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Tango

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  1. really appreciate this mate :D I did one in the previous version as a one-off, but I don't have any plans to do this regularly at the moment. partially because, well, I've not been making any updates on the regular at the moment hah. if any other folks are keen on making a version like that, I'd be happy to add a download link in the OP though! yeah that's a really cool idea! I think it maintains a little bit of use as a sniping weapon but it does get overshadowed. I think it's unlikely I'll be making any major updates to the mod for a while though - what I'd really like to do is a sort of soft reset of Supercharge, with an arsenal reset to remove all the new weapons and maybe even make the base weapon roster a little more lean. if I ever do get to this, it would be primarily for the purpose of use in my own mapset, with its use as a gameplay mod as a bonus. but there's a lot of work to make that happen still D: @Ether thanks for reporting this! and Novarain for fixing it in your edited versions! I still plan to make a small update to the mod to fix that and add some of the changes I made for Godless Night, but first I still gotta finalize that mapset 😬
  2. hah I'm so glad you found this post. do you still have your old skulltag maps?? 🤔
  3. I have grown quite partial to zdoom automatically loading from my last save upon death instead of starting the level over, though I know I could emulate this but just binding a quickload key…
  4. I think a good bet is to just find caves by other authors and poke around those in the editor. I really love the way Lutz does caves, so I’ve spent a lot of time running around Doom 2: Hellscape either ingame with -nomonsters or in the editor, then trying to replicate that myself. everyone does caves a lil differently though!
  5. they are all great, but I really love Kniggit’s work on the Darkening E2 soundtrack and would kill to have more tracks like that!
  6. I have been meaning to better document the process somehow after the last few times I have messed with this stuff. if I remember to later and someone else doesn’t beat me to the punch, I should really properly document it. but in the meantime, tl;dr off the top of my head encase each character of the font in one color, and lay them out in the proper order save as a pcx, making sure the bg color is a specific index and the outline color is another specific index. one should be index 0 and the other 255 I think, but I don’t remember which run whatever the appropriate command is with imagetool on the pcx file if it errors out somehow, double check the color indices are correct, and make sure there is plenty of empty background buffer space to the right of the rightmost edge of the font grid, and same for below. if the right edge of the image is precisely at the right edge of a character border, I think that will cause an error
  7. I reckon they probably just mean something equivalently flexible as zscript but in a client/server multiplayer port
  8. what a wonderful set! I only played the first 3 maps proper, but the other two look amazing and I can't wait to sit down and play map05 proper because it is a looker. I continue to really admire your encounter design - your maps are one of the first I go to when I am struggling to come up with high monster count encounters. also gotta callout @Psyrus' midis, they are so good
  9. I want to live in your screenshots ;__;
  10. I am actually quite fond of the red bits you added, I think it looks great!
  11. those look amazing! the texture/material layering work is really superb, it all looks beautiful
  12. the OP has been updated with RC1 at last! changelog: Cleaned up automap on all but 1 map Made a slew of bugfixes across the maps, mainly to prevent easily cheesing some encounters (ty @ginc!!) Added proper skill description to Ruin mode once unlocked (per feedback from @YoshiTheMage) Slightly nerfed the strength of one super secret (which so far only @TJG1289 has managed to find, it seems) Fixed looping on some midis (done entirely by @Phoenyx tysm!!) I should maybe warn that I haven't had time to do a complete playthrough of the set on this version, just a lot of idclev and idclipping around to make sure nothing's broken. everything seems ok, but I'll get to a full playthrough soon to make sure it's free of showstoppers. next update will be RC2, not sure when that'll be though. I have a handful of half-finished easter eggs I would like to add - just a matter of finding the time and motivation ========= all that aside, thank you all so much for the feedback :D really can't stress enough how much I appreciate it all. the reloading definitely isn't to everyone's liking, and I've gotten similar feedback in the past. I totally see where you're coming from - but I love the reloading minigame so much and the weapons are all balanced around it, so I have no plans to change it myself. appreciate you giving the mod a shot at all though! great feedback, thanks for this! I initially had more of a description for Ruin, and a wad comparison, but scrapped them for some reason? I've added it back in though, so once you unlock Ruin you can see a slightly expanded description, with a reference point too watched about half of these so far, really enjoying it :D I'm really, really glad the structure of everything resonated so much with you though. can't thank you enough for all the kind words and for the recordings ;_;
  13. those shots are my kind of cozy doom, looks excellent!
  14. haha that is some silver lining indeed! I think Icarus' video is the cause of the traffic spike, which I am not complaining about haha. but really frustrating dropbox imposes such a limit in the first place. I had no idea it did so 🤷‍♂️
  15. super cool, thanks for nothing dropbox. sorry for actually using your service!!!! seems like dropbox has stopped throwing a fit now, but I have added a google drive mirror to the OP. thanks for reporting yall ========= I am slowly chipping away at some bugfixes for the next version which will be RC1, just been taking a nice break from dooming lately ;_; I really appreciate the reports @ginc, they are immensely helpful! I am deliberately vague about the map quantity because of all the secrets, but you're looking at less than 10. in the next or next next version I will include a proper readme file with all the songs listed!
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