-
Posts
13 -
Joined
-
Last visited
About Basin_is_BACK
-
Rank
Warming Up
Recent Profile Visitors
The recent visitors block is disabled and is not being shown to other users.
-
RAMP - Rabbit's All-Comers Mapping project [DONE!!]
Basin_is_BACK replied to DavidN's topic in WAD Releases & Development
@CBM ah, I'm not the only one using Goldeneye midi then. -
My First Map: Crate Factory
Basin_is_BACK replied to Basin_is_BACK's topic in WAD Releases & Development
Thanks for the feedback! It's nice to have some advice on improvement rather than just praise. If you have a spare 15 minutes I'd love to hear your opinions on the Ultra Violence version of the map, it's got more monsters and less health. This doesn't address all of the problems you cited (the crate placement, the infighting) but it would be slightly less easy. -
Moving decorative objects along with ceilings (GZdoom)
Basin_is_BACK replied to Basin_is_BACK's question in Editing Questions
Thanks for the advice. Unfortunately, none of my attempts seemed to work (even the "setactorposition" which suggests a problem at my end somewhere), but I eventually solved the problem by changing the height of the things and their offsets in the bounding boxes, so I ended up with an 800 unit high object, which was "pressed down" by the ceiling, and moved upwards as the ceiling raised. Thank goodness I'm only using these for set decoration and nothing else! -
Moving decorative objects along with ceilings (GZdoom)
Basin_is_BACK posted a question in Editing Questions
Is there an easy way to move decorative objects (eg. hanging bodies, chandeliers) along with the ceilings they hang from as the ceilings raise/lower? I managed to get a custom object to appear in GZDoom Ultimate Doom Builder, but it won't move along with the ceilings when I want it to. Here's the code in the Zscript that I used to create the thing class titanRckt : Actor { Default { Radius 35; Height 229; +SPAWNCEILING; +NOGRAVITY; Tag "TitanRocket"; //$Category User_Defined //$Title Titan Rocket //$Color 17 //$Arg0 "Variable description" //$Arg0Tooltip "Titan Rocket" } States { Spawn: TITN A -1; Stop; } } I'm hoping there's a simpler method than manually setting the position every few ticks so it appears to move up... -
@Ofisil I've thought things over and I don't think I have enough time for this project at the moment, although if the deadline is the start of next year, I may end up dropping in in a few months if there's still a map free. I hope the project goes well though!
-
RAMP - Rabbit's All-Comers Mapping project [DONE!!]
Basin_is_BACK replied to DavidN's topic in WAD Releases & Development
I'm very excited to try this, and to try out using the GZDoom 3d floors and ramps and things. -
I've had an idea for an icon of sin fight where you have to fight your way through spawning hordes of demons (possibly including the cyberdemon and spider mastermind for extra noob points) to reach the boss brain object which can then be shot at directly rather than relying on rocket splash damage. It would probably require a custom sprite for the brain though, and I'm not confident that I could deliver a satisfying experience either. I'd be willing to try though. p.s. I'm sure my idea is not original so if it has been implemented in a wad before I'd be curious to see how it was done.
-
My First Map: Crate Factory
Basin_is_BACK replied to Basin_is_BACK's topic in WAD Releases & Development
Thanks for the replay and commentary Clippy. You managed to catch quite a few bugs that I either hadn't noticed before or cropped up during my last edit (such as the Cacodemons getting loose the first time you enter the first main factory room and the blue door room not being tagged as secret, when you're the first person to find it!) Other than that I think it's very clear that as a beginner, I have my own idiosyncratic ideas about secret placement which don't follow the usual conventions. Socmething to think on. Anyway, thanks again for the commentary, I hope you enjoyed it! -
Played through the first two maps and I'm really impressed with the quality and inventive use of textures, it's been great fun! I do want to ask though, are pistol starts expected? I want to know whether or not I should feel guilty about having a chaingun at the ready for unpleasent starting surprises.
-
My First Map: Crate Factory
Basin_is_BACK replied to Basin_is_BACK's topic in WAD Releases & Development
Thanks for the feedback and the playthroughs everyone. It was very informative to see how actual Doom players approached the map blind, as well as letting me spot places where I'd forgotten to change the textures as the map evolved. I've uploaded a new version of the map with the textures fixed and a linedef altered to activate when players climb into the nukage pool in a way I hadn't realised was actually possible! I thought about making the secrets a little less obtuse, as well as adding a few in the spots where they were clearly expected, but I don't want to get caught up in an endless cycle of perfectionist edits, so I think I'll leave the map as is for now. -
Thanks to DavidN's fantastic videos on Doom mapping, particularly his 7-part series on making a level for the Theme-Gawad, I've caught the mapping bug. This is my first attempt, using the Theme-Gawad rules (3072 x 3072 size, some restrictions on monsters and weapons), as a guideline but not an absolute rule. Info: Map made in Ultimate Doombuilder, in the UDMF format and tested solely using gzDoom and the Doom II IWAD. I've scaled the size of a couple of textures and added some false floors, so I don't think it's Vanilla-compatible, but it might work with some other ports. I don't think there are any particular rendering requirements or anything either, but I know nothing about that side of things so I can't guarantee anything. The textures are all Doom II, and I've not used any different music so feel free to add your own. Freelook is expected and ok, and I don't *think* jumping will have much effect on gameplay, but it is discouraged. The map itself is rather linear with fights along the way. I'm not sure exactly how difficult it is, but I'd guess it would around the Doom II level. I can breeze through on easy, beat it on medium if I'm careful, and I haven't bothered trying hard because I'm fairly confident it would be too much for me, a fairly novice Doom player. Feedback on the difficulty would be especially appreciated! Beyond that, any feedback would be greatly appreciated! (Edited to add updated file with missing textures fixed) (Edited again to upload 2nd update, with corrected secrets and doors) Crate_Factory_01.zip
- 11 replies
-
17
-
Multi-height multi-sector crusher coordination
Basin_is_BACK replied to Basin_is_BACK's question in Editing Questions
Thanks for the advice. It took more than a little fiddling around with transfer_heights but I managed to get it working perfectly. -
Hello Doomworld, I've just started Doom mapping in Ultimate Doombuilder, inspired by David N's excellent map making series on youtube. I liked his use of crushers as industrial pounding-things and wanted to replicate this, except with sector objects underneath to be pounded. I've managed to get the sectors moving up and down, but as you can see from the attached screenshot, the sector over the object and the rest of the crusher get out of synch due to the different floor heights beneath them. Is there some way I can link the crusher sectors together, or is there an action to tell a crusher to move down only a certain distance? I saw there is a "move up and down" action, but it look a little anaemic in practice.