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I'm glad it's out, it's been fun so far! (I'm at Map 10 rn) I made Map 02, I'd like to add here that when I made it, I made it easy because of the difficulty specifications, thinking Map 01 would be easy as well Maybe it's just me, but I feel Map 01 was a bit hard and thought to myself I coulda done my map harder Hope you enjoy playing all of these!!! Thanks to the compositor who took my map as well, I think it fits well and I like it!
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***So what is Nitpicking Corner?*** ***Today's Theme*** IWADs Any IWADs really, Doom, Doom II, Heretic, Hexen, Freedoom, Hacx, Miniwad, you name it! Here's mine: For Freedoom phase 2, I always thought the Technospider looked horrendous, I mean yeah it's cool because it makes me want to kill it quicker, but idk, all the other Freedoom assets look really good but this one just looks weird, it creeps me out. For Miniwad, and since I know it has no actual levels to try and reduce the size as much as possible, but idk I always thought it'd be funny if it had some really short levels ala Demonfear That's it, I hope we can get together and enjoy our time!
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Alright so I tried to do something, it's not a gamebreaking thing but idk the statusbar was kinda bugging me off, so I made a widescreen version for my use I tried it and it doesn't work in PrBoom+ for some reason, but it goes well on GlBoom+ Here it is, please if someone knows what I'm doing wrong and would like to help me further extend compatibility, do it, I'd like to see it! dbp36_customsb.rar Again, I'm not experienced or a master of editing wads and graphics, so please forgive me Also this is the load order! Here's an example
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Oh nice, been waiting since last month for this and on God I'm gonna enjoy it Thanks again for your work, DBP crew!
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When I'm not using the default HUD I get confused and die more often, 'cause I can't see Doomguy's face so my brain doesn't feel danger or anything at all really
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Piter's RanDOOMizer: Full Release
RemoveUwU replied to SuperPIter_DoomWorldthe2nd's topic in WAD Releases & Development
Oh hey I've been testing this mod It's lots of fun! Thanks for making this! Can't wait for the final release -
/keikowah-ds/ or something like that idk english ain't my mother language yet
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(DoomTube) - Comprehensive list of Doom YT Channels
RemoveUwU replied to Doomkid's topic in Doom General
There's this lad, I don't know if he's eligible Gaming Room He's brazilian so his videos are in portuguese, but he has a box next to the portuguese text where he puts text in english He showcases mods+maps and tbh I like his content It's worth nothing that I can understand portuguese so it's not really a problem for me, but idk -
Sorry for responding too late. Just do everything the same, except you change the function of the inner switch I'm assuming here that the teleporter is in the same height as the monster closet. I'm not really versed about this, but I think the maximum height a monster can climb is 16px, so you make this form: Which in 3D would look like this: Three levels. Then, you make three of these pillars with inner switches, and give each one the same tag (Same as the entire tp sector), and set them to the function #18, S1 Floor raise to next higher floor. It doesn't matter how large is the tp sector, as long as three inmediate sectors are set like this, one at 8px higher, one at 16px and the last one at 24px This way, the monsters will stop being able to reach the tp linedef once the player actives the three switches
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Aight, do you know how to use dummy sectors? That way you can make the monster tp deactive after hitting all the switches, but make sure you have something planned to get 100% kills, like a crusher that's activated after leaving the arena I'd recommend two or three radiation suits if it's gonna be a hurting floor, filling the rest with healthpacks, that way it's more of a challenge to manage the time before the suit run out correctly, instead of a nuisance