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aRottenKomquat

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  1. A little too puzzley and not enough Doom-style action/combat. It's okay, but I think it could have been better. I used to play the crap out of it as a kid--don't think I ever beat it, but I loved the atmosphere and the engine improvements over Doom. There's a reason we're planning a Hexen mapset after we're done with The I.M.P. Act. We'll be steering the gameplay more like Doom and Heretic than what you'd expect from Hexen, just to see how things are if Hexen was more like its predecessors.
  2. It's generically a C-style language, so C, C++, C#, Java, and JavaScript all have similar syntax to ZScript.
  3. Are you using UDMF/GZDoom format? You'll need to use SLADE and add a DoomEdNums to the MAPINFO lump for them to become a placeable Thing in UDB. Here's an example from a Hexen project I started, where I imported Heretic monsters into Hexen. You need to use unused item IDs for this otherwise you may replace stock Doom items. On the right-hand side, use the names as set up in your custom monster. DoomEdNums { // Heretic monsters 11008 = "HereticImpLeader" // https://zdoom.org/wiki/Classes:HereticImpLeader 11009 = "Ironlich" // https://zdoom.org/wiki/Classes:Ironlich 11010 = "Knight" // https://zdoom.org/wiki/Classes:Knight 11011 = "Minotaur" // https://zdoom.org/wiki/Classes:Minotaur 11013 = "MummyLeader" // https://zdoom.org/wiki/Classes:MummyLeader 11014 = "Snake" // https://zdoom.org/wiki/Classes:Snake 11015 = "Wizard" // https://zdoom.org/wiki/Classes:Wizard 11016 = "Clink" // https://zdoom.org/wiki/Classes:Clink 11017 = "Beast" // https://zdoom.org/wiki/Classes:Beast }
  4. For Doom 1 E1, I really like E1M7, and E1M4 would be a runner-up. For E2, E2M2 followed by E2M7. For E3, E3M6 followed by E3M3. E4 is a tough call because I don't really care for that episode, but the two Romero levels (E4M2 and E4M6) are okay. Doom2: Map11 and Map29. Plutonia: Map32 Go To It. TNT: Prison and Storage Facility always stand out in my memory. (If you can't tell, I like Doom 1 maps way better than the rest...)
  5. Some ideas if it was my map: Inset some computer panels in the walls Hang some COMPWERD boxes from the ceiling Add light sources (small light flats on the ceiling, or lamps on the floor) and do some sector lighting effects around them
  6. For some reason I decided to do some mapping on camera. Along the way I am teaching how to use Ultimate Doom Builder as well as explaining Doom mechanics and mapping techniques. This series is for vanilla/limit-removing Doom 2. I am tempted to call it "The Bob Ross Of Doom"... Full playlist (includes parts 1 - 4 so far):
  7. We're on idgames! https://www.doomworld.com/idgames/levels/doom2/Ports/megawads/alphabetdoom
  8. Update: The download in the OP has been updated with minor fixes based on what I saw in @UnknDoomer's playthrough. I fixed the missing custom music for MAP27 and also added EXIT signs on all levels that were missing them (except MAP32).
  9. We all know that Doom is actually 1.5D...
  10. Okay this is really cool. I've long wanted to 3D print a Doom chess set but I'm not that good a modeler and there aren't really any quality models that I could find. I wanted to export models from Voxel Doom but the format isn't something I knew how to work with. This might fit the bill perfectly!
  11. Is this UDMF format? You have the tag (9) set on the linedef identification field, rather than under the Sector Tag in the action area.
  12. I don't know if anyone has done that before. And with modern computers and modern source ports, I think it's even less likely to find hubs than before, because the resource constraints that necessitated hubs just don't exist anymore. You can just throw everything into one map and it'll work, and be far more seamless. EDIT: RAMP, maybe? I've never played it so I don't know if it actually uses the Hexen hub system to save state, or if a level resets each time you return to the main hub.
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