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Gaargod

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Everything posted by Gaargod

  1. You can make the enemy shoot cubes like the ones the Icon of Sin shoots using DECORATE: example: Actor CubeSpawner (or any name you want) { Radius 5 Height 5 Speed 12 Projectile +ThruGhost -NoGravity +TELESTOMP +LowGravity Seesound "weapons/smlbrn" DeathSound "vile/firecrkl" States { Spawn: BOSF AABBCCDD 1 Bright A_SpawnItemEx("BarbTrail",0,0,0,0,0,0,0,128) Loop Death: TNT1 A 0 A_jump (128,"Death2") TNT1 A 0 A_jump (128,"Death3") TNT1 A 0 A_jump (128,"Death4") TNT1 A 0 A_jump (128,"Death5") Death2: FIRE A 3 Bright FIRE B 3 Bright A_SpawnItem("DoomImp",0,0) FIRE CDEFGH 3 Bright Stop Death3: FIRE A 3 Bright FIRE B 3 Bright A_SpawnItem("Demon",0,0) FIRE CDEFGH 3 Bright Stop Death4: FIRE A 3 Bright FIRE B 3 Bright A_SpawnItem("Hellknight",0,0) FIRE CDEFGH 3 Bright Stop Death5: FIRE A 3 Bright FIRE B 3 Bright A_SpawnItem("Cacodemon",0,0) FIRE CDEFGH 3 Bright Stop } } Also if you want to make the enemy only shoot 3 cubes you can do this: MissileX: XXXX A 5 A_FaceTarget XXXX A 0 A_CustomMissile("CubeSpawner",65, 10, 0) XXXX A 5 A_FaceTarget XXXX A 0 A_Custommissile("CubeSpawner",65, 10, 20) XXXX A 5 A_FaceTarget XXXX A 0 A_CustomMissile("CubeSpawner",65, 10, -20) (change the values to fit the enemy you are editing)
  2. Updated my map: - Fixed the Archvile jump (so now you can't skip the map grabbing the blue skull earlier lol) - Added a Death Exit I tried to improve the visuals but honestly, I'm not good at it. 30mc_Gaargod_V3.zip Thanks for the feedback!
  3. Also, this is what a DECORATE script looks like in Slade:
  4. The DECORATE is an in-game file that gives all doom actors their properties, such as their health, speed, obituary, etc. To change the values you can do two things: Copy and paste the DECORATE of the monster you want to modify and then put it in your WAD using Slade (you can get the DECORATE here: https://zdoom.org/wiki/Category:Doom_II_monster ) Or you can use DeHacked but to be honest I don't know how to do that lmao
  5. Map30 finished TNT_FromMemory_MAP30.zip Tested with Crispy Doom, GZDoom, ZDoom, Zandronum and DSDA Doom It only needs to be tested in 4-Players Coop to make sure the voodoo dolls work fine.
  6. "Hatred", I felt scammed, not only for the money but for the game itself, since it was promoted as the most violent and controversial video game in history but it really is unplayable, the controls are lousy and the graphics are horrendous, worst of all is that it doesn't even have a story, it's just senseless violence for 7 levels in a row.
  7. Quite simple but challenging, the visuals are cool and it was very fun to play! I did a playthrough of your map:
  8. Made a playthrough of your map The final fight was just chaotic lmao
  9. Do simple maps, that way you can learn to better use the textures and the enemy placement. It's the only thing I can recommend since I consider myself a beginner too so I can't give you more advice.
  10. I made a playthrough of the first 4 maps The concept of taking original maps and remaking them is great but here it's not well executed, the enemy placement it's almost identical to the original maps and some fights don't make much sense, I kinda liked the random Icon of Sin appearance at the end of the levels but, again, it is not well executed and the arena it's pretty much the same in every map. In Map04:Torture Chamber is where I found more errors, the map is confusing, the enemies seem to be randomly placed and it's not following a coherent order. The textures and the structure itself makes it feel like a maze and it's not really fun to play. But despite everything, it's not bad to be your first WAD, when I started mapping, my maps looked very similar to the ones you have posted. From my own experience, I think you should not make a 32-level megawad as your first project, when I made my first WAD I already had at least 6 years of experience, so I would recommend you to improve your mapping skills before starting such a big project.
  11. 30mc_Gaargod_V2.zip @dac Map Name: Patio Bloodbath Author: Gaargod Theme: Outdoors/Hell/Plutonia Based Music: “La Migra” by Brujeria Difficulty Settings: Implemented Ports Tested: GZDoom, DSDA-DOOM, ZDoom, Zandronum Description: Small map inspired by The Plutonia Experiment, mid and high-tier enemies but relatively easy due to open spaces. Notes: Custom sky “SKYR3D3”, also, this is my 33rd map ever made, so the design is quite simple compared to other maps that have already been posted on this thread lmao
  12. 1.- Yes, I wanted the player to be surrounded by a large number of enemies all the time. 2.- If by "complex" you mean difficult and/or large, yes. 3.- You have to shoot the door to open it.
  13. Both are basically the same but GZCaronte is compatible with Gzdoom
  14. Yesterday i posted my first WAD that was compatible with Zdoom only. Well, I fixed some DECORATE errors and now the WAD it's compatible with Gzdoom. I couldn't make it compatible with other ports, mostly because I only use Zdoom and sometimes Gzdoom lmao but I will try to fix it to make it compatible at least with Zandronum. Download: https://www.mediafire.com/file/f63v70flomeo917/GZCaronte.zip/file Original Post:
  15. I'll try to fix the compatibility issues to make it playable at least with Gzdoom
  16. Ok I found another bug lmao The Wolfenstein SS attack sound was missing so I fixed it... New link: https://www.mediafire.com/file/s5bb3hyk65j7liz/CaronFIX2.zip/file If you find another bug please let me know. Thanks!
  17. Ok so, after a post-submit playthrough I found out that the map30 is unbeatable lmao (if you don't use mouselook). I fixed it and also found some untagged secrets so I fixed that as well... New download link: https://www.mediafire.com/file/6ym3ot9n0q5o17n/CaronFIX.zip/file
  18. Yeah, i had a lot of problems trying to figure out why it wasn't compatible with Gzdoom. Glad you're liking it so far!
  19. After almost a year of mapping, I'm happy to finally publish my first WAD on here. I started with the first 4 levels about 3 years ago, but in June of this year, I took up the project again and built the rest of the WAD. It includes a lot of custom content (especially monsters) taken from Realm667, all the credits go for their respective authors. It only runs with Zdoom and Gzdoom LATEST VERSION 2022 (Gzdoom compatible + bugs fixed): https://www.mediafire.com/file/1uxtnfi7b8erkeu/CarnV5.zip/file Tested with Zdoom IWAD: Doom 2 Mouselook: I tested it with mouselook enabled so there's no problem at all if you want to use it Jump/Crouch: No Coop: (not tested) 2-4 Players Deathmatch - No Editors Used: Doom Builder 2 and Slade 3 Music is taken from FreeMidi, MidiMelody, and UltimateGuitar Please let me know if you find any bug, missing texture, or literally anything that's not cool lol. <3 S C R E E N S H O T S:
  20. Thanks, it works just fine.
  21. It is indeed a pain to do this lol, been trying to fix it all day but I couldn't. The only solution I can think of is deleting the screen text for both secret levels. (nothing important is lost, just a generic "congratulations, you found a secret level :D" message)
  22. How can I fix this? When I exit my MAP15 through the normal exit, it shows the secret text screen for MAP31 when it is supposed to just start MAP16 The same happens for the super secret level, but the difference is that the secret exit for this one is in MAP29 Probably is something super easy lol but i need help with this
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