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DrowzyBomber13

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About DrowzyBomber13

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  1. Mother3D is almost complete. Thank you all for your patients. I've been going on and off of this project but I think I have a result that I'm happy with. Just a few bug fixes and I'll publish it. Thank you all.
  2. Probably doesn't count as a "Doom sprite" but these are some Ness sprites for my upcoming mod.
  3. So smooth! What is the name of your mod if its been released, I'd love to give it a shot!
  4. How did you get that to work? I just keep getting an error that says "No space left for control sectors". Im also not sure how you got the green square thing to pop up like that. Is that the control sector?
  5. I thought thats how you would do that! Thank you for your help. If I wanted to make that a 3d floor, how would I go about doing that?
  6. As the title asks, how would you go about making a cone in Doom Builder? I attached a screenshot of how big I'd like it to be. (The grid is in 1 mp) I'd like for it to be the roof for this building.
  7. Ok. I got that done, do you activate that with the Special lump in the dialogue? The way I tried it before was Special = Thing_destroy(2). However it just made it so that the dialogue wouldnt activate.
  8. Conversation { ID = 22; Page { Name = "Dudebro"; Dialog = "Blah blah dialogue."; Choice { Text = "Follow me."; Giveitem = "Flyingmanwhistle"; (Where I want it to go away) } } } I would like it so that when choosing this option it goes away. The problem is that the way I had it before, it would kill every single monster on the map when making the choice
  9. Ok so I got it to work. The problem is that when the choice is made, everything is destroyed. I don't really know how to fix that. Any help?
  10. Would that be scripted in acs and how would I script that? I'm very new to scripting so I don't really know where to start.
  11. Hi. I'm making a map using the UDMF format and I am wondering how I can make an npc disappear after a dialogue option is chosen. Any help would be appreciated. Thank you.
  12. Here is a little preview of the mod so far. Most of it is subject to change but I hope you all enjoy it!
  13. Im thinking towards the end of this June or late August.
  14. Here is some gameplay for the mod. It's not the highest quality and isn't final. I thought it would be good to post some footage so here it is.
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