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Here's an IDEA for a community project that I might host in June or July.
Hydrus replied to wumbo's topic in WAD Discussion
It might already have been done: -
Embryo: where each map is smaller than the last
Hydrus replied to Moustachio's topic in WAD Releases & Development
Exactly! 50 Shades of Graytall only needed 18 maps to win a Cacoward. As long as the maps are decreasing in size, the project should be alright. -
Embryo: where each map is smaller than the last
Hydrus replied to Moustachio's topic in WAD Releases & Development
Some stuff I forgot to mention about MAP29: Sky: OSKY7 from OTEX Tested with: dsda-doom with default compatibility (except I took the patch table/texturex lumps out of the wad; you'll need to put them back in for it to work) The main reason why I actually stopped working on it was that I couldn't get Sector 51 to lower after pressing the fourth switch, no matter what I tried. This is where the map breaks; I haven't playtested anything after this part, but the general design is still there. I think you might have to wait until the switch opens, which should be just over 30 seconds after the last one. (In retrospect, maybe this wait is too long?) -
Embryo: where each map is smaller than the last
Hydrus replied to Moustachio's topic in WAD Releases & Development
Here's the unfinished MAP29. It's full of bugs, and I'm simply tired of working on it. If somebody else wants to finish it, go ahead. Name: "A Room With A View" Music: "Path of Destruction" by Mark Klem (from Requiem) emb29_v0.5.zip -
Embryo: where each map is smaller than the last
Hydrus replied to Moustachio's topic in WAD Releases & Development
Am I allowed to use skies from OTEX? -
Embryo: where each map is smaller than the last
Hydrus replied to Moustachio's topic in WAD Releases & Development
I played the first six maps in DSDA on HMP. Here's some minor nitpicks I have. "Getting Smaller": There's a big slime trail in the room with the changing floor, and some of the chaingunners can fall into the out-of-bounds areas. "The Fallen Citadel": You can grab the supercharge through the bars in the cave, and you can straferun onto of the platform with the megaarmor next to the lake. "Grounded": You can walk over the metal barrier that leads to the armor bonuses without pressing the button that lowers it, and you can do it by just walking forward off the platform. This is a pretty cool mapset, though. "Silvershine station" is my favorite so far, but "Grounded" is also a pretty neat and atmospheric map. -
I'm making a map in Boom for a community project, and the floor and ceiling are missing on one of the sectors on DSDA, but not on GZDoom. How can I fix this? (Map requires OTEX v1.1) missingtex.zip
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I'm working on a map with colored lighting right now! ;)
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Box Doom - Community Project [Slots Filled]
Hydrus replied to randomsounds01's topic in WAD Releases & Development
Can't play it in DSDA; one of the textures is "not compatible with Doom 2" -
Box Doom - Community Project [Slots Filled]
Hydrus replied to randomsounds01's topic in WAD Releases & Development
Also, I updated the midi, so use this version please. synopsis1.zip -
I experimented with some colormaps from Jim Flynn's BOOMEDIT.wad in the level I'm currently making, and some of them mess with the sprites, and the others's colors are too strong. Are there any wads that use this mechanic in a satisfactory way?
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Box Doom - Community Project [Slots Filled]
Hydrus replied to randomsounds01's topic in WAD Releases & Development
I had it that way at first, but I couldn't press it due to the door being right in front of it. But if you can fix it, go ahead.