NightRiding Doom
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Demon ice cream?
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Are there any dark grave yard maps made in Doom?
NightRiding Doom replied to Divided2's topic in WAD Discussion
Myhouse.wad may give you more ideas than you asked for. while it starts in a regular home it quicly becomes a decent to madness. -
Ground Floors - Doom II WAD [/idgames]
NightRiding Doom replied to doodyne's topic in WAD Releases & Development
Tip; ALWAYS require credit for use of the content you created from scratch, like a midi. It helps avoid some copyright troll companioes that would LOVE to snatch the music and then sell it, then copyright claim everyone, including the original author for it. -
Who here has 100%'ed Doom & Doom 2?
NightRiding Doom replied to EvilSqueegee's topic in Doom General
Intermission screen tracks your items, kills and secrets as well as level completion time I have yet to 100% doom...or complete doom II without cheats for that matter -
Your decorate code has a bug in line 197. In a place, where you have "SHTP" written, should only have numbers. In other words, replace SHTP with numbers.
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Yes, yes you do. Unless you use a mod or crouch. Original doom does not have those functions.
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It seems clippy got bored after his megawad release :D As for the pronounciation: the only true way is probably the wrong games. I.D. Games. Challenge everything
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if thats AI generated then you live in the matrix :D As said previously, I talked about Amarus stuff, and the fact that he handdraws them Edit: Name checks out
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BRuh...... this is some fucking talent. Someone will hire you with this kind of portfolio under your belt
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From the file you did provide, remove the map11_xx and Map11_old files to a different location. They seem to conflict with the Map11, but that is my best guess at the moment.
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1.) Teleporter depends on format. There are different formats in Doom, so there are different ways to make the teleporter. Basic is the same: You need a sector, that has been tagged with a number. In the same sector, you put a "Teleport destination" item. That's where your monsters (or player) will teleport to. To make the teleport work, you create a linedef with the teleport line action. That linedef MUST have the same tag number, as the sector with "Teleport Destination" item. Once those two steps are done, any monster (or players and monsters if you use WR Teleport line action) will teleport to target sector. 2. For custom textures, you need slade3. The tutorial, how to add custom textures, is here: Slade 3 Texture tutorial To Download Slade3, you go here: https://slade.mancubus.net/index.php?page=downloads 3) Yes. But project Brutality has it's own conditions on how to use it. You need to ask it from the Developers of that mod. How to add: When creating a new map or opening an existing map, click on "Add Resource" button. Dialog opens up, click on "From PK3/PKE/PK7" tab. Click on open folder button next to the empty field, find your Project Brutality pk3 file (I think it is PB_Staging.pk3) and click open. Then click OK and now you have that as a resource file. It will also now be initiated upon launching the map through F9 button, so you can test your map with project brutality. However, I am not 100% certain, as I do not use GZDoom with project brutality. 4) Player is the same height as zombies and imps.
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Best weapon for a swarm of Cacodemons?
NightRiding Doom replied to Peaved T-40's topic in Doom Editing
a deviously excelent cacoswarm will require plasma gun -
I saw it mentioned in this thread that Mutahar (SomeOrdinaryGamers) made a video. Here is his video, with heavy spoilers. This is totally different from the usual gameplay videos and his investigative journalist style comes through. EDIT: Stumbled upon the video by accident. Video:
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Which monster you wanna be from doom 1 and 2?
NightRiding Doom replied to Admen's topic in Doom General
I already am the harmless meatball....until you remove my limits ;)