than I am can help me out here, or just confirm that there's nothing I can do!
    Mediocre, and I would generally recommend you to avoid in this day and age. I won't slam the mod, or what I played of it, for being ugly. They didn't have the tools we have nowadays, but the level pack is uglier than the original games. No, what made me stop playing this WAD was the poor level design. The first map opens with a big open room, containing a thick pillar in the middle. Right in front of you, you have a SSG as your first pick up. There's a green armor and a blue armor right next to each other to your left. This room also has an archvile, which I died to because I wasn't prepared for it at all. Other than the very first room of the very first level, the first three maps are quite easy and don't pose much of a threat (with the exception of the baron trap). You'll almost instantly get your entire arsenal of weapons in the very first map. There's ammo everywhere and you'll find loads of armor everywhere. The item and weapon balance is rubbish. The first map continues with a bunch of rooms senselessly linked to each other without any flow or really any guidance to where you should go. You won't get lost because everywhere leads to everywhere, but you get the feeling that the map layout hasn't been thought through at all. Level two follows the exact same recipe as level one; you'll get your entire arsenal early, loads of ammo/health/armor, and you'll meander about a pointlessly interconnected map. Level three is somewhat less of a big area with walls between, but even less enjoyable to play. It ends with a 50/50 choice as how to exit the level. The one I chose threw me into an acid pit that let me exit to level 4 with 6 hp. Level 4 begins with a room containing 3 machinegunners. Here I died again. This is the kind of poor level design I'm assuming the majority of this WAD contains. I kept playing map 4 for a bit longer, but just straight out quit partways through due to boredom. The level design simply fails to impress and isn't good at all, especially compared to all the great packs we have nowadays. I wouldn't suggest it even if it's just for curiosity's sake.
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