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NinthBurn

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  1. It was not posted, but I did finish the map yesterday. However, I don't like how it turned out; the gameplay is bland and boring, so I will be freeing the slot to be used by someone that might have more interesting ideas.
  2. I'm sorry to say this, but I will be giving up on slot 30.
  3. Really cool map! If it wasn't from this thread, I'd say it would take like 3 hours to make it. Good job! One issue I found was that you can jump off the corners from the pinkie-revenant area you teleport to at the end. I wanted to make a map for the thread 2 weeks ago, but I couldn't manage to finish it in an hour. Maybe I'll try something else soon.
  4. First of all, as somebody already mentioned, if you write those commas, you must also pass the arguments! A_CUSTOMBULLETATTACK (0, 0, 1, 15, "A_SAW", 0, 0, AAPTR_TARGET, , , ) should be A_CUSTOMBULLETATTACK (0, 0, 1, 15, "A_SAW", 0, 0, AAPTR_TARGET) Secondly, your usage of A_CustomMeleeAttack & A_CustomBulletAttack is wrong; these functions are meant for monsters. If you want to make player weapons, use A_CustomPunch & A_FireBullets instead. Here's a conversion from A_CustomBulletAttack to A_FireBullets A_FireBullets(0, 0, 1, 15, "A_SAW")
  5. Does slot 30 have to be an Icon of Sin map? If not, I'd like to make a map for it
  6. Feels incredibily crammed in the beginning, but once you figure out a strategy to move the monsters around, things becomes manageable. I liked it! I did find some issues with the map, however: Texture "METAL28" was missing from the pack; unless it's used in one of the resource packs posted in the OP, I haven't checked those yet. Also, I don't know if this is intended. The following scenario looks like it should in hardware renderer(you can see through the walls), but in software renderer the following happens (unless it is intentional):
  7. Let's go for a walk, shall we? Info Download link. Screenshots There are some textures included, but I only use half of them. I used the others in order to create the TEXTURE1 lump. I have added a marker inside the WAD to indicate the textures that I have used, there are not that many(some, like LAVAFAL and WFALL seem to be included in the resources mentioned by others).
  8. Same question as before: is sector joining allowed? If so, I'd like slot 14.
  9. Do joined sectors count as 1 for this project?
  10. Thanks for giving it a shot! Unfortunately, killing the Arch-Viles before picking up the keycard was not intentional, which is why I've updated the post to a new link with a fixed version. I want to thank both of you for finding that out, because for some reason, it just didn't occur to me that people would just press the switches(which is obvious). I also modified the starting room, to indicate to the player that they have to shoot the eyes in order to lower the SSG.
  11. Nope, a friend sent me a MIDI and decided to make a map for it. I am unable to find the MIDI composed by Jimmy with the same name, though. Looking forward to see what people think of the fights, especially the last one. I might have overdone things, but I really liked the idea. Shame I couldn't finish it all in an hour.
  12. A small map meant for the OHM thread, but I couldn't manage to finish it in just an hour. If Ultra-Violence seems too hard, try lowering the difficulty. Requires a source port that supports UMAPINFO. Map format is Boom. I have tested it in PrBoom+ and GZDoom. < < < - - - - - D O W N L O A D - - - - - > > > Get it here. < < < - - - - - D E T A I L S - - - - - > > > < < < - - - - - C R E D I T S - - - - - > > >
  13. I know this thread has been dormant for years, but I ran into the same issue today, and found something that lets you use named scripts with SetLineSpecial: StrArg Here's an example of how I have used it, where I have written a script named "PurchaseWeapon": SetLineSpecial(300, ACS_ExecuteAlways, StrArg("PurchaseWeapon"), 0, 500, "supershotgun", "Super Shotgun"); ...and it does, in fact, work! Also works with ExecuteWithResult, if your script has 4 arguments: SetLineSpecial(301, ACS_ExecuteWithResult, StrArg("PurchaseItemN"), 100, 8, "shell", "Shells");
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