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sergeirocks100

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  1. The plasma rifle sprites i made are in the public domain under CC0, so there's no worries there. While Bingle Derry's zombieman and cacodemon sprites aren't in the "public domain" per se, he did tell me that i could do whatever i wanted with them, and i assume that applies to anyone else who may want to make use of them as well, although you could ask him if you aren't sure.
  2. Which Creative Commons license do the resources use? I can't seem to find this information in the post, and it didn't seem to be in the archive, either.
  3. I drew a red brick texture back in 2018, for something that i forgot. I found it on an old flash drive, so i decided to touch it up, and make gray and brown variants. All three of these textures are Doom paletted.
  4. Because i felt like they could be useful to other people, i decided to convert Death March's textures to something friendly with Doom palette restrictions, and compile them into a texture WAD. Here's a preview of some of the textures: You may need to modify the TEXTURE1 lump if you intend to use these textures with Doom or Ultimate Doom, because the TEXTURE1 lump is based on the one from Doom 2. Also, some of the textures have been removed or modified from how they were in Death March, because there were some textures that didn't convert nicely to the Doom palette. Download: https://amel.pw/trevie/dmtex.wad
  5. After watching Suitepee's playthrough, i decided to put out a small update to to address some problems he brought up. Changes: Hopefully, the next update after this will be version 3, which should be a pretty substantial update once it's finished. Hope you enjoy.
  6. I thought i fixed the doors with the 2.5 update, but i guess i must not have. I went ahead and updated the 2.5 downloads with some fixes, because the third map had quite a few bugs, and the fifth map wasn't accessible without cheats because i forgot to define it properly in MAPINFO.
  7. I'm happy to announce that Version 2 of Death March has been released. Changes: Hope you enjoy.
  8. About: A while ago, i heard about Nash's Elderjam project. Feeling inspired, i decided to give my own shot at making a FPS in a limited time frame, 7 days in this case. I started work on November 2nd, and i finished a few hours ago, as of the time of this writing. There's 5 maps included, and i'm willing to add more if there's demand. This was developed for and tested with GZDoom, it might work in LZDoom and Zandronum as well, but i haven't tested it with those ports. This is meant to be played in the hardware renderer, with jumping and crouching enabled. There are probably bugs and mistakes, so if you find any, let me know. Plot: Your name is James Wright, and you work as a security guard in a classified industrial compound. Interested in trade secrets and your company's inner workings, aliens and robots contracted by your competitors have staged a invasion to take them by force. Even worse, it happened during a day off, meaning that you're the only person there. Can you fend off the invasion, and protect your company's classified assets? Screenshots: Credits: Download: Game: https://amel.pw/trevie/DeathMarchStandaloneV2.75.zip IPK3 Only: https://amel.pw/trevie/DeathMarchV2.75.ipk3 Mapping Config: https://amel.pw/trevie/DeathMarchMapConfigV2.zip Original version (The one that i made in 7 days):
  9. I went ahead and uploaded the WAD's entire soundtrack to Soundcloud, for your listening pleasure.
  10. A new version has been released. It features some level improvements, as well as a whole new soundtrack made by myself. There's also a secret level, see if you can find it!
  11. The main post has been updated with some more screenshots.
  12. A new version has been released. The fourth map has been finished, and the final map of the first episode has been added. Screenshots will be coming soon. The links are in the main post.
  13. First off, sorry for not keeping you more up-to-date with development over the past month. A new version has been released. The third map has been added, and the unfinished fourth map is in there too. There may be other additions too, but i have forgotten what. The main post will be updated with screenshots later. Here's the link: https://amel.pw/trevie/Roams TC Alpha V7.pk3
  14. I noticed that Map 12 was easily one of Freedoom's most problematic maps for Vanilla compatibility, being that the map was pretty overdetailed and there were visplane overflows in multiple areas. I decided to try and fix this issue and, with the exception of some areas that you can't get to normally, i fixed the visplane overflows. This has not been tested very thoroughly, but i did find in Chocolate Doom that there was some tutti-frutti in the crate room with a secret berserk pack and computer map. I would make a PR for it on the Github, but my repository is a bit messed up, and it would be pretty troublesome to fix it, so here's the link: https://amel.pw/trevie/map12.wad
  15. There was my ill-fated Doomguy's Pimp Ventures 4 project. It consisted of some of my very first real Doom maps, and i think it shows. I would be more than happy to share it in its current state, but i think that it's explicit enough that it would probably violate the rules in any Doom forum i shared it on.
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