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CBM

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Everything posted by CBM

  1. oh well but if it is not yet the final real actual release then I have time to fix it I guess (and make it less confusing) just odd since all the teleporters worked perfect each time I tried it and Ive tried it quite a few times
  2. ah dammit... I cant believe Clippy got stuck... I never had this occur when I tested this. @Clippy are you using the latest gzdoom to run this? @MidnightMage is it too late to make a bugfix to my square?
  3. there is no such thing as a bug free build :-)
  4. I know, but the purpose would be that it would serve as a techdemo. However I have abandoned that idea for now anyway. I have too many projects that I need to finish
  5. It really is an amazing level and the fact that map 3 is in a tower made me realize why the rest of the city needed to be created... it is of course in order to have the real city view
  6. GZDoom, but I went to the settings and forced jump and crouch enabled. The gates are lowering as they should but the first time I tried map 1 I found it confusing to navigate.. but on my next try I was able to navigate it properly. So far the demons have teleported in as they should each time. However, if the player isnt supposed to get onto the streets, havent you included too much of the city then? map 3 has a complete city map to explore if crouch is used when in the parking garage. In any case, this is perhaps THE most amazing GZDoom level collection that I have seen thus far. I hope it gets a well deserved cacoward! I can't believe how many ultra high quality DOOM stuff we have seen so far in 2021! Amazing!
  7. they show up as 'electricmeter' ... oh, makes sense now
  8. I take my coffee with milk and sugar or alternatively... I like cafe latte
  9. I have been adding sharks, tentacles and some living undersea plant to the map thus far though
  10. IDN, I find the motto hilarious and its a nice reference to an article about classic doom as well.
  11. If you know of anywhere where there be cthulu and/or d&d and/or killer piranahs or even just fish sprite monsters then let me know... I only found sharks with and without lasers so far on realm 667
  12. I second this... this is one of the finest examples of UDMF mapping that I have EVER seen
  13. The performance is ... ok... in this 5 year old gaming laptop. It did stutter now and then but I experience that from time to time on this laptop when I am making heavy and large UDMF maps as well Does the portals help lessen the performance impact? Some say that portals require more juice than 3d floors. I got stuck after killing the first demon hearth (looks very similar to the doom 2016 demon hearths) ... BUT I just played the map again and it turned out that it was just me that didnt navigate properly on my first run... this time I beat the level without jump and crouch and didnt have problems navigating.. I like the underground secret alot btw on map 3 you forgot to make the lines at the harbor impassable so its possible to go to the water and not be able to get up again (and it ruins the immersion of the endless ocean).. I love exploring the city though... However I guess that I can't really explore it without using crouching to escape the tower so it may just be because I cheat by using jump and crouch on map 1 the city is not fully present, but I get that its made as scenery and not made for exploration but on map 3 the whole city is fully present... if exploration is not a feature then why is the whole city created? pretty cool though this is a very cool UDMF wad that deserved to win this years cacoward. You made something truly amazing with this
  14. not yet, but it could be a fun thing to do... I should look in realm666 for fish related monsters just an experiment for now, but I could in theory do this to all of the first episode and then call it ... knee deep in water
  15. pretty damn cool. I am specially intrigued by how the tower was made, by using portals (I assume) to make each level of the tower. However... maps 1 and 3 clearly stand out as the best maps and map 1 have both old school sector lighting and dynamic lights and it looks kind of odd the way it was mixed together also I had to jump in map 1 to complete it, I havent 100% completed the other maps yet... the architecture in map 1 is my favorite so far
  16. just maybe half an hour or so thus far... doom1 e1m1 submerged:
  17. Next time you should just refuse to cover for anybody else. Atleast until the place gets some better management.
  18. I have only briefly dealt with Eiffel at the university. But it is certainly different from anything else I've seen. What is your impression of Eiffel as a language?
  19. I don't think it looks goofy. I think it looks promising. To really go postal, a postman should have a car as a weapon as well :-) Have you considered polyobject doors for the doors and maybe use something like 3d floors for breakable windows? I'm puzzled as to what the switch like things on all the buildings are. Also, the policemen could patrol the city using waypoints. If you are on windows, you can record videos with the xbox game bar (windows key + g)
  20. perhaps, LOL tanks are not part of the mod, I just made a personal version of his mod where I threw in the tanks from omni tanks just to try it out. you can not download a version of this mod that has tanks in it Just wanted to offer some inspiration. Maybe he could add stuff like 3d cars and stuff... maybe a postman delivery car to run peds over with
  21. Cool and thanks! Your mod already has several things in it that could be used for a variety of mods.
  22. What you have made so far with postal 2 is amazing :-) Addition of some kind of 3D vehicles to gun down and/or run down peds would be very cool. The 3D tanks in Sergeant Mark IVs VietDOOM is able to run down soldiers etc. That would make it close to games like carmageddon and GTA. However, what you already have made is already amazing. I love that AI and that you are using 3D models. I look forward to playing the final mod! :-)
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