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Everything posted by Arsinikk
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Arsinikk's 10 Line Puzzlebox (Megawad Teaser) [MBF21]
Arsinikk replied to Arsinikk's topic in WAD Releases & Development
Thanks! It's actually not too crazy (despite how it looks :P). I tend to want to avoid having to redo all the sprites, so any palette changes I make look towards to the least amount of work on sprites as possible (I learned my lesson with Purple Rain's palette). Basically the dark and bright shades of red have been changed to purple, with the blue range changed to a magenta (you can see from the soulsphere in one of the screens). Of course I always have the yellow range tweaked to be a bit more of a saturated gold, as I do with all my projects... Although that is often less noticeable, but it does shine through more when contrasted with purple for the lava in this wad. I did end up doing some slight sprite edits, specifically to Barons and Pinkies. So instead of changing to the default purple, I tweaked them to be a mixture of red and purple. Plus some minor sprite tweaks for some powerups like the megasphere and rad suit, and pickups like rocket boxes and some weapons. -
>>>>>>>>>>>>>>> DOWNLOAD WAD <<<<<<<<<<<<<<<<< 10 Line Puzzlebox is the teaser for a full megawad consisting of only 10 line maps. The 6-map mapset targets MBF21 (complevel 21), but was primarily tested in DSDA Doom. The mapset is heavily inspired by @NiGHTS108's 10 Line Genocide community project, but is more focused on fair combat puzzles and interesting setups. The mapset includes a few dehacked weaponry and a heavily tweaked palette / colourmap. Note that while these maps are of short length, they are quite difficult. All maps are forced pistol start. Depending on y'all's feedback, I may tweak the direction of the rest of the megawad. Maplist 1: Toxic Dreams 2: The Slottering 3: Tri-Hard 4: Goldrust 5: Lifeline 6: Bitrate Killer Special thanks to @Rayziik and @besus for helping find a technique to force pistol start every map (especially for the future megawad).
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Finishing up Pirate Doom II! Then some moar Doom after. https://www.twitch.tv/arsinikkdm
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Chocorenderlimits/CRL 1.8 (May 19, 2024)
Arsinikk replied to Julia Nechaevskaya's topic in Source Ports
Also a bug report. RUST uses large text characters for the text screen. For some reason CRL crops them when Vanilla/Chocolate and other source ports do not. (blurred text for spoiler reasons). Vanilla/Chocolate (and other ports): CRL: -
Chocorenderlimits/CRL 1.8 (May 19, 2024)
Arsinikk replied to Julia Nechaevskaya's topic in Source Ports
Is there a reason why this isn't a pinned source port? I feel like it's important enough to be so. Especially since I use CRL way more than "Chocolate Doom", and that's pinned. -
Special thanks to @Spectere for playing through all of RUST on his YouTube channel! If you'd like extra commentary on each map, you can check out my comments under each of his RUST videos. I also highly suggest checking out his other videos, as he's a great DoomTuber! :) In the final video above, Spectere ended up solving the CODEX passcode, and dedicated a full hour reading through the entire CODEX! So if you'd like some ASMR to listen to for RUST lore, you can check the video above! I also put together a sort of passcode hint system for those stuck on finding the CODEX passcode: RUST CODEX Passcode Hints (Note that it's currently not possible to solve the entire passcode in ZDoom ports... I'm not going to explain why, as it would be sort of a spoiler. I would like to find some way to fix it, I'm not exactly sure of the best way to approach it yet...)
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Playing Pirate Doom II! https://www.twitch.tv/arsinikkdm
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Just wanted to mention, I'm slightly confused about why some of the maps have a 0 reject lump. I realise that it probably doesn't matter too much, because I doubt anyone would use this to record demos on, but maps with 0 reject are not demo-compatible. The reason this confuses me is because checking the first map "DANTE'S GATE 2.5, 1st Canto in INFERNO Series" by Dr. Sleep apparently has a 0 reject lump in the base.wad. But in the actual /idgames version, the reject lump is not 0, as well as having a different sized blockmap lump. I'm a little confused on why the maps were re-saved, or needed to be changed. Unless I'm missing something.
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ah yupp that was my problem. Was running Python 3.9.6 or something close to that (I'm probably wrong on this, but I honestly forget which version it said when I used the --Version command). Updated Python to the latest 3.12.3 and it works correctly. Thanks. May be worth mentioning a specific Python version is required on the download pages. Also I don't know if it affects anything, but I got this message while compiling: TNT.WAD checksum does not match. Continuing with caution. This is because I have the id Anthology edition of TNT.WAD, which has a different checksum. May be worth adding those checksums as well.
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So I wanted to check this out, cuz I think the idea is super cool! Tbh even just having all the master levels put into a single wad with vanilla tracks for complevel 2 would be nice, even without the extra maps. Looking at the itch.io and github pages, I still don't think it's very obvious how to install / create the WAD using python... especially for those users who aren't that used to dealing with installing packages and such through only a console (especially Windows users). Plus I don't even think some people have python installed in the first place. I feel like I'm a bit of an edge case since I actually have Python installed for specific scripts already, but I feel that better installation instructions would be very useful for those not used to console stuff. I tried running the "Version 0.2-hotfix2Latest" script and I seem to be getting an error (Windows 11): D:\Downloads\masterpack_v0.2-hotfix2>py masterpack.py Traceback (most recent call last): File "D:\Downloads\masterpack_v0.2-hotfix2\masterpack.py", line 208, in <module> def get_wad_filename(wad_name: str) -> str | None: TypeError: unsupported operand type(s) for |: 'type' and 'NoneType' It doesn't even seem to reach to the stage of building the WAD. (All WADs have been placed in the "source" folder).
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I made this map on a school computer
Arsinikk replied to EPICALLL's topic in WAD Releases & Development
A post can say alot about the mapper and what they think of their work. This post title is missing the actual title of the map, and there is still is no screenshots on the OP (screenshots in the drive link is better, but still come off as a bit half-assed). I don't even care if there's fancy title graphics, but at least have one image on the OP. This lack of effort makes me think you really don't care about your wad or even want anyone to play it. Why should I waste effort playing your wad if you put no effort on your post? -
Added some new midis! https://andrikpowell.com/midis/ ------------------------------------------------ Hell Revealations MAP25 - "Watch as the Angels Fall from the Heavens into the City of Sin" MAP29 - "The Cloudy Stone (Jay Reichard Remix) [Arsinikk Extended Mix]" 150 Line Massacre: The Golden Skulls MAP26 - "Music Box Suite (Fable II Cover - Rearrangement)" MAP36 - "Fuck Everything (Andrik Arkane Cover)" New Christmas Midis (both are used in 200 Line Christmas) "Silent Night (on a Soundless Mound)" (Midi request from @NecrumWarrior) "Nobody Told Me About We Three Kings" New Unreleased Midi "Silent Hell" New Community Project Midi "BANG X3" (from McDoomguy's Slaughterific Sample Platter)
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grungo head art archive thread (ART IS SLOW BUT HERE)
Arsinikk replied to Grungo's topic in Everything Else
Peak art :) -
I'm not quite sure what you mean by this... From what I know, your main content is Twitch live-streaming... Which let's not kid ourselves, streaming is hard gig. Not only for exposure, but you are also playing Doom, which in the whole grand scheme of things on Twitch is a small subset of the site. You could possibly make an argument that people would rather watch Doom speedrunner streams, due to those being seen by some as possibly "more entertaining", but I'm still not quite sure what it is you're feeling. One thing that I can say is that it's not just streamers that can feel like this. I think with the way Doomworld is currently set up, you kinda have to pray that your new release stays on the first page long enough to be seen. Once your release hits the second page, you are most likely not gonna get much views unless you have already made a name for yourself as a mapper. I think this is largely due to the "WAD Releases & Development" subforum also including WADs that have been released ages ago, so your new release can easily get pushed to the second page just from some comments from old projects. Personally, I think it would be nice if "New Releases" had it's own subforum where WADs could have a lifetime of around 1-2 weeks there, so that it would be easier to see actual new releases as opposed to existing releases which just end up pushing those down. Either way, @LadyMistDragon has a point regarding the WAD flavour of the week and popularity. Unfortunately I have seen quite a few WADs that I thought were pretty good get overshadowed by other project simply due to getting pushed off the first page, and the mapper being unknown. At this point, it kinda is somewhat of a popularity contest to see if people check out your WAD or not. Same could be said when it comes to Twitch and streaming. I've often noticed streaming myself, that people will more often check in to your streams if you play the more popular WADs. Whenever you play some WAD that's much older and not currently popular, less people will typically check out your stream. I'm saying this to you @TheShep, because I noticed you tend to play alot of older WADs. Again nothing wrong with that (I like many older WADs), but it's kinda just how it is.
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Thanks for the kind words and review. It's quite appreciated. It's a little interesting for me to see how much this WAD has been resonating with people, especially with it having some heavy influences from early 90s / D!ZONE WADs. I mean I literally turned off auto-alignment for textures in Ultimate Doom Builder, just to help give RUST that early 90s WAD feel. Any texture that's been aligned had to be done so manually. No worries. It's a little hard to fit that much information with how the post is laid out. Kinda had to resort to putting most of the extra information in a spoiler / text file of the WAD. Yeah it's a little tricky. I'm currently using a super old version of Game Maker (2011) to compile the CODEX, and it only has support for Windows. I may look to upgrading to a slightly newer version to see if I could add more platform support, but there's no guarantee the current code I wrote for it will work the same in the newer version. Fun fact, I sorta felt like I messed up slightly with E1M7 when I made it. Don't get me wrong; it seems to be everyone's favourite map of the set, but it really did raise the bar so high that I felt like I needed to at least match that map with the following E1M8. Lol I don't know if it's exactly on par with E1M7, but I hope I did a good enough job with ending the episode. In your review, you said "Arsinikk has big shoes to fill with the promised follow-up"... Part of me is happy for this, but now I feel extra pressure to really make a great follow up in episode 2. :P
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While I appreciate your enthusiasm, it is really up to the doomwiki.org maintainers whether they consider the megawad notable enough. Usually the main criteria they follow is if a megawad wins a Cacoward. Since Hell Revealations wasn't mentioned anywhere in the 2023 Cacowards, and was released before the judging cutoff frame of November 2023, I highly doubt it's eligible anymore. Therefore I don't really have much hope for such a page. Perhaps there isn't much of demand for a Hell Revealed megawad in 2023, or the community felt that the megawad wasn't up to par with the other releases of last year. Either way, I had lots of fun with The SLOTTER Team developing this megawad, so I don't mind so much if HRs doesn't get recognition. I'd like to think we did our best in capturing the Hell Revealed spirit, and perhaps we'll take another stab at a sequel in the future.
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Playing Jade Earth for the first time and some more Doom WADs after probably :) https://www.twitch.tv/arsinikkdm
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Hell Revealations Demopack (Open Demo Submissions)
Arsinikk replied to Arsinikk's topic in Speed Demo Submissions
Yo the evil eyes are totally fucked on -fast LOL -
E2 will finally introduce the Plasma gun, so maybe that'll be the secret weapon. Been debating whether to keep the BFG exclusive to E3. Regarding NG+, it is hard. Like very hard. Like I came off of leading Hell Revealations (Hell Revealed project) hard. I haven't heard of many people playing through, so I'd be interested on how that goes. Regarding GZDoom support, I did have to add a specific script on E1M4 because of how ZDoom ports adhere to exact monster hitboxes (instead of Vanilla's more jank implementation). It should be fully compatible, but I'll admit I haven't fully tested NG+ in GZDoom. Interesting, I haven't actually played through RUST with the actual music and not midi versions. I may try that out. LOL I don't need to explain why midi versions are used. It's a bit convenient that it's the 30th anniversary of NIN's "The Downward Spiral". Honestly I usually write my own music for my projects, but due to the 90s D!ZONE influence, I thought midis of songs that came out around that time would work better. I always liked NIN songs and there's quite a surplus of midis to choose from. Even with some of the midis like "Heresy" I actually reworked it heavily to make it sound more like the original song (because it's one of my favourites, and I thought the midi didn't sound close enough).
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Well I don't wanna spoil you :) Although I'm glad someone's having fun with the "hidden rocket launcher" game! Interestingly enough, I've dabbled in doing Vanilla rain quite alot. During the development of 200 Line Massacre, I experimented using the pain elemental death to spawn raindrops. The problem with that way is two fold though... There's a lost soul limit which would limit the rain to 20 drops, and also Vanilla has a sprite limit of only being allow to display 128 sprites on screen, and will flicker / not draw any sprites after that (sprites draw from the player, moving out... so furthest sprites would not draw after the limit is reached). It's also a shame to lose the pain elemental functionality, and the sprite cost just doesn't seem worth it in Vanilla. I've also dabbled with rain sound as well. It's actually rather easy to do if you just have the rain object emit a sound. The problem is that in Vanilla, it just doesn't sound very good, and sounds more static-y than nice. It's also worth noting that Vanilla has a sound limit in that it can only play a certain amount of sounds at a time, so a rain sound is just another sound to get in the way of monsters or more important sounds, or just randomly cut off when other more important sounds are playing. Although, the main reason is that it just didn't sound very good and was static-y. Regarding the universal rain mod, I thought I'd try it out just to see how RUST would play with it. It's kinda interesting to see how the maps are with added rain and thunder sound effects. I don't know if I'd add effects into RUST like that in an official case because I think it would go against the mapset feeling Vanilla. However, I don't mind if you or others use the universal rain mod, because it is a pretty cool effect. :)
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Here's a new update (hopefully the last one for Episode 1)! This update fixes E1M8 on ZDoom ports ( @CrazyJeff ) and fixes a really stupid DOS/Chocolate Doom crash that I accidently introduced in the last update. If you wanna know more info about the fixes, look below:
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I'm going to guess the final line of the riddle?
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What are you talking about? I'm saying this is how OPTIONS work because this is what I've been told by Shepardus and from my own experience while trying to make my WADs compatible with multiple source ports for years now. It maybe is possible that it's slightly different now, but you haven't really given proof that say what I'm saying is false. I have no problem admitting I'm wrong if I am shown proof, but I'm not trying to ease my way out of a conversation. At least I'm not trying to spread misinformation. That would be a cowards way out, and I'd like to think I still have integrity. I guess... although I'm not really happy about utilising a lump where most of it gets disabled. Seems counter intuitive to me. To be fair, yes the COMPLVL proposal has been shut down. But last I heard, GAMEVER still has some kind of a chance. Look, I'm not trying to get out of a conversation. But I'm not gonna back out if someone's going to call me out on misinformation, when I know how things work. I've been implementing support for all my WADs for all ZDoom ports, Eternity, DSDA Doom, Woof, even special support for Doom Retro. It's not like I literally know nothing about these things. If you really wanna show me that I'm wrong about the OPTIONS lump and DSDA Doom, then send me the actual code from Github. Then I have no problem conceding that I was wrong. But just saying that I'm wrong without receipts and then saying I'm lawyering my way out is just disingenuous. I'm not trying to make enemies here. But I will stand up when challenged.