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Everything posted by Jimmy
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I'm sorry if me pointing out that we're Doomworld and not "Q***world" makes me an asshole. Tbh thank you. "Quake is a four letter word" is a sentence that has brought me much joy.
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Quake... already has its own database of user maps, though? You see, here at Doomworld, we specialise in another little game that id software released way back in '93, a full three years before Quake! They called it "Doom".
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Earthless MAP29 mapping continues! https://twitch.tv/jimmysquared
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Studying some slaughtermapping for Earthless. Starting on a new MAP29 this stream! https://twitch.tv/jimmysquared
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Awesome work! Honestly this would be badass as just a replacement for the regular caco death animation. No more having half your vision obscured by a sea of bloated corpses.
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Saint Alfonzo's Darkbase - /idgames release (1.2)
Jimmy replied to Jimmy's topic in WAD Releases & Development
Okay that nonsense is fixed. Please redownload! First post links updated, with the /idgames update still pending. -
Earthless: Prelude - On Doom Classic Unity port and /idgames.
Jimmy replied to Jimmy's topic in WAD Releases & Development
A bit less far along with it than I was hoping for, to be honest. I was aiming to have episode 3's five maps in a good working order by the end of NaNoWADMo, but this goal might not be realistic. I need to get back into streaming my mapping. As it happens I'm only really working on one of those projects you mention. -
Saint Alfonzo's Darkbase - /idgames release (1.2)
Jimmy replied to Jimmy's topic in WAD Releases & Development
Does any of that happen in 4.7.0 or 4.7.1? I've never encountered anything like you described. The barrels can kill the other possessed flying objects quite easily, yes, but they always go towards the total count killed because the script is set up to count the number of possessed things remaining every tic, so the means through which the objects are destroyed shouldn't matter. They also shouldn't fail to spawn entirely because they're already placed in the basement area from map start, just invisible and non-shootable. The only way I can imagine the second bug occurred is if your player somehow got teleported to the room that houses all the monsters and ammo before they get moved over to the base once the main combat part starts. But I've never seen that happen. EDIT: Okay, the bugs you encountered are happening to me now as well. I have no idea what this is. There's some kind of tag conflict, I'm guessing. Shit's absolutely FUCKED. Fuck me of course I released a broken version to /idgames. -
Saint Alfonzo's Darkbase - /idgames release (1.2)
Jimmy replied to Jimmy's topic in WAD Releases & Development
this is bugged to hell don't download for a bit -
https://twitch.tv/jimmysquared ASS 31 2021 edition! Live with spooky af speedmapping!
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I can't pick three. I'll just make this post instead. Dragonfly probably helped me in the creation process of the best-looking map I've ever been a part of, that being Joy of Mapping 5's hub map. Pavera and I have gotten along very well working on projects in the past. Our Joy of Mapping 6 hub map turned out great and the process of working with him was buttery smooth. MTrop and Xaser are incredible mapping partners too who really know how to polish and refine, and their work with me on Adventures of Square Episode 2 (E2A6 and E2A10) was invaluable. I've also worked closely with Mechadon in the past and he's been one of the most understanding and accommodating mapping partners I've ever worked with - and the plan is I will continue to work closely alongside him on Supplice! I'd definitely be more than happy to make a new megawad with any of these folks with whom I've previously worked with. --- Thinking more deeply on it though, there's certain people whose work I admire from afar. Skillsaw is one of those people with whom I've actually interacted very little with, all told - but if he offered me a place on board some new project in any capacity, I'm sure I'd leap on it in a heartbeat. If I was to make another Heretic/Hexen project akin to Faithless: Trilogy I would absolutely love to collab with rf`, Seidolon or A. Gamma. These individuals have turned the Raven games into something very special indeed. Ryath, NaturalTvventy and hervoheebo have long been on my radar as folks who know how to make really cool new concepts in Doom-engine games and really push boundaries, and I envy that sort of talent for devising "new" things - to be able to look at the capabilities of the Vanilla format and know not only that you can pull off some interesting and innovative new shit, but precisely how you can do so, too. There's more and I'm sure I'll think of them as I'm drifting off to sleep tonight.
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Live! Showing off my newly updated Saint Alfonzo's Darkbase for those who missed it, then back onto some Blood. https://twitch.tv/jimmysquared
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Saint Alfonzo's Darkbase - /idgames release (1.2)
Jimmy posted a topic in WAD Releases & Development
Name: Saint Alfonzo's Darkbase Map Format: UDMF Ports Tested: GZDoom 4.5.0+ IWAD: Doom 2 Map(s): MAP01 Music: Many tracks by Alfonzo and Jimmy Gameplay: Single play Difficulty Settings: No Multiplayer Placement: No Build Time: 8 days, plus change. Textures: See in-game credits roll. Requirements: Jumping allowed/encouraged. Crouch disabled. Freelook allowed. Screenshots: Download "Saint Alfonzo's Darkbase" v1.2 (3.4MB): GZDoom 4.5.0+ required. Only tested in this port/build. Dropbox Mirror Powerhouse Mirror /idgames Mirror A concept shamelessly stolen from @Alfonzo. Originally made for @Tarnsman's 10 Years of Doom contest earlier this year. This updated version of the map will be the /idgames release, and has also been tested with the latest version of GZDoom (4.7.0 as of this post). GZDoom's software renderer is supported and recommended, but the hardware renderer is fully catered to as well. In case it's not already immediately clear, this map is a doomification of Garth Marenghi's Darkplace. It will help you understand the map's plotline and sense of humor to have watched all six episodes of the show, but only the first three are referenced directly in the map's plotline. I probably would have covered the other three in some way but I was pressed for time before the contest submission deadline. There are also plenty of subtler jokes scattered throughout the map specifically to please Tarnsman and to get some laughs out of him on his contest stream. If you're a regular viewer of his Twitch stream you might also catch these subtle references. I still recommend watching Darkplace, either way. Shit's good. Probably one of the UK's most delightfully chaotic shows. I'll be the first to admit that this map may be an unusual experience for some, and if you just plain don't "get" it or are put off by the heavy use of exposition and cutscenes, that's totally fine. It was a different experience for me too! Those eight days I spent mapping this thing out and getting the scripts, cutscenes and allied NPC fights working properly were a mad blur. I must thank Tarns for bestowing me not one but three accolades in the results of his contest! Super duper legit ESRB rating:- 10 replies
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Earthless: Prelude - On Doom Classic Unity port and /idgames.
Jimmy replied to Jimmy's topic in WAD Releases & Development
You can now grab this set on /idgames. Download "Earthless: Prelude": /idgames Mirror This same release is also available to download from Dropbox and Powerhouse in case you prefer: Dropbox Mirror Powerhouse Mirror Yes I even fixed that missing texture in MAP01. Cuz I'm nice like that. Probably still some improvements to be made, but these will be addressed when the full version of the megawad drops.- 102 replies
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Live with Doom wad playtesting Saturday! Once more round the Skulltiverse we go. https://twitch.tv/jimmysquared
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https://twitch.tv/jimmysquared Streaming some Blood: Fresh Supply!
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What's this? Streaming on a SUNDAY? It's midi challenge time! With Dragonfly and other assorted folks! https://twitch.tv/jimmysquared
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A quick semi-speedmap made for @Dragonfly's birthday! Inspired greatly by his Order of the Odonata map from a few years back. Simply collect the three teal skulls to open the exit. Blind playthrough probably takes about 20 minutes. Features a new and original MIDI, 11 minutes in length, entitled "Dragonflight". This MIDI is available to stream and purchase on my BandCamp! Download "Ode to the Odonata" (1.2MB): GZDoom 4.5.0+ required. Only tested in this port/build. /idgames Mirror Powerhouse Mirror Name: Ode to the Odonata Game: Doom 2 Ports Tested: GZDoom 4.5.0 Map: MAP01 Music: See above Gameplay: Single play/co-op Difficulty Settings: No Multiplayer Placement: No Build Time: About a week - 4 days for the MIDI, 2 days and a bit for the map. Textures: Gothic textures, Erratic textures, Mortiser resources, Nightmare textures, rfhelltx, Zoontex, Jimmytex. Requirements: Jumping and crouching disabled, freelook not required Software renderer is supported and recommended, but some changes to GZDoom's default dynamic lights have also been made. Screenshots:
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Impromptu Duke stream. Life's a beach and then you die https://twitch.tv/jimmysquared
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this is so sad Alexa play My Heart Will Go On
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Your weekly Doom WAD playtesting stream! Followed by Abyssal Speedmapping. Fun! https://twitch.tv/jimmysquared
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WAD playtesting stream - been a while. Moving onto @ViolentBeetle and company's Skulltiverse! https://twitch.tv/jimmysquared
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Hail to the Chief, baby. ☢ Duke goes to Washington, DC. Live now! https://twitch.tv/jimmysquared