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Jenuall

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  1. Thanks for all of the feedback folks, it's really useful stuff! The videos in particular are great - a great way to see how other people tackled the level, so thanks for sharing those 😃 Definitely given me some fuel to work on my next maps now!
  2. Haha! There are 2x Super Shotgun and Chaingun available via secrets in the map but I probably could look at dropping some heavier fire power on the main path!
  3. Thanks for the feedback, glad to hear people enjoyed it! I'll review the use of 1 vs R linedefs - I thought I'd got these setup correctly (there are a couple of places where the player is supposed to get locked in rooms etc. so some doors are intended not to activate but there may be a few places where I've let something slip through! Same with the missing textures and stuck monsters - thanks for letting me know, I'll see if I can fix these up for a revised version of the map. Annoyingly I don't seem to be able to recreate the texture glitch from your screenshot Baron, but I'll take another look at that area and see if I can work out what is going on! And thanks for the links regarding changes the level names Turbulent, hopefully I can get a handle on that!
  4. Hey everyone, this is the first mapping I've done for Doom in a looong time. I dabbled with some of the early editors way back in around '95 and '96 but never really got beyond creating basic spaces (and lots of broken "hall of mirrors" areas where my linedefs were screwed! 😂) but I recently got back into trying to make stuff with UDB and this is my first attempt at making a real level so thought I'd stick it up here for the good folks of Doomworld! It was originally intended as a pretty basic MAP01 for an eventual episode but it's ended up being quite a bit bigger than that initial scope! I've tried to keep it kind of in keeping with classic Doom style and design, although it's probably on the harder side compared to what the OG games threw at you in the opening stages. There are a few secrets hidden around which follow some of the classic methods/patterns for discovery - I'm never sure how obscure to make these so hopefully I've pitched the difficulty right! Anyway, hopefully someone can get a kick out of it and I'm happy to get any feedback to either push into a revised version or to incorporate into my next maps! INFO Map Name: BEGINNINGS (well it will be - once I work out how you change this - something to do with MAPINFO right? ...) Game: DOOM2 Map#: MAP01 Difficulty: UV only (so far!) Tested with: GZDOOM JENUALL_MAP01.wad SCREENS
  5. That was it - I'd somehow put DR actions on the door lines! Thanks for the tip on the sectors alongside the doors as well - I hadn't noticed that those had been filled in when I drew out the geometry
  6. Hi there, I've just started getting back into messing around with Doom mapping for the first time since dabbling in it during the mid-90s so I'm still getting my head around how the tools work these days. I've been watching tutorials on UDM and have been slowly getting to grips with things but have hit a bit of a snag when trying to create some monster closet style traps. I've created some sectors to act as my closet doors, tagged them and linked them to a linedef using the "W1 Door Open Stay (fast)" action, all of which seems to work fine: I can walk over the linedef to trigger the doors opening perfectly fine... except then the doors seem to keep trying to close instead of staying open! Here's what my setup looks like in the editor: And this is my settings for the triggering linedef: And finally an example of one of the door sectors: I've tried fiddling with the settings on the door sectors and linedef, as well as looking at things like the height of adjacent sectors etc. but nothing seems to be bringing me much joy - the doors seem to keep wanting to close after a few seconds! Any advice would be appreciated!
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