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Everything posted by ViolentBeetle
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So I opened the door and this was behind it and then the level closed on my head like a door because you used switch action without tags and didn't notice because you probably tested in gzDoom.
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ZDaemon Thursday Night Survival #517 - Skulltiverse (Part II)
ViolentBeetle replied to TeamTNS's topic in Multiplayer Doom
Non-nightmare half of the session, currently converting: -
I want to play and record videos of your WADs!
ViolentBeetle replied to Alfwin's topic in WAD Discussion
I am gradually making maps for my personal megawad called Hell Frontier. I'm not asking you to play first 11 maps, but I would appreciate more eyes on my recently made MAP12. If you were to play previous 11 maps, it would also be nice, but not really a priority, since they were released a long time ago. https://www.doomworld.com/forum/post/2345260 If you are in the mood for some Boom Megawads, I would also ask you to play Skulltiverse, but from your post I got the impression you prefer neither Boom nor Megawads. -
So, I'm back to doing this. And this is the early version of MAP12, the first map of the second episode: Avernus Anenna Array (Title is a subject to change) As with the rest of the wad, this map is in Doom 2 limit-removing format (As in, I didn't bother to make it vanilla compatible, but it might well be) It's in MAP12 slot, wad includes the new sky, but is not meant to be loaded together with episode 1 (I didn't move the episode 1 sky in).
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Wad has been updated to v5. Better closets, fixing possibly sequence breaks, other bugs. This was primarily to adress multiplayer session organized by @Keyboard_Doomer doomer, including some anticipation of what might come up in the future. Notable change - death detectors on MAP20 and MAP30 are now powered by Nazis. This should ensure better compatibility compared to decorations. Consequently, dehacked patch was implemented to not have Nazis contribute to monster count. @Caleb13 Thanks for detailed report. Some closeting issues been adressed. For ammo count, I didn't have much problems personally, some mappers just like to apply pressure like that.
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Doomworld Mega Project 2021 (18 maps)
ViolentBeetle replied to TimeOfDeath666's topic in WAD Releases & Development
I might participate. Unless it requires me to understand something other than boom, because my brain has enough space for one format only. -
*** The "ask a miscellaneous editing question" thread ***
ViolentBeetle replied to baja blast rd.'s topic in Doom Editing
Unfortunately, I also need them be vulnerable to explosions. I guess I can live without them making sound. They haven't done it before. -
*** The "ask a miscellaneous editing question" thread ***
ViolentBeetle replied to baja blast rd.'s topic in Doom Editing
Can I make a death sound of the monster audible at a long distance? It's MAP30, the monster is Wolfenstein SS, I want to be Boom compatible. Would simply making it very loud work? Can I set some kind of flag in Dehacked? -
what are you working on? I wanna see your wads.
ViolentBeetle replied to everennui's topic in WAD Discussion
I finally got myself together and went back to working on Hell Frontier. Starting episode 2, this MAP12, I want to have an alliterative title with "Avernum" in it, but not sure what another word should be. Starting area. The overly tall techpillar is a recurring motive on this map, because sky hacks are cool. More antennas here, I feel like the place I'm in right now needs details, but not sure what it could be. Just to make it clear we are now in hell, here's a meat staircase I'm still bad at making caves out of vanilla textures. A staircase with some meat again. The wall to the left is boring, I need to do something about it and also maybe ceiling. We are on the surface and finally got to see a reasonable portion of the sky, and I say this sky is sweet.- 9895 replies
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20
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Posted this thing before, but it was much dirtier. I think this one is actually usable. Originally it was meant to be a sky, but it was never used and I figure it can compliment some fleshy level as well.
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I'm trying to add Plutonia, Doom, and TNT textures to my Doom2 wad
ViolentBeetle replied to Dusty_Rhodes's question in Editing Questions
What RDETalus saiud is correct. Textures are encoded in TEXTURE1 (And rarely in TEXTURE2) lumps. If you open 2 wads in SLADE, double click to open TEXTURE1 in both wads, and copy content of one into another, SLADE usually succeed in porting the patches over. -
*** The "ask a miscellaneous editing question" thread ***
ViolentBeetle replied to baja blast rd.'s topic in Doom Editing
Theoretically it should give them more than one chance to intersect, but I'm not sure it's important. Just make sure your scroller is slow enough to not cause troubles. -
Try cropping the sky to 128 pixels tall to only keep exactly what you want to see.
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For Boom you don't need to split. Here's what you need. First, you need to make your sky texture into a patch. To do so, place it between P_START and P_END markers. Then import PNAMES and TEXTURE1 lumps from whatever wad you are using as resource (If it's just DOOM.WAD or DOOM2.WAD get it from them). Then right-click on your texture patch and convert it to Doom graphics and it to PNAMES. Adding it PNAMES isn't necessary if you already named it the same name (And, indeed, in this case PNAMES doesn't need to be imported). For Doom2 it's RSKY1, but texture packs might use something else. Double-click on TEXTURE1 lump and go looking for SKY1 texture (Or 2, or 3 depending on the epsiode). Edit it to be the right size and have the right patch.
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ZDaemon Thursday Night Survival #516 - Skulltiverse (Part I)
ViolentBeetle replied to TeamTNS's topic in Multiplayer Doom
My recording of the first run through and part of the second, until I was exhausted mid-MAP05 -
ZDaemon Thursday Night Survival #516 - Skulltiverse (Part I)
ViolentBeetle replied to TeamTNS's topic in Multiplayer Doom
The correct version of the wad gets downloaded from host when you join, right? Been a while since I played it. -
A new update to early maps, based on incoming feedback. Mostly texture fixes. MAP07 undervent some renovation: - New secret green armor - Lift to the starting area now is a proper lift controlled by a button on top, accesible after mancubi are killed. This prevents softlock if you go back without grabbing the skull key. - Made only half of the railing go down to prevent player from lowering mancubi without going down the courtyard
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I think SLADE can detect that wad is in use and won't save. Until you close UDB at which point SLADE will overwrite file with its own version.
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For me it's on the left panel. Maybe it could be moved elsewhere. But basically same panel as sector/line/things mode. It's weird black, red and brown square.