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ViolentBeetle

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Everything posted by ViolentBeetle

  1. Depends on what format you are working for. Doom or Boom won't let you swap projectiles, though you can give cyberdemon an attack from a different monster - assuming you are willing to sacrifice something and swap properties of that one for a rocket. DECORATE/zScript or MBF21 let you just give it a whole new projectile.
  2. The screenshot only shows a patch, so I'm not 100% sure you know what the question was. You sure you did add it to TEXTURE1?
  3. I went into mapping with an idea of having a level where you need to go around the central room each trip getting you up one level and floor in the central room would raise up to open a new passage. I grossly misunderstood the scale of the game at the time - - I had, like, 256 units tall bridges and it looked awful - so I had to abandon this map but I later remade it into MAP05 of my Hell Frontier wad.
  4. Slight modifications to TekWar texture pack, palette friendly and with a little noise like Doom textures tend to have. Plus a variant that is just solid strip of wall. Finally an orange gradient rectangle that you can put over the textures to make the window lit.
  5. You are indeed over the sidedef limit and it could be that your nodebuilder collapsed the switch sidedefs into one. I would try adding their own sector in front of each switch, see if it helps.
  6. Rocket launcher. I guess BFG is also a valid option if there's a lot of them.
  7. It's difficulty to test, but it might be because the voodoo dolls is moving very fast and is using half-lowered pillar to propel itself over the 3 pillars. You may try lowering the ceiling over the scroller so that the doll won't fit or use 3 blockers in a single file, not in sequence.
  8. Babe wake up, new map just dropped. It took me more than a week of non-stop mapping and testing, now suffer like I did. It has a little non-linearity, and you might want to have a backup save to not get stuck without ammo. It's MAP28: Visceral Reality HFRONTE3_DEV_20240108.zip
  9. I don't think fatraise has anything to do with acquiring target, but it indeed probably won't work correctly with player.
  10. I think there's now SETTINGS lump or somesuch. Never used it though.
  11. There's no marker for interface element. (Except for filling the screen, which is a specific flat) And it needs to be Doom GFX, not Doom Flat.
  12. In your case, replace them with solid black rectangles of the same size, probably.
  13. Those are stored in lumps with names starting with BRDR, if I'm not mistaken.
  14. I don't have any major complaints. I feel like maybe red key fight is a little out of place compared to other two, but possibly it's just because I have to run away and leave the revenant squad behind and they are scarier than the rest. The fight for yellow key seems to be largely about running in circles in the pit which isn't too back, but that kinda leaves a few monsters stuck there. Perhaps raising the entire platform at some point would make more sense? Or add monster-only teleporters that at first are blocked by something that lets them return to general area later? None of those are a big deal though, and the first one might just because I played this segment poorly.
  15. I think it falls under "Game" but I don't think swapping to UDMF would be easy since it has entirely different structure. You might constider finishing this map in Boom or something if vanilla is too stifling.
  16. The final map has giant spider, your argument is invalid. Could be a setting that prevents ending maps when you dead, I've seen something like this before.
  17. Making a map where every room is themed differently.
  18. Unlimited slots means we can go beyond 32 maps if needed. For now I set limit on 2 submissions per person, because I didn't want one particularly productive person to crowd out the project.
  19. I'm planning to start working on my map soon, have an idea that should work.
  20. Height isn't the issue per se, steepness is. Non-flying monsters will not put themselves in a position where difference of floor height under their hitbox is greater than 24, even if this surface is perfectly walkable by player. Pinkies are wider than most monsters (Except for even wider bosses, mancubuses and arachnotrons) so they can be foiled by a staircase that has steps wide enough for zombie. If the step height difference is 8, that means monster can stand over 4 steps at once. Since it must be able to have its edge in the middle of the step, the width of step must be at least 1/3 of the monster for it to be able to navigate them.
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