
I_Am_Doom_Man
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I'm having an issue where when I realign a texture in the editor it doesn't show up in game. The shot from the editor shows how I realigned the texture to match the other walls and the other shot shows how it looks when I test the map.
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tech8 - Doom 2 map - New mapper looking for feedback
I_Am_Doom_Man replied to xolso's topic in WAD Releases & Development
I just have to say I really appreciate that you upload videos of your playthroughs. Its very encouraging to new mappers that someone will take the time to record a playthrough. Again, thanks for your contributions. -
I really dislike the introduction of what I call "a-hole" design in Doom 2. You know, taking an elevator down only to be surrounded by enemies on all sides and being unable to move or tons of hidden closets opening up with high level enemies in them. I dislike how that design went on to influence tons of wads as well. I don't mind some of it but too much of it gets tiring for me.
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What was the best hardware available for Doom in 1994?
I_Am_Doom_Man replied to I_Am_Doom_Man's topic in Doom General
Thanks for the input. Personally I think after doom came out there was a clear separation in pc gaming from the dos era to the 3d acceleration era which is what my emachines build I alluded to would encompass. -
What was the best hardware available for Doom in 1994?
I_Am_Doom_Man replied to I_Am_Doom_Man's topic in Doom General
I contemplated that, but funnily enough ha I plan I recreating my first gaming build which was an emachines from 2003 with an amd athlon and a radeon 9600 pro. With Windows XP that should do mid to late 90s gaming just fine. -
I've been contemplating trying to build a period accurate pc from the era that doom came out. I'm eyeing doing a build with an Intel DX4-100 as they came out in march of that year as well as a proper sound blaster card, but I'm still researching what all components I need. I don't think anything from that year truly ran Doom the best, but I like the idea of having the limitation. I was just hoping I could get some ideas on other components I might need since I'm not the most familiar with that era of computing. Ideally it would be cool if I could get everything as old new stock, though could be expensive, just to know it's fresh for years of use.
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Possible to have one trigger reveal other triggers?
I_Am_Doom_Man replied to I_Am_Doom_Man's question in Editing Questions
These are all great ideas, I'll try and see what works best. -
Possible to have one trigger reveal other triggers?
I_Am_Doom_Man posted a question in Editing Questions
In the level I'm making I wanted the player to go through a section, get an item, and then as they back track through the area have several monster traps activate that didn't before getting the item. What I had in mind was making a trigger for the item that when walked over enables a new trigger to be activated when backtracking, if this is possible to do. Otherwise, maybe theres a better method. EDIT: I'm using the Ultimate Doom Builder in zdoom udmf format. -
Having trouble with monster closets not triggering
I_Am_Doom_Man replied to I_Am_Doom_Man's topic in WAD Discussion
Apologies, I thought I was posting there but hadn't noticed, my mistake. Not having the number in the sector tag instead of Identification was my issue. Thanks so much! -
Having trouble with monster closets not triggering
I_Am_Doom_Man replied to I_Am_Doom_Man's topic in WAD Discussion
So I cleared everything, set the lindef to trigger door opens when player walks over, set the tag to 10, clicked on the sector and simply gave it the same tag and it still doesn't work. Is it something about the fact that I'm setting a lindef trigger on a platform that moves that it's not working? -
I'm a bit confused on how exactly to do a monster closet. I'm working with Ultimate Doom Builder in udmf format. As you see in the screen shot, I have an armor resting on a platform where after you press the switch on it, it lowers allowing you to grab it. I want to put a linedef in front of the armor to trigger a monster closet on other side of the room. I'm just not sure how to do this though. I have the two line defs in front of the chaingunner marked as a door to open (action 12) when the player walks over. I gave it a tag and assigned the linedef the same tag but it doesn't seem to work.