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Everything posted by CravenCoyote
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It depends on what I feel like at the time. It was nice to make a single map for RAMP, but I've done singles and more previously. I did a 9 map pack, but I'm not sure I'd do that again unless I gave myself a heap of time to do it. Most of my maps last around 10 minutes or less, but I spend days, weeks or even months working on them. My most recent wad, Dark Matter was two maps in length.
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RAMP 2024 - Newcomer-friendly community project!
CravenCoyote replied to DavidN's topic in WAD Releases & Development
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RAMP 2024 - Newcomer-friendly community project!
CravenCoyote replied to DavidN's topic in WAD Releases & Development
Map submissions are done on the RAMP website (in the op) -
RAMP 2024 - Newcomer-friendly community project!
CravenCoyote replied to DavidN's topic in WAD Releases & Development
Should we upload our maps to 'reserve' a map spot? By this, I mean to be allocated a map number for use with DoomEd options which are listed here. From the Rules page: The recommended formula is to use [(your map number) * 100] as a starting point, but this won't be possible for all maps due to the numbers of existing Doom objects. I've just checked and it didn't work with my GZDoom version either (v 4.10.0) but it works fine with the latest version (v 4.12.2) -
RAMP 2024 - Newcomer-friendly community project!
CravenCoyote replied to DavidN's topic in WAD Releases & Development
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Please don't do this if you have an SSD
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RAMP 2024 - Newcomer-friendly community project!
CravenCoyote replied to DavidN's topic in WAD Releases & Development
Hell yeah, I'm in -
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WAD now updated with a second map, Dark Envy. As always, my maps are generally pretty short. I hope you enjoy the second map as much as the first - perhaps more. OP updated with the new file. There are some extremely minor modifications that have been made to the first map as well. Nothing that warrants a re-play unless you want to!
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How would you describe your mapping philosophy?
CravenCoyote replied to NiGHTS108's topic in WAD Discussion
My maps tend to be small but detailed - I'll map for up to a month and end up with a 10 minute map. Often, but not always, they are tech-base inspired. I generally avoid large, out-door areas and stick with internal structures where I can make creative use of lighting. I aim for my maps to provide a fun, immersive experience and I choose my monsters and their locations to compliment this. I want to make weapon choice take at least some kind of consideration to handle encounters. I do not enjoy slaughter, nor do I enjoy maps if they are too easy or too difficult. A map where I can finish with about half health and just enough ammunition feels about the right level of challenge. -
Doomworld's list of videogames that are just plain unfair
CravenCoyote replied to 8088mph's topic in Everything Else
To this very day, I still cannot beat the first level of Darwin 4078 -
Just got around to playing this and I had a blast. I loved the aesthetics of this one. I always struggle with revenants so I'd go into ultra panic mode whenever an Arch Vile turned up to undo my handiwork. Fun map, thank you.
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what are you working on? I wanna see your wads.
CravenCoyote replied to everennui's topic in WAD Discussion
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Was fun to play, I love maps like this. Last time I heard that door sound was Von Helsings Mansion I think! And who was wearing high heels around this grand house? My one little bit of advice here would be to make some lines impassable (for example, around the pool table). It helps when you have things like the low beams that you can get 'stuck' on. You should be able to merge the map wad, textures wad and dehacked file into one single wad so that three files are not needed :)
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what are you working on? I wanna see your wads.
CravenCoyote replied to everennui's topic in WAD Discussion
- 9895 replies
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Doomworld Maximum Project 2024
CravenCoyote replied to Obsidian's topic in WAD Releases & Development
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I always love reading what you have to say, @Wo0p, and I actually did a little experimenting with your suggestion. In the area after the bridge where you collect the blue key card, I made the area darker and reduced the fog. It might look a bit subtle, but now I've mentioned it you might find it easier to notice 😉 Thanks for pointing out the missing texture, somehow I haven't noticed that. I'll have to check the map again tomorrow. I swear I'm going to punch Slade in the face because the maintenance options seem insistent on removing textures that have been used. I wasn't initially planning on it, but I've started work on Map02. This wad has really helped me to learn a lot, so adding to it and refining my skills with it has been very enjoyable
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Knee Deep in the Dead WAD?
CravenCoyote replied to MisterLivers's topic in WAD Releases & Development
I absolutely love techbase/Knee deep in the Dead style maps, so I'd say do it! -
[NOW RELEASED!] [9 maps for Doom 2] The Craven
CravenCoyote replied to CravenCoyote's topic in WAD Releases & Development
OK, just done some checking. The version on Doomworld is correct and shouldn't have any bugs. However, the idgames version has not been updated yet, and still includes the bugs from launch. I've updated the links in the OP to make this clearer for anyone downloading in future :) -
[NOW RELEASED!] [9 maps for Doom 2] The Craven
CravenCoyote replied to CravenCoyote's topic in WAD Releases & Development
It's a mistake from my mapping, should only be one secret, not three. If you downloaded via idgames then it probably hasn't been updated on their side yet. If you downloaded via Doomworld then I've uploaded the wrong version and will need to resolve when I get home -
[NOW RELEASED!] [9 maps for Doom 2] The Craven
CravenCoyote replied to CravenCoyote's topic in WAD Releases & Development
Thank you, did you download from idgames or Doomworld? If Doomworld, I may have uploaded the wrong version and will need to check when I get home. If idgames, the updated was probably hasn't been processed yet so it'll be the initial release prior to the bug fixes -
[NOW RELEASED!] [9 maps for Doom 2] The Craven
CravenCoyote replied to CravenCoyote's topic in WAD Releases & Development
Thanks for your feedback! Do you mind if I ask when you downloaded the map set? The reason I ask is because both of those issues should be resolved. Are you running any other wads alongside? -
You could probably switch the Melee tag with the Attack tag which means that the Trooper would attack only when in melee range. I think this would play the firing animation but wouldn't make a sound. And if that's the case, just replace the firing animation with the melee sprites in Slade edit: you can change the sounds in the Sounds section underneath States. Haven't got Whacked open at the moment (I'm at work) but I'm sure one of the option menus can be used to determine sound codes. Eg, change Sound 1 (Pistol) to 83 (Punch) for Trooper in Things