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ViolentBeetle

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Everything posted by ViolentBeetle

  1. In 13 days, we have 15 maps. Some of them require a little bug and texture fixing during "bug-fixing time". To celebrate this occasion and self-bump a little I have decided to post some screenshots for fully finished maps. I didn't specify map names since they might change when compiling the wad for release. https://imgur.com/a/5mYrsPz And don't forget, there's plenty of maps left for you to try making. Join us on discord. Or post here or PM me if you don't like Discord.
  2. In my (admitedly limited) experience, if something doesn't work in normal port but works in gzDoom, it's because it's a non-D action without a tag. zDoom is the one that handles it as "apply to sector behind line".
  3. Just wanted to update and bump, guys. After @Bridgeburner56 played through my wad, I'm pretty confident about it, just going to incorporate some of his suggestions before loading the final version on idgames. Finally.
  4. A mini Icon of sin. It tosses a projectile that spawns a completely random monster when it hits the wall. Not just lost soul.
  5. I made 2nd map first and 6th map last. Otherwise they were indeed made in this order. In fact, the 2nd map was the very first map I ever finished. I think I got traumatized by my first attempt at mapping which was sort of like Flesh Mines, but much worse, which started with me drawing really huge central room and I started leaning more onto cramped designs. Currently "Episode 2" is in the work, to include maps from 8 to 13, give or take. my wad topic contains maps 8, 10 and 11 in separate wads, though 2 of them are pretty poorly balanced.
  6. Thank you for playing my wad, there's some advice I think I can adopt and take into account on the future maps. Probably won't be anything too drastic at this point but still. Shame copyright system ate some parts.
  7. Quite a lot actually. There's a link to discord where this is hosted, with claims updated in real time.
  8. In a 4 and a half days we already have 8 map. Some of them are pretty great. There's plenty of free slots left for those interested.
  9. And to finish the day's work, the same map but with lighting.
  10. Started my second contribution to Hellevator, MAP30: The Roof. Textures to the right don't work, so I'll change them.
  11. I smell Max Payne total conversion from the first poster.
  12. The same as you make walk-on actions from your previous question, except on a wall and action should be marked as S1 or SR. And have a switch texture if appropriate.
  13. I have (Somewhat sloppily) combined icon of sin with its version from so now it can be plastered on any surface.
  14. Yeah, it's pretty much impossible to experience tutti frutti if you aren't a purist.
  15. John Stalvern "plasmaed" some enemies, which isn't something former sergeants are known to do.
  16. I'm sure there was a tutorial, but it's really simple. Everything that happens in Doom happens because of linedefs. So your course of action would be the following: Draw a sector for your lift. Put floor on the level where lift should raise to when appropriate. Select lines that should control the lift. Make sure the tiny notch points to the direction you plan to stand in when calling the lift, if not select line and press F to flip it. Open linedef's property, give it a tag and an action (Sorted under lift, in your case it would be SR Floor lower, wait, raise) Open properties of the sector and give it the same tag. The sector is now lift.
  17. You scheduled video to go live in 16 hours, I assume you didn't mean to.
  18. Working on speedmap for Hellevator. The Toxic Slime floor.
  19. The project has officially started, but that doesn't mean you can't join and claim your own map.
  20. You are willing to fight a Hell Knight with a pistol? Have you considering giving master classes in patience to Buddhist monks?
  21. Basically, when there's multiple starts for the same player, all place a doomguy on the map but you only control the last one placed. The others are called Voodoo dolls and be damaged, pick up items or pass through linedefs. Combined with a scrolling sector that are possible in boom and maybe some doors, you can make a switch that performs multiple actions, or have actions be performed when level starts. But you don't really need to think about it, because all the mandatory ones are in the template wad. It makes floor raise a bit, raises some ceiling and lowers some floors for cool effect on the door and does the same in reverse when you flip the red switch.
  22. The rules have been finalized and all participants have been cordially invited to discord. The claiming starts on October 1st 00:00 GMT Please note that elevator template was changed as well. https://discord.gg/bK8p7pR
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