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Kristian Nebula

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Everything posted by Kristian Nebula

  1. I loved Doom Eternal, except for the last boss of TAG2 and TAG2 in general was a bit weak compared to the rest but enough of that here. :) Looks pretty epic and fun to me, time to clean up Argent D'Nur! :D
  2. To me, the most logical explanation for the name sounds like Slayer's time at Argent D'Nur. Let's see when the trailer pops out.
  3. Lol, I was just about to post that :D
  4. You're not alone :D I think Markiplier was some popular twitch streamer during the release of Doom Eternal, probably still is.
  5. Looks really good, love the colors and vibe. Will be sure to play this when it's done some day! :)
  6. My very soon complete UDMF map Brotherhood of Ruin: Supercharged Edition fits in a roughly 22500x14336 square, which is the playable area not counting the portals used. It's the largest map I've ever made since 1996 when I started mapping.
  7. I like that Gzdoom has the "resurrect" command, so you can just revive yourself where you died instead of loading the game. It's kind of cheating in a way, like having infinite extra lives but sometimes it's better than quickloading.
  8. Reminds me of that one time when I accidentally licked a stamp and realized that all matter is merely energy condensed to a slow vibration, that we are all one consciousness experiencing itself subjectively, there is no such thing as death, life is only a dream, and we are the imagination of ourselves.
  9. Got a bit carried away with portals in this part... The upper level is just for looks and inaccessible :D "The administrative quarters are in lockdown due to demonic invasion."
  10. I solved this in Slade by changing pk3's that wouldn't load into wads, with the relevant markers and wad structure. Now everything works inside one PK3 like intended.
  11. UPDATE 18th March, 2024. The map is getting closer to being finished. I've almost completed the last Element challenge, been messing around with some polyobject traps etc. fun Indiana Jones-style stuff. Approaching 50k linedefs, and it'll probably be well over when it's finished. In my estimation, the map will consume somewhere between 1-2 hours to complete without previous knowledge about where to navigate. It's got a bunch of extra stuff from Realm667 that need to be loaded besides Supercharge, so it'll probably be a few different PK3's that will be included in the zip. They will all need to be loaded in the same time for the map to work properly. No new screenshots this time. Hopefully the next update will be about release. I started this in January 2023. :)
  12. To clarify, it's a map I made for Supercharge gameplay mod which itself is a pk3. Then it has a couple of different sets of textures that it uses that are in wad format that have been added to a pk3 that also includes the map that I've made. Then it has a few different new THINGS from Realm667 and a few additional extra monsters too, besides those that are in Supercharge, some of which are wads while other are pk3's. The problem here is that when I tried to combine all the resources into one pk3, it doesn't load the pk3's inside the pk3 in-game. I think it might be some kind of compatibility issue that the engine isn't built to work like that, but I'm not a coder so I don't really know. The game reads all the wad files inside a pk3, but it doesn't seem to read pk3's inside a pk3.
  13. Hey all, So I have a UDMF project that uses stuff from many different pk3 resources. I've tried to make them all into one big pk3 in Slade but it seems the game doesn't recognize them when it's loaded. Is there any way to make it work without having to strip down all the pk3's and make them into folders in a single pk3 file which honestly is too much work for me to do within the time limits that I have. The only other option I've come up with is to make a windows folder and put all the pk3's there together and load up the folder in GZDoom. I haven't tried that yet and have no idea if it'll work either. The next thing I can think of is to make a .bat file that loads them all with a command prompt. Thanks for any insight on this. :)
  14. Couple new development shots from Brotherhood of Ruin: Supercharged edition.
  15. -Release Brotherhood of Ruin 2023-2024: Supercharged edition which is now about 75-80% complete in Q1/2024 and then retire from mapping after 28 years. Maybe I'll return to mapping one day after maybe 5 years but now it's time to focus 100% on my music projects for the unforseeable future. I will keep hanging out at DW forums occasionally to find and play quality map projects. Besides this, I'll continue to keep myself fit, travel to various destinations around the globe to play my music and keep breathing and loving life.
  16. I need to test it on an older laptop of mine to see how it performs on that before I can say anything relevant about performance. With a GTX 1660 Ti Mini or RTX 2060 it works fine (my both desktops). I've tried to keep the design somewhat so that it doesn't load the GPU too much.
  17. UPDATE: Sorry for being quiet about the progress of this for a few months, for those that are interested about it. :) The project won't be released before Dec. 10 like I initially thought it would, as it has kept getting larger and larger than what I initially thought. I haven't had the time to touch it at all for the past couple of months because of working on unfinished music projects that I have. The map will be done when it's done and I want to make it as good as I can without the need to rush it so it gives you the best experience to play and explore, to have the kind of fun adventure we love with Doom. Music-wise, I had some serious technical challenges regarding my computer this year that took a few months to save up for a new computer. I couldn't work on my music projects for many months due to hiccups in the CPU of my old studio computer that caused critical problems inside the music production software that I have never run into before during 23 years long music production career. During that time I was working on the map extensively. Early September I was able to buy a new computer and have been taking back the lost time for music projects since. I've got a couple more music tracks to be finished in December and after that I'll be able to continue working on the map. Stuff that's left to do for the map: -I need to create new LOCKDEFS for the element things to use as keys to unlock a script leading to the final fight and decide whether I use a special boss enemy or not. -Create 2 more element challenges to reach the two remaining element pickups inside the pyramid. -to polish and balance the gameplay flow inside the pyramid, and interconnect all areas together so you can explore it in any order you like I expect to continue work on the project right after new year once the two unfinished music projects that I need to do are complete.
  18. I've used Brave browser for years and it blocks virtually all ads. Watched youtube without ads with it too. On some very, very rare occasions an ad in the beginning of video pushed through it. Maybe a handful of times in all my history of using Brave but pressing F5 to refresh the page if the ad shoots up usually helped. I noticed a couple of times that it got me around some paywalled articles, too.
  19. I'm originally from Helsinki but live now at an undisclosed location in the finnish countryside. :)
  20. I remember also being in touch with him in late 90's to early 00's, during the development of Doom Millennium and before that. We both being finnish. I think I asked him to review some of my maps back in the day.
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