-
Posts
3061 -
Joined
-
Last visited
Content Type
Profiles
Forums
Downloads
News
Everything posted by ViolentBeetle
-
I may be able to pick up map 03 later, if it's not taken by then. But do you want only natural texturing or some amount of artificial things OK?
-
The Return of Terminus' Playtesting Streams Series! [Hiatus]
ViolentBeetle replied to Terminus's topic in WAD Discussion
Skulltiverse community project is now in public beta: I would appreciate a playthrough. -
Good news! Not only are we still alive, we now have a beta. Credits and M_DOOM are for now placeholders. Contains maps by (The list is in illogical order because some bug prevents me from adding names to the bottom): @MAN_WITH_GUN @RiviTheWarlock @muumi @7Soul @Shawny @joe-ilya @Nimiauredhel @RataUnderground @Death Bear @WashingMachineEnthusiasts @LateNightPerson @myolden @LordEntr0py @Juza @El Inferno @Weird Sandwich @Rune @Moustachio @Lunch Lunch @DFF
- 139 replies
-
11
-
Alignment Issues with Lower Unpegged (Ultimate versus X)
ViolentBeetle replied to HAK3180's topic in Doom Editing
I'm not familiar with Doom Builder X and whenever it has different, possibly incorrect interpretations. Unpegged upper/lower textures are drawn from the ceiling of the sector in front of it and as far as I saw, UDB portrays it correctly. I'm not sure what is going on with DBX. -
Photographed random wall, sharpened it to hell and back, made it tile and painted brown.
-
Testing maps with several resource wads in PRBoom (with Doombuilder)
ViolentBeetle replied to Darch's question in Editing Questions
Textures are defined in PNAMES, TEXTURE1 and sometimes TEXTURE2 lumps within wads. gzDoom knows how to merge them, PrBoom overwrites so you'd have to merge them yourself. It's a little tricky, since you'd have to find all the added textures in one wad and copy them over to another. SLADE should automatically carry over patches and PNAMES entries as well. -
Is it a single patch texture?
-
What's your texture's size and what is the port you getting it on? One thing I can think of is that ports other than gzDoom require width of a texture to be a power of two. If it's not, they cut it down to nearest (So if your texture is I dunno, 120 units wide, maybe, it'll get cut to 64 and so on)
-
Somebody posted a photo of a tree struck by lightning, so naturally I had to make it tile and sloppily convert it to Doom palette.
-
Only on designated slaughter maps.
-
Whats the deal with the "Lost Soul Corpse"?
ViolentBeetle replied to Ar_e_en's topic in Doom Editing
Lost souls used to be shooters in early builds. Guess they got a thing for corpse at early stage. It's also convenient to use as a marker, because they disappear at the start (Though you'll see an explosion if looking at them) -
Is it OK to start nabbing the MIDIs for my own maps?
-
- 4346 replies
-
23
-
Slight update to my map, fixing the slime trail and some textures not being changed to match some other textures. Adver City_4_1.zip I also decided to play beta posted, first map has no map, and second map has no music. That doesn't seem right.
-
Very basic set of maps with not much to mention until the last one which gotten quite spicy. It was interesting to see you apparently learn new tricks. Blood lift on the last map has untextured sides in places. I think you should now learn what upper/lower unpegged does, so you can have door tracks that don't scroll and also windows that don't change texture randomly.
-
You can get some free by removing "level 32" plus there's always extra letters available for some reason. And actually most ports don't seem to actually have a character limit, I'm not really sure where it still applies. This is about automap name anyway.
-
Texture wraps horizontally when it shouldn't.
ViolentBeetle replied to Ashurion Neonix's question in Editing Questions
Vertically I think it's all about tiling with 128 units step, adding junk data. Not really happening outside strict vanilla, while this thing is more persistent. -
This seems like something that is best used as 1024 units wide texture. 4 towers on the horizon is a bit weird, isn't it?
-
I understood it as "City at Night" so I did that. It's one step lower than I usually make the outside at night. But I think it worked for the most parts. most of the important parts are highlighted as well. There's enough rockets to fire like a maniac and fairly significant amount of health. I suppose it would take some practice to know where to go for them though. Indeed. To be fair, all Doom 2 exclusives except for knight are best when they are out in the open.
-
Texture wraps horizontally when it shouldn't.
ViolentBeetle replied to Ashurion Neonix's question in Editing Questions
It requires a power of 2 horizontally. Something about compression probably. Not sure which ports are affected. -
Version 4, probably final. Map name is "Adver City", if you are OK with this sort of names. I removed, or changed some monsters that didn't do anything meaningful like Hell Knights on top of a crate. I also added obstacles that would prevent player from activating arachnotrons without dropping into slime. Adver City_4.zip
-
Lines Must Never Cross Without Intersecting at a Vertex
ViolentBeetle replied to HAK3180's topic in Doom Editing
I managed to crash PrBoom+ with intersecting lines. I think it's mostly fine as long as sectors don't become unclosed or overlapping - which they will if lines aren't entirely within the same one.