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First thing I tried and it didn't work. Tried again just now and still doesn't work.
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I have done some experimenting with BRGHTMPS and here are some of the results There are 2 notable limitations: 1: the bright state flags have to be removed via DEHACKED for any of this to work 2: making the imp's eye or knights/barons flame fists glow would also make their blood glow, so I have to make copies of their death animations under different names If BRGHTMPS could refer to specific frames of a sprite and ignore the bright flag, things would be easier to work with.
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https://www.dropbox.com/scl/fi/if0bcgnqrmtv7mnotap8o/another-time-and-place-v2.zip?rlkey=8akp3k9ksszf16wvptp78w6ls&st=oh8b8zc6&dl=0 MAP: Another Time & Place SLOT: E3M4 MIDI: Hell from Jazz Jackrabbit NOTES: version 2 a notable changes: more candles and other decoration in the maze hopefully making it easier to navigate fix a mistake with the final elevator put pillars in the final fight to prevent infighting a lot more overall decorations and some other visual touchup V2a: change some demons into specters @Somniac sorry, it was a change I plum forgot to do before uploading
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https://www.dropbox.com/scl/fi/4n9nubqg6suooem8ugeyp/another-time-and-place.zip?rlkey=tc1p0c5brtdklqjg7psl2w0xr&dl=0 Title: Another Time & Place SLOT: E3M4 MIDI: HELL from Jazz Jackrabbit Known bugs: most in the final arena GZDoom: different floor & ceiling sky trick doesn't work automap fills in whats behind sky doors spoiling some traps, the maze in particular. DSDA Doom(OpenGL): A texture scrolls when its not supposed to. GZDoom & DSDA Doom(OpenGL): lower wall texture has priority in front of a negative height sector when no supposed to I think these bugs are minor and I consider this map finished. Aside from Sky transfer I used another Boom linedef, it just makes the exit glow.
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https://www.dropbox.com/scl/fi/rc41nyae236y6xi53iubz/another-time-and-place.zip?rlkey=bon5ip14wjnc3v3wa2yqq6cd2&dl=0 MAP: Another Time & Place SLOT: E3M4 This is a preliminary release there is no custom MIDI or different difficulty levels yet. I been struggling to figure out where to proceed from what I have so far, as such any criticism is welcome. screenshots:
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[RC3] 1K1K - A COMPACT Community Project for Doom 2
Blue Phoenix replied to Yop's topic in WAD Releases & Development
map 7 https://www.dropbox.com/scl/fi/q8vsrcwbcfbwxyvzxgcww/1k1k-map7-blood-cavern-RC1a.zip?rlkey=6a5o2fggpscv6gi50rsvcq2of&dl=0 -missing texture fixed and geometry moved sligtly -berserk flagged for all skill levels -
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