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Everything posted by ViolentBeetle
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In Doom builder textures have specified size which translates in map units 1 to 1. So if texture is 64 pixels wide, it is also 64 units wide. Exit door texture is kinda weird because there's a lot of stuff on it. Doom Builder also has visual mode that can help you view and align textures in real time.
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@HAK3180 Thanks for playing. I actually went back to my previous maps and removed some of the viles I felt are unnecessary, same will probably be done with this one on revisions. The arch-vile who teleports after the blue key room switch is probably unnecessary, same with the final one. Incidentally, the blood wasn't supposed to be safe, I just forgot to tag it when I was mass-tagging nukage to be damaging. But now it might be actually a good idea (Although you were supposed to put on a suit for it to add some time pressure).
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what are you working on? I wanna see your wads.
ViolentBeetle replied to everennui's topic in WAD Discussion
I mean, you don't have to make yourself worry about visplanes just because you want to do Doom actions. -
what are you working on? I wanna see your wads.
ViolentBeetle replied to everennui's topic in WAD Discussion
I'm not sure why'd you aim for vanilla format except for hating yourself, but it looks pretty good. -
It also prevents anything from killing you. Although you probably would only notice it with voodoo dolls.
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@siege cunt Thanks for the feedback. It's too late to rebalance MAP18 not, since it's supposed to be a speedmap. I was considering moving it earlier, but didn't feel any other available spot would be better. Decided to just make a disclaimer regarding uneven difficulty. Gonna take a look at missing monsters.
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Yeah, no such thing in Doom II. I think there's some in Plutonia. And Doom1/2 doesn't have an effect to scroll down.
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what are you working on? I wanna see your wads.
ViolentBeetle replied to everennui's topic in WAD Discussion
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what are you working on? I wanna see your wads.
ViolentBeetle replied to everennui's topic in WAD Discussion
The big cavern. The button makes white rocks lower opening passage up. I will probably need to add light sources to justify lighting difference (When I make it). -
As far as I understand all you would need is to delete graphic and sound replacements from freedom and play it with Doom 2. You can use slade for that. Delete everything that isn't maps (Start with MAPXX marker and ends with BLOCKMAP each) and music (Labelled accordingly, starts with D_)
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*** The "ask a miscellaneous editing question" thread ***
ViolentBeetle replied to baja blast rd.'s topic in Doom Editing
Is there something weird regarding using action 40 (Ceiling raises to highest ceiling) to move multiple adjacent sectors? I tried using it to raise pieces of a wooden crate off-screen to make it seem like monsters broke out while you weren't looking, but this area keeps making grinding noises? I used multiple adjacent sectors to make floor appear uneven. -
what are you working on? I wanna see your wads.
ViolentBeetle replied to everennui's topic in WAD Discussion
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This caught me off-guard today, I got so excited I forgot I have a key bound to take a normal screenshot.
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DevTex [v0.01] Texture Pack Release Thread
ViolentBeetle replied to SpaceTrash's topic in Mods & Resources
A few texture ideas that might be of use for this pack: Abstract demon face representation and maybe some other broad theme signifiers Light sources (Since mapper would like to remember where lights are) Exit sign I can't exactly draw anything decent myself, although somewhere down the line I hope to make a map out of your textures. -
Bridgeburner's Playtesting Series (currently closed)
ViolentBeetle replied to Bridgeburner56's topic in WAD Discussion
I don't know if you have time for an entire megawad (Granted, the maps are very short) and also it will probably get officially finalized before you get around it, but I still think your commentary would be illuminating. So here's the Hellevator, I think you saw it on Discord before and showed interest.