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About Demondice
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Doomworld Maximum Project 2022 - Uploaded!
Demondice replied to Obsidian's topic in WAD Releases & Development
Thanks for playing. :) I've uploaded an updated version that reduces the ammo in a few places (although there's probably still a bit too much) and adds a reasonable amount of extra health about. Hopefully that should redress the balance a bit. -
Doomworld Maximum Project 2022 - Uploaded!
Demondice replied to Obsidian's topic in WAD Releases & Development
I've put together a map that I thought I'd submit for this year's DMP. It's not necessarily a difficult map to complete, but if you're only a barely average doomer like me, you might want to excercise the quicksave key a few times. Title: "The Arch-demon's Manse" Format: UDMF Target port: GZDoom Playtime: Probably about 10 minutes or so on your first play Difficulties: Implemented. Designed to be played in UV, but still a fun ride in HMP. Lower can be a bit too simple. Jumping/Crouching: Nope, sorry. Freelook: Sure, it's GZDoom after all. MIDI: Always Watching by Lippeth - From Plutonia MAP11 Textures: OTEX. A few stock textures and a few basic edits. Sky is from Box O Skies. I'm pretty sure the naming convention has been followed correctly. I've included a mapinfo for music & sky. Screenshots: Download link: DEM_MANS.zip EDIT: Updated version improves the ammo/health balance. -
I started modding for Doom way back when DEU was the editor of choice. I've been coming back to it ever since, but apart from a couple of old WADs on idgames pretty much everything I've worked on has been scrapped for one reason or another. Usually because I set myself something way too ambitious and ran out of steam before finishing it. There are two recent WADs in particular that spring to mind, both of which are fully functional levels, but neither of which I was happy enough with to release. I might blow the dust off them and release them for the sake of it anyway at some point.
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Running Win 11 at the moment and I haven't noticed any problems with GZDoom, DSDA, or any of the editing utilities I use. In fact I'm yet to find any app or game at all that worked on 10 but doesn't work with 11.
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Cheers. :) It does the same for my map too. The MAPINFO is missing the "next" property from completed maps, and although I was under the impression that GZDoom would default to the next level in sequence, I'm probably wrong and it's the only thing I can think of causing it. The property is intact for gaps where a map hasn't been uploaded yet. I'm not sure if this is a setting @CBM needs to modify or an oversight for @DavidN to look into, as RAMP was hub-based so it'd be an easy thing to miss. I checked my own MAPINFO and my uploaded map has "next = MAP17" set.
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There's still no MAPINFO in the PK3. It's probably worth running it past David as it sounds like a bug, and I'm sure that's exactly why he wanted to test it in the first place. That said, one bug in something so fresh is pretty impressive. The whole system is extremely easy to use, and I only had to jump through a few hoops to get the textures working because I went about it in such a weird way.
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The texture problem in my map appears to be my doing. As OTEX is included in the PK3 I don't need to be duplicating the included textures, and the way that I referenced some of the flats in the map is causing them to fail to be recognised. I'm just in the process of renaming the texture references in the map itself to the correct ones in OTEX, then I'll upload a new version of the map with the textures removed. Edit: Yep, that did the trick. A lesson learned I guess.
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I uploaded mine a while back but didn't have much time to test anything until today. Weirdly, some of the floor textures don't seem to load. I'm also getting the default music and sky. The PK3 doesn't seem to have a MAPINFO or ZMAPINFO lump at all which may be the problem. Edit: Looks like these settings might be responsible. Grabbed a screenie from David's introductory vid on Youtube:
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I was away on vacation when you posted this and didn't fancy trying to watch it on a phone with an almost non-existent internet connection, but it was the first thing I did after switching my PC on back at home. Thank you for the kind words. It was a fun level to make, and it's always good to see how different people approach playing it. :)
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As much as I love the super shotty, I like the extra range and economic ammo usage of the standard shotty in Doom 2 for certain situations. I use it often to clear out the last few stragglers in a room amongst other uses, and I'm sure many others do too. I absolutely hate having to cycle past the ssg to get to it.
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@ScrappyMcDoogerton Had some spare time so thought I'd give your map a go. I'm glad I've got a week away booked for next week because it'll take me all week to calm down again, although I enjoyed every second of it. It's quite the adrenaline rush. :) I'll see if I can return the favour and record a demo before the end of the week.
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That demo did exactly what I needed it to. Thank you. :) There was a mancubus that walked over the spawn spot just as the archvile tried to spawn, causing it to fail. It seems that GZDoom doesn't allow monsters to telefrag other monsters (by default at least) even if teleport fog is set to true, so it remained in its little spawnroom. You could duplicate the bug by just standing in the middle of the raised section and blocking it yourself. It'd be nice if TeleportOther returned a value as to whether the command worked, but I couldn't find any documentation to suggest that it does. I've fixed it by just counting the number of archies in that off-map room and retrying the teleport a few times per second until it returns zero. You can still block it by standing there, but the second that you step off you'll end up with an archvile where the sun doesn't shine. Something to look out for if anyone else wants to move things around using ZScript's teleport functions. I've uploaded a fixed version in my submission post. I'm trying to get a level of challenge that's roughly around what you might expect for MAP16. Not extremely difficult, but keeps you on your toes a bit on UV. Maybe two archviles on UV difficulty might be about right though.
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That's really odd, especially as it's a zscript teleport rather than a boom-style moving floor setup. I usually map for boom compatible ports though so I don't have enough experience with zscript's teleport to know if there are any quirks. That demo should prove invaluable though. Thank you so much for that. :) I'll have a chance to look at it again after the weekend.