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New Update: Adds 5 new maps New Enemy - Super Soldier: Rapid-Fires with the force of a shotgun FZ-03MAY.zip
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The word Itself is Purely fictional. It's spelling is based on the Bosnian-Latin Orthography. The Equivalent in Cyrillic is фарстажи.
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New Update - 13 April Build Changes: -Updated Music -Modified Maps FZ-13-4.zip
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Woops, sorry for kind of forgetting about this for awhile... Development Starts Again Shortly.
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How to solve this simple problem?
m3_mapper replied to Johnny_Vicc_007's question in Editing Questions
I know for a fact a dummy sector has multiple sides. if that's too much, split the linedef and reassign one of them to tag 4. The second one is faster. -
Setting Sector Colors Using External Scripts and Tags
m3_mapper posted a question in Editing Questions
I'm currently working on a WAD using the Boom Branch of the Binary Level Format, but I was thinking about giving users of more advanced ports like those of the Zdoom branch in a way that doesn't interfere with the mapdata itself. What I have in mind is using an external script that sets sectors with certain tags to certain colors. I know I'd seen something similar done with sector reflections. How viable is this? -
Do Sky Transfers Still Work In GZDOOM?
m3_mapper replied to m3_mapper's question in Editing Questions
thanks. sky transfer documentation was somewhat difficult to come by -
Do Sky Transfers Still Work In GZDOOM?
m3_mapper replied to m3_mapper's question in Editing Questions
question updated -
Port: GZDoom Version: 4.10.0 Issue: Sky transfers produce streaky, ghosting messes. Different maps and textures wield similar albeit different artifacts. Changing texture settings also causes changes. Sky Transfer Completely absent in Hardware Mode. What Needs to be done to fix this issue or, are sky transfers no longer supported in GZDoom? Zip contains map as well as control map recreating circumstances. SkyFuque.zip
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Thank you for notifying me that I did not specify which IWAD was needed. The Description has been updated.
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Contained in this file is the first public protobuild of Farstaži. It contains the first ten maps accompanied my the GM version of each track map's tune. The current plan for each protion if the was is as follows: Section One (MAP1-10) Earth - Difficulty: No tougher than Plutonia Section Two (MAP11-20) Moon/Space - Difficulty: Tougher than Plutonia Section Three (MAP21-30) -Undetermined - Difficulty:Undetermined (Definitely Harder) PR+ Compatability. Jumping, Crouching, Freelook Permissible. Note: If you see a working "Mirror", It's not actually a mirror. Note2: Plutonia Required FZ-proto1.zip
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Dehacked can Run on pretty much anything that UMAPINFO can, so that souldn't be a problem.
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Stellar idea
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I've been getting familiar with UMAPINFO as of late, and I noticed the entry for bossaction. I followed its instructions, and I haven't been able to get it to work. I can't say I've found any useful guides. How do I use bossaction? What is the syntax I need to use? Sample from my project: MAP MAP03 { levelname = "The Refinery" skytexture = "sky1" music = "D_MAP03" bossaction = ShotgunGuy, 31, 300 bossaction = HellKnight, 31, 301 bossaction = Archvile, 31, 302 } I suspect people with more experience will tear this to bits.
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I love the feeling of knowing I'll never reach this level of expertise.