Jump to content

WH-Wilou84

Members
  • Posts

    1022
  • Joined

  • Last visited

Everything posted by WH-Wilou84

  1. Our Romero-inspired map collection is now on /idgames ! https://www.doomworld.com/idgames/levels/doom/Ports/j-l/lgqafd_lc I'll keep it short for now but it's definitely been thrilling. :) Having our work featured alongside an official John Romero-related collectible can only happen once in a lifetime, if it happens at all.
  2. Congratulations @Jackass of Doom for being the first player to achieve an UV Max demo on "Coeur de Haine" :) This is something I've meant to do since the wad's release. Here, I was pretty curious to see which of the 3 paths you'd pick first - my choice would've been the red temple battleground as it's arguably the hardest section (much like franckFRAG's on the regular map30). Really glad to know that the section pick actually depends on health situation at that point. Thank you for this.
  3. Yugiboy's map is the only one set in an episode 4 slot - all the other maps should be playable :) Don't worry about textures, all the extra resources are already included into each wad. I recommend using batch files, like this : "D:\Program_Files\DSDA Doom\dsda-doom.exe" -iwad "D:\Program_Files\DSDA Doom\doom.wad" -file LGQAFD_Roofi_E1M1.wad -skill 4 -warp 1 1 -complevel 3 -shorttics
  4. The "r_drawplayersprites F" console command in ZDoom-based ports allows you to hide the player's weapon sprites. Then, just hit the "+" key until the HUD disappears.
  5. Here's version RC2 with only a couple changes related to texture alignments and typos in the text file : https://www.dropbox.com/scl/fi/t0skmpvci1owbvkjzz52d/LGQAFD_LC_RC2.zip?rlkey=d730e1qc6ahhcdvjjknz09jxd&dl=1
  6. Hello there, Today marks the release of "Le Gars Qui A Fait Doom", the official French translation of John Romero's autobiography ("Doom Guy - Life in First Person"), courtesy of independent French editor Omaké Books. Here's Romero himself saying a few words about the book and its imminent publication : The book comes in a limited edition along with a digital card autographed by John, and will definitely please a lot of Doom enthusiasts here in France ! I've had the chance to discuss with the person in charge of translating the book, and he's truly passionate about Romero. Get the book here : https://omakebooks.com/fr/livres-jeux-video/672-le-gars-qui-a-fait-doom-9782379892790.html And... Obviously, there's more :) The French Doom Community was secretly reached by Omaké Books to create new maps accompanying the book's official release. We just couldn't let this occasion pass us by ! "Le Gars Qui A Fait Doom" Level Collection is a series of 8 new Ultimate Doom maps for Limit Removing ports. They come in all styles and colors, and all of them are more or less inspired by John Romero, whether it's his old IWad maps, his modern offerings (SIGIL and its sequel), his other games, or even his real life. You can play each of these maps in any order you fancy, as there's no clear theme or difficulty order. Each wad can be played standalone, à la Master Levels, and some of them contain new textures and resources. Maplist : - [Wad name] - [Author] - [Map name] - [Map slot] - LGQAFD_Alephany_E1M8 - Alephany - Undesired Reincarnation - E1M8 - LGQAFD_Datacore_E1M1 - Datacore - Nouveau Sang - E1M1 - LGQAFD_Duskolos_E3M1 - Duskolos - Lift & Traps - E3M1 - LGQAFD_franckFRAG_E3M1 - franckFRAG - Encounter of the third John - E3M1 - LGQAFD_Nixx_E1M5 - Nixx - Romerian Era - E1M5 - LGQAFD_Roofi_E1M1 - Roofi - Grand Canyon - E1M1 - LGQAFD_WH_E2M1 - [WH]-Wilou84 - Icons from the Deep - E2M1 - LGQAFD_Yugiboy_E4M1 - Yugiboy - Say Hello to Sunshine - E4M1 Screenshots : These maps were supposed to be included with the book itself, in the form of hidden QR Codes within its pages, but due to time constraints, this idea had to be scrapped. Nevertheless, the goal was to release the maps alongside the book's publication, so here we are :) This project was quite the challenge, as we only had a month to compile resources, create maps, and test them. Still, I think the end result is well worth the pain. Well, that's me done ! Links : - Download on /idgames : https://www.doomworld.com/idgames/levels/doom/Ports/j-l/lgqafd_lc - Related topic on the French Doom Community forums : https://doomfrance.forumactif.com/t5361-limit-removing-le-gars-qui-a-fait-doom-level-collection Feel free to share your thoughts and bug reports, as usual. :)
  7. Played up to map 11, really enjoying the wad so far. Difficulty seems fine to me on UV. Spotted a bleeding midtexture here on map 09 : Misaligned support texture not too far from that spot : Misaligned texture on map 31 as well :
  8. Amazing stuff guys. Axing them skeletons in one Berserk strike is a lot of fun :) I loved the secret hunt on map 03, couldn't find more than 10 secrets but I'll definitely come back to it. Noticed a slight misused texture on that map : texture on linedefs 9644, 9648, 17834 and 17839 should probably be BRICTBRN instead of NMB1_11.
  9. Congrats on the release ! Just got softlocked on map 07 : action on linedef 6433 should be WR, not W1.
  10. Judgment by Rayziik features a Spiderdemon variant that may shoot BFG projectiles. It's interesting to note that the BFG charging sound is emitted at full volume whenever she uses this kind of attack, obviously to tell players when to hide.
  11. To add up to Monsieur E's post, are we indeed sure Requiem wasn't designed with Pistol start in mind as well ? I mean... - Weapons are given in each map - Maps were made by different people, and surely not in the order in which we play them (balancing them for continuous play only would then be a chore for mappers who'd have to wait for the finished maplist to rebalance their maps accordingly) - UV Max demos exist for each map, which means that each map is at least playable on Pistol start As regards to map 24, the text file explicitly states that you have to "find the remains" of your fallen comrades to proceed. Ammo drought and the need to find the not-secret ammo caches are the core concepts of this map, and these would simply be ruined if played continuously. MtPain was indeed harsh on some maps though, particularly on maps 06 and 10 which I like immensely. But hey, to each their own.
  12. Congrats on releasing this new issue ! So far, I've only read Biodegradable's take on playtesting, the Roofi interview and your E4M1 apology. The latter reminded me of Coincident's retentless UV Max attempts on that map that I had watched a couple weeks ago, and yeah this map is indeed a banger, easily top 3 material in Thy Flesh Consumed along with E4M6 and E4M2. Wouldn't call it the best Doom level (it's obviously E1M5), but despite all the pain it causes, E4M1 is definitely fun to blast through and a very strong opener for E4. If you do decide to fix these errors in an updated release, here's some other ones I've noticed along the way : - Roofi interview, page 17 : "ubt" instead of "but" - Roofi interview, page 16 : the legendary mapper Roofi alludes to is "Iikka" Keränen, not "Likka" - Pictures gallery, page 87 : netcurse2000's screenshot is actually taken from a Tarnsman map
  13. Here's mine as well : (DSDA Doom -complevel 2, Ultra-Violence) https://www.dropbox.com/s/2xg6m31i4sqz43r/ad-nstlg-fda-27-05-2023-wh.zip?dl=1 Loved the (main) theme right off the bat, nice contrast between abstract vivid blues and pale green stone structures. Between this, Stardate 20X7 and Capybara, it's cool to see these textures getting some attention. Gameplay-wise, I had a good time, this is a fantastic level from what I've seen so far. Things pick up slowly but steadily as you pick up basic weapons and work your way towards the mysterious Nostalgia Generator and its assorted plane-shifting adventures. I only found like 2 or 3 secrets, but I haven't finished the map yet. There's still a lot remaining to explore in there, I'll definitely give it another try. I'd like to see if trying to get that BFG9000 was worth the risk. MIDI is spot on, too. Fits the moody theme like a glove. Great work ! It was certainly worth it to pick that map up and resume your work on it, although I'm pretty sure it would've been a solid addition in your project instead of a solo release.
  14. FDA for "Power Tools (v1)" : (DSDA Doom, -complevel 9, Ultra-Violence) https://www.dropbox.com/s/5mccaltqr1nd6fz/Power Tools-fda-1119-wh.zip?dl=1 Pretty good small-sized map in the spirit of Erik Alm's "Pressure Point", and with a difficulty level that felt adequate for its early slot. The overall darkness kept me on my edge, reluctant to use the Rocket Launcher at first until I got a clear grasp of the surroundings. I liked both key ambushes, obviously they're easy but also memorable. Felt clever when I found a way to abuse the Hell Knights trapped behind their wall, until I realized it was much more effective (and fun) to use the crusher. Had I not activated the crusher before lowering the wall, I probably had sufficient rocket ammo to do the job anyway, which is great. The map has a cute charm to it, and you avoided one of the common pitfalls when presented with such a huge texture pack (which is to use as many textures as possible) and kept focused on tributing the source material. The map succeeds at emulating Scythe's early style. Some observations : - These dumb Demons cannot get down the stairs near sector 644. I'd enlarge the stairs, if possible. - Is there a way to grab the Computer Area Map ? It counts as an item, so it would be nice if the player could get to it somehow. - The ending fight was quite rad, could've died there if Lady Luck wasn't by my side. I felt there was a bit too much ammo in the room itself though, particularly these Cell Packs on platforms. If you really want players to use the Plasma Gun, I'd suggest replacing one of the rocket boxes you give before the fight by a Cell pack. ______ FDA for "Mattress Warehouse 2" : (DSDA Doom, -complevel 9, Ultra-Violence) https://www.dropbox.com/s/2f7e3itp8ue46cd/Rusty Drill 04-fda-525-wh.zip?dl=1 Ooh, this is probably the most brown level I've played in ages ! Not that it's a bad thing mind you, there's actually a solid theme here and the white rocks present a nice contrast to the wood beams and brown bricks. Difficulty felt appropriate for slot 4, the level is fun, it definitely has some spiky moments and never feels dull. The red key fight is obviously a threat if you don't bypass or brute-force through that sneaky Mancubus up the stairs. There's no armor in the map, but I didn't feel the need for it. Gotta be careful with these Revenants. Despite its short and compact layout, the map also involves some slight degree of exploration, as I almost missed the Chaingun and its assorted fight. Overall, I'd say that one didn't particularly remind me of Scythe, it's more of a shortened and re-skinned Tetanus map, but it definitely fulfills its promise in being short and action-packed. Great work :)
  15. "Midnight Skinny Dip" has a very nice theme to it ! Had me interested in FoxTex.
  16. Yay, a new Demonologist map, can't let that one slip away ! Here's a FDA for v2 on UV recorded with DSDA Doom on complevel 9 : https://www.dropbox.com/s/5xp8y84pjom99h6/shevirah_v2-fda-wh-05012023.zip?dl=1 Was overly cautious at the beginning, I was expecting intense fights every time a door opened but it's more of a slow burn, immersing you into this giant, ominous fortress. Completely blundered the demo, that central sniping Arch-Vile is a top-tier threat and I should've rocketed him right away. I'll retry with saves later on. So far, this is pretty fun :) Music choice made me feel like I was playing an old Eternal map, hehe. Good times.
  17. I recall skillsaw made a map for Stronghold : On the Edge of Chaos which features cool-looking northern lights in the sky. Judging from the map titles on the wiki page, it surely is "Aurora Emitter" (STR24).
  18. Yeah, good call. Despite what some filthy heretics may claim, Quake's objectively the better game.
  19. 1000 Lines 3 Community Project uses a black variant of the Heretic gargoyle.
  20. I'm no serious speedrunner, haven't made particularly impressive stuff but I'm proud of having completed the three episodes of Doom on Nightmare difficulty. Provided I have enough free time in the upcoming months (years ?), I'd like to try Thy Flesh Consumed on NM as well. Since I don't know Episode 4 as much as the others, I'll probably try recording runs on each individual level first. In addition, I'm enjoying decino's current SIGIL NM campaign, and I should consider trying this episode as well. Other long-term goals include : - Finishing my own Stardate 20X6 UV Max series. I've completed map 05 in 2019 (still one of my best demos), and I should definitely get back to it. - Recording UV Maxes on Deus Vult maps 02 and 03, as I got 01 and 04 under my belt already. Would be cool to actually complete something for once. - Recording an UV Max on the infamous bonus map of 180 Minutes Pour Vivre. I have a demo on every 180mpv map bar that one. Easier said than done, though !
  21. Here's a fixed version of your resource wad : https://www.dropbox.com/s/ke6s8projl4bjht/ENIGHT.zip?dl=1 Basically : - As mentioned by ViolentBeetle, your patches must be included between PP_START and PP_END markers. - I deleted your TEXTURE1, TEXTURE2 and PNAMES lumps and recreated TEXTURE1 and PNAMES using SLADE, using the method described here. TEXTURE2 isn't needed for what you're doing. - Whenever you add new patches to your wad, you need to insert them between the two aforementioned markers. Then, follow the steps described in this post to properly add the textures into the PNAMES table. - By the way, adding flats require fewer actions than patches. You'll only need to add the flats between FF_START and F_END markers and convert them to "Graphic (Flat)", without the need to declare them into any specific lump.
  22. 32in24-15_tex contains what you're looking for. Alternatively, you might try Koultex.
×
×
  • Create New...