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isthisnametaken

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  1. Thank you all, for your time, and the great relief of knowing that it runs in the Remaster; (Steppskie, Zoyahu, ValveMercenary) I'm hoping that becomes the new standard, even if I can't get it to work yet. @Immorpher and styd051; Thank you for the videos! Being the largest and hardest to navigate map of the set, I'm so glad to see it isn't too confusing to get through. @styd051 Super EX+ looks like a lot of fun. Complex mode might be a little more hardcore than I can handle, but seems well balanced. Nice work! I will definately be giving it a try. Anything that adds more options and ways to play is a good thing! :) @whybmonotacrab; Sorry if you had trouble finding the file. It was there when I copied that link, so I don't know what happened. I'm all for keeping Doom64 stuff together, so hopefully the administrative shuffling will be a good thing eventually.
  2. Welcome to elegant agony 64: Thirteen new levels of beautiful blasphemy for Doom64. Download links: https://www.doomworld.com/idgames/levels/doom64/ea64_100 Replaces maps 1 through 12, and 27. This set runs in Doom64EX+. [https://sourceforge.net/projects/doom64ex-plus/] You will also need the DOOM64.WAD from the Remaster, as it uses those resources. It should be compatible with Doom64 Remastered, but I could not get that five dollar version to run on my machine, so I can't confirm this. Designed for vanilla gameplay, so you won't need vertical aiming or jumping. Admittedly, the auto-aiming of the original doesn't always target enemies on elevated platforms very well, but I'm not sure if vertical aiming is any better. Regarding jumping, it might be easier to reach some secrets, but I don't believe there is any place that you can jump into and not escape from. Many thanks to the people on the Doom64 Discord channels, without whose help, this could not have been made.
  3. @thelamp, Thanks so much for playing, and another great video! Well done!!! (Minimal floor cheesing grants priviledge for a forgivable exit dash. :D ) Yeah, it's kind of the reversed murder maze, with play area getting progressively smaller rather than larger. Definately a slogging monotonous endurance test though, especially after 20-30 times playing - but I'm probably done with lowering floors experiments. :)
  4. This is a great idea. I could immediately visualise it, but the Doom palette won't cooperate. Anything purple/violet gets turned into a sloppy mess of reds and blue. Did a little research, and it needs 14 different palettes to work properly. (I suppose this is why the only replacement palette I've seen is monochrome!) So I'll experiment with some of the red and brown (maybe blue?) textures to get away from the stark gray. Thank you for this info. More ammo in the central area is easy to fix, and I'll try to find that stuck Zombie guy. Had some ammo stuck on higher floors when they moved, but didn't notice any enemies doing that. I probably shot him! :)
  5. @Helm, Thank you! Videos/Demos are always valuable feedback. Sometimes they help to show where resources are lacking. Other times, they only reaffirm that everyone has a different style. Tactics and weapon choices are impossible to predict, so the best maps should keep all options available. It's supposed to be more fun than frustration, but that's my opinion. As for a final version; this is probably it unless I get feedback (resource status and difficulty) on the last big battle at the bottom. @hakros, Thanks for playing, and I'm glad you enjoyed it! :)
  6. Funny you should mention color, as this was originally going to be for Doom64. Using the gradient lighting, it seemed a cool idea to go from yellow to green, green to blue, et cetera: It wasn't being so nauseatingly psychadelic that bothered me, as much as the way it gets all messed up with walls of different height. I think I got so sick of playing with color that monochrome was the only way to clear my head of it. But yeah, five levels would have gone the full spectrum! Also, an updated file with what is probably enough ammo to use any weapon exclusively... sarbella6_09.zip
  7. Thank you for the feedback, Helm. I'm glad that you gave it a try, and sorry that I didn't provide enough ammo - but this will be fixed. As the screenshots show, I end up with dropped weapons all over the place, and rows of rockets I can't carry - and I even tried not using the chainsaw so much... :( Regarding the monotony: I did try varying the textures on each level and it just didn't look right; being basically one giant structure with everything visible once it's opened up. Any sort of wall detail becomes impossible beyond the first level because of the lowering floors, and I hate getting stuck on sprites. Any suggestions to make it more visually interesting? As well, I'm getting old, not sure how many more maps I've got left in me, and devoting most of my effort to Doom64 these days. There are plenty of my maps out there already though. Search the archive for 'psyren' and/or 'JSGraham' to find them. :)
  8. Crux Funestus (Sarbella 6): The axis of the universe. The labyrinth is a spiritual journey of the eternal soul. Following the assigned contours, back and forth around the reversing spiral. Every cardinal angle and turn of the mandala is a symbolic representation of the most ancient quest of our species. The descent of the hero into the pit, through the five elemental planes, to the center of creation. Awakening life which waits forever lifeless, and putting it to sleep again. Bringing fire into the deepening darkness, and order into timeless chaos. Taketh up thy sacred shotgun and go forth, for when you emerge victorious, a new level of cosmic consciousness will have been achieved. You will never be the same after. (But this is true of anything you do, so spend your time wisely and have fun!) ******* Single player MAP01 for Doom2 Tested in GZDoom, but should work in anything, with or without freelook. MIDI is "The Woodwoman" by Bathory. (I have no idea who sequenced it.) Textures are modified from Doom2 or made from scratch - help yourself. CF_06_08.zip
  9. I couldn't make heads or tails of the Discord thread(s) - I suppose that makes the name appropriate. I do have a decent D64 map that is available if someone could PM me with a place to send it for inspection.
  10. Another question for the Doom64 specialists out there: In placing enemies, I was surprised to discover that the Imps are larger in radius than Barons and Hellknights. Doombuilder64 says the Imps are 84x96 (compared to the Tech Bible specs of 42x94), while Barons and HKs are 48x100 (compared to 24x100). Looking at the actual sprite images, some of the attack stances are fairly wide, but no bigger than those of the nobles. Does anyone have any idea why this is so? It just seems a bit unfair to the player, being able to fit a Baron into a smaller area than the weaker Imps. (Hopefully Kaiser isn't the only one who knows)
  11. So this will be my first map for Doom64EX, as well as the first time using Doombuilder, (apart from a couple of practice maps to get started.) Experimenting with the lighting, I discovered some link between the first two tags, and I cannot figure out what it is. In sectors mode: when I hover over the first door, the second is also highlighted, although they are both separate tags and sectors. Hover over the second door and the third lights up. The third and fourth act as expected. In lighting mode: when I select all three doors and adjacent sectors, only the red settings are shown, if this offers any clue. When testing this empty and incomplete map, everything seems to work fine, but I would like to figure out what is going on before continuing. Many thanks in advance for any help!!! new1206_03.zip Okay, I found the error of tags being swapped, but this dosn't explain the mystery of why the correct doors open with the wrong tags!
  12. Wow! You still made it through, JohnR60! Thank you for the video! I use the chainsaw more, and switch from the SSG to SG often, so usually have more than enough. There really isn't any ammo except from fallen enemies and a few rockets. I will add some though. Great video! Thank you, thelamp. Nice job! The running commentary was nearly as entertaining as the play. :) The traps will be removed, but you found more secrets than anyone else so far. Good use of the multiple pathways too.
  13. That was a very exciting demo also! I do hope you'll give it another try, not charging through so fast, at 2 health!!! (although that strategy seemed to work quite well!)
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