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Everything posted by Baron T. Mueriach
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Max specifically. Normal runs on that level are fine if you don't spend too much time in one place.
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Nothing is more underwhelming than E4M8... I can pistol start it on UV with fast monsters, but I can't even do E4M1 on HMP. (Yes, I'm not very good at DOOM, but it just puts into perspective how weak the bossfight is) I remember playing episode 4 when I was a kid, I worked my ass off just to see that the bossfight was just the Spider Mastermind. I was so crushed lol
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Released: Infernal Gladiator
Baron T. Mueriach replied to Laocoön's topic in WAD Releases & Development
Wow, did this just get released, or is it some kind of repost? Just confused on how nobody has commented yet lol But holy moly this is nuts! -
How to make the E1M8 function
Baron T. Mueriach replied to Baron T. Mueriach's topic in Doom Editing
Appreciate it, thank you. -
Yo how do I make the death of 2 entities equal 1 function. Like E1M8, once both of the Barons are dead, then the door raises. Not sure how to do this, I can make it work with one but not 2 because I guess it's MAPINFO or something.
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How do certain one-texture skyboxes work? Like all of DOOM 1 & 2's skyboxes are just one image, and when repeated are not seamless, but appear completely seamless in game. I have seen other skyboxes that are multiple parts stitched together, instead of SKY1 it's SKY1A, SKY1B, SKY1C, SKY1D. I'm not really trying to make any, just kind of curious on how it works. Although it'd be pretty nice to know so it won't be very hard next time I want to make an effortless skybox.
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Custom weapon zoom crashes the game?
Baron T. Mueriach replied to _koraichu's question in Editing Questions
Your script looks entirely clear but there may be a very subtle syntax error. There's a pretty complex way to debug it and I can provide steps but I can't ensure it will work for you since my knowledge on this is very limited. Only thing I've found so far is opening GZDoom in an IDE, compiling a debug build, running the code, and then profiling it in a software like Visual Studio or CLion. Not sure if you've tried this before. GZDoom has been acting strange for me in the past few days like never before, maybe it's universal who knows. Sorry I'm not much of a help, hope you can get it working soon. -
Late response, but since you didn't post the WAD it's hard to tell. Possibly put the "Render Style" (above the Alpha you've circled) to Transparent instead of Translucent? If that's even an option, I'm not sure. I've never seen the texture you're using as a floor or ceiling texture before.
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My First Wad: Project Titan Now on Idgames!
Baron T. Mueriach replied to Dylan Jarvis's topic in WAD Releases & Development
Nice, for a first WAD made in 2014 it was damn good. E1M2's fiery maze section traps went crazy, really instilled fear in me. All-in-all it was good. And good luck on that Doom 2 MEGAWAD, hope to see it in the future! -
It's alright I guess, you be the judge. Quite literally just a typical E1M1. Made in about and hour or 2. The first WAD I ever decided to post here, lost my old account unfortunately so I have to start from scratch here. I don't feel like posting screenshots because it's like 3 screenshots in length, hope you'll still try it out without them. Also, I suck at making Phobos style maps, so please don't judge too hard lmao. https://www.mediafire.com/file/dlrme03rpxwir6c/E1M1.wad/file
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I tried doing that, it completely destroys it and turns it into a mess of lindef spaghetti
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Yeah it's UDMF, sector tags are for switches edit: also tried this, still doesn't work for some reason
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It was a problem with GZDoom
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The issue has been resolved, I reinstalled GZDoom and it worked. Not sure what the hell that was all about but thanks to everyone who gave suggestions.
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Ah yes I see. Freedoom is a very interesting project, and while many don't like it, it's hard to disregard the effort that went into it. Good job with the border textures, definitely cleans up parts of the map and makes it look nicer overall. And good luck on the tech/base styled level, those can be quite tricky to get inspiration for. I have faith you'll do good though!
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Hey thanks for taking the time to respond. I set the identification tag to 0 and still nothing! I saved, closed, and reopened it, but that didn't seem to work. Now I'm starting to become convinced it may be a problem with GZDoom or at least my GZDoom, I'll update it and retry later. I checked Ultimate Doom Builder and it says I'm up to date, also checked the errors and everything was perfectly fine. Really wish UDB had a built-in debugger. I hope I won't have to manually program these functions into the TEXTMAP or MAPINFO files, that'd be a pain in the ass. I appreciate you responding though, thanks again.
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It was fun! Nice short, easy, laid-back level. Design was nice, texturing looked good, and not overkill with monsters. Plus it looks like a really nice office to work at... minus the small matter of the demon infestation ;) As for wanting advice from experts, I'm not an expert but I can give you some mediocre advice: I'd say the only thing that I noticed was some improper texture alignment, a few of the door tracks weren't lower unpegged, and also the yellow door used too much of the DOORYEL texture which made it pretty ugly, unless that was the look you were going for. Other than that though it was a nice level. Keep up the good work my friend. Here's what I got for my blind play through on Ultra-violence:
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Hello, so I'm having quite a problem in Ultimate Doom Builder after importing some custom textures into Slade3. The problem is as follows: Doors, lifts, teleports, tags, sector tags, level ends, texture alignment, and all other functionality seems to be completely deleted. You can see for yourself if you run it in GZDoom or load it up in Ultimate Doom Builder. I'm not convinced that it's a problem with GZDoom as everything before the texture importation worked perfectly fine. Even the levels in the WAD before MAP11 work perfectly fine on GZDoom. Only MAP11 is messed up. To note, and you'll probably notice yourselves, this version doesn't contain MAP10, but I don't think that has to do with it at all. Maybe it does, but again, it works perfectly fine without it. To add, if you didn't notice, killing the Spider Mastermind has a sector tag of 1, which is supposed to open the door which leads to the exit. Please do help with this, and do NOT steal ANY of the maps in this WAD. This is intended to become a MEGAWAD, all maps in this WAD so far were speedmapped and created in 1 day or less. Any and all help is appreciated, thank you! You can download the WAD, here.