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Chris Hansen

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Everything posted by Chris Hansen

  1. Looks like a lot of work went into it. I like it!
  2. Getting it to work in the sourceports wold be awesome of course! So thanks for reporting the bug and your general interest in this bug I encountered. All of you and your dedication to this community is priceless. Now to test all combinations of various sourceports and all the linedef types/actions in BOOMREF.TXT!! :D *head explodes"
  3. Thanks, boris! I will take a look at your map later. What would your advice to me be? Redesign the maps and accept that, because it only works in certain ports, it is not viable solution to let it stay the way it is? Or come up with completely new solution so that it’s fool proof no matter what port the player use? For me, the simplest solution is a dehacked file with CODEPTR to keendie attached to the bosses. But as far as I know it can only work for one boss. I have keendie attached to the spider mastermind at the moment. Is there anything like keendie that can be attached to the cyberdemon?
  4. Thank you, boris. I will try one of the other ports and see what results I get. I guess I just took for granted that gzdoom would be fine. But never take anything for granted, I guess. EDIT: Works in DSDA-Doom 0.26.2 PrBoom+ 2.5.17um PrBoom+ 2.6.66-ucrt64 PrBoom+ 2.61um-w32 Woof 11.2.0-win64 Does not work in Eternity 4.02.00 Woof 1.1.0-win32 GzDoom 4.10.0 zDoom 2.8.1
  5. Thank you for all the answers! Sorry that I forgot to mention the source port. I will go through all the ports mentioned in the compatibility list but right now I am using Gzdoom. The mega wad I am making aims to be Boom compatible.
  6. Hi. I am having a bit of a problem getting a part of my UMAPINFO to work. I hope someone can help me figure it out. On E2M8 I want to trigger a lower floor action after all Cyberdemons die so the player can enter a room with an exit. But it does not work. The level still ends like in the original game (level goes to endtext when all Cybers die). Here's the code: MAP E2M8 { levelname = "Domain of evil" levelpic = "WILV17" skytexture = "SKY2" music = "D_E2M8" bossaction = clear bossaction = Cyberdemon, 23, 667 } I thought the fix would be to add "bossaction = clear", but it does not seem to do anything. I know the code works, because I have same code for E4M8 where it does in fact lower a floor when the Cyberdemons are dead. That level also have a Spider Mastermind where I have defined a CODEPTR to Keendie in a Dehacked file, so that a door opens with tag 666. The point being that you cannot exit the level until Cybers and SM are dead. Here's the code for E4M8: MAP E4M8 { levelname = "Deus in absentia" levelpic = "WILV37" skytexture = "SKY4" music = "D_E4M8" interbackdrop = "MFLR8_3" bossaction = Cyberdemon, 23, 667 intertext = "blah blah blah" } Anyone got any ideas? Would be immensely appreciated!
  7. I don't know. I've been dormant the last year when it comes to Doom and are only just starting to feel like I can find some creativity and productivity again. I'm almost done with E3M2, so that leaves with me 3 more maps to complete. One of them is pretty far ahead already. Maybe I can complete all 3 maps before Christmas. That's my goal at the moment, but take it with a grain of salt. I'll send you a PM and we take it from there. Would love to get another musician onboard!
  8. Thanks for the support. I know an Ult. Doom megawad is for a limited audience, but I just love making maps for it. And you gotta do what you love, right? :) I'll send you a PM, @LadyMistDragon. Thank you!
  9. This thread is about my personal anthology project for The Ultimate Doom called "Hell's Bane" to celebrate Doom's 30th birthday and my 25th anniversary as a level designer. Here I will post status updates and eventually provide a download link and generally communicate with the community about it. What is Hell's Bane? This is a Boom compatible megawad replacement for The Ultimate Doom. It features 4 episodes with 9 levels each all themed in the vein of the original game. The levels are all levels that I have released either solo or as part of projects over the past 25 years. There are also a couple of new levels to fill in the gaps. "Hell's Bane" is oldschool Doom with a few Boom tricks behind the scenes. Who's this even for!? Well, I guess if you're into highly modified stuff and find the original Doom bestiary boring, then this probably isn't for you. I'm guessing you'd really have to be in the mood for some old school Doom if you feel like ploughing through all 36 levels, which is why this megawad's target audience would perhaps be better suited for those in the mood to play an episode in their favourite flavour. Or maybe you are familiar with my work and are just really curious to see what I did with the old levels - you know, how I hacked them to pieces, stretched them or pounded them back into the new millennium. But who am I to judge or decide. All I wish is that if you download this megawad that you will enjoy it for what it is: A love letter to Doom and celebration to the fact that I've spent 25 years placing vertices and splitting linedefs. Important sourceport info In order for the boss levels to function correctly you will need one of these sourceports or newer. The wad is Boom comp and requires a sourceport that supports UMAPINFO if you want the intended experience: DSDA-Doom 0.26.2 PrBoom+ 2.5.17um PrBoom+ 2.6.66-ucrt64 PrBoom+ 2.61um-w32 Woof 11.2.0-win64 GZDoom dev builds from 16th July 2023 onwards (boss levels wont work in GZDoom 4.10) @EffinghamHuffnagel coded a MAPINFO lump for ZDoom that makes the boss levels work properly in that sourceport. General play info Boom compatible sourceport with UMAPINFO support required (see info above) Pistol start intended, but feel free to play continuously of course. Jumping and mouselook NOT intended. May break progression if you do. No-clipping definitely NOT recommended. Download Link to /idgames hellbane.zip January 13th, 2024 Also available at my personal website on this page with info and screenshots. hb_rc1.zip November 26, 2023 hb_rc2.zip* (changelog) December 4, 2023 hb_rc3.zip* (changelog) December 18, 2023 *Note: In-game demos will desync badly in RC2 and RC3. They will be re-recorded for the final release. Feel free to help me spread the word about this megawad to other doomers outside this website who might have an interest in it. I don't have or use social media, so any help in that department is greatly appreciated. Status Done and done Credits Music by @BattleCat (aka Lazernaut), @wallabra, @MFG38, @continuum.mid, @LightningBoltForever, @Crunchynut44, Cacodreamin', @Korp, @Bobby "J and @Herr Dethnout Testers @Biodegradable, @GarrettChan, @LadyMistDragon and @jgs1989. Also, @boris for helping finding lots of pesky bugs! Episode ending artwork by @NotMuchNormal Story by @Endless @Mechadon for advice on making sky textures Tech advice @plums Map list Soundtrack Screenshots
  10. I think you need to drag your .wad file to the gzdoom executable and not the .dbs file.
  11. Stormwalker’s “Heretic - Call of the apostate” https://www.doomworld.com/idgames/levels/heretic/Ports/apostate His stuff is always high quality.
  12. I had to shut it down. It’s been handed over to someone else who can hopefully take better care of it.
  13. You didn't. You found a Richard Wilies map. The man is a legend! :)
  14. Thank you for those links! Not too long ago I actually uploaded parts of my old website to my "new" one and I had problems locating some of the old files, so I had a lot of dead links. Looks like you helped me alleviate that problem quite a bit! Thank you and also to @Wadmodder Shalton for the interest.
  15. Thank you for letting us know. You must be devastated! My heartfelt condolences on your loss. Rest in peace, Megalyth 😔
  16. Feel free to send me your files and I’ll have a look. It should be possible to copy it so we can save you some trouble of having to do stuff all over again.
  17. I tested some of these levels some time ago and they are indeed epic! The screenshots don't do it justice. Congrats on the beta release!
  18. Great video, @sandwedge! I like your commentary, very entertaining and fun. The Imp getting blown through the window and the Revenant blowing a Sarge to pieces was awesome! I'm glad you had fun playing these levels! And I don't mind all the Chris Hansen jokes. I've been on DW for a long time and I used to have another username. I had it renamed to Chris Hansen and it was only much later when one of the mods gave me the "not the one who..." title that I found out about that reporter dude. I'm not American so I had no idea. But hey, I get why people find it a bit funny, no problem :)
  19. Thanks for the video play through, @Pistoolkip! The reason I keep armour a bit tight is because I want the lower tier enemies to pose a bigger threat. I can go on and on for pages on my design philosophy, but that'd just derail the thread. These 6 levels, "The Mean Green" 1 and 2 and "Bond of Hatred" represent this philosophy very well and it's got something to do with what @NightFright and @Graf Zahl are talking about: Namely the unloading of tons of ammo into lower tier enemies without bigger weapons while taking place in a small, cramped setting where you never quite know which wall or door will open. That was really the core of The Mean Green's gameplay. Sadly, it's not a megawad, but only 3 levels. The Mean Green 2 introduces bigger enemies and bigger guns in a more traditional Doom 2 way in terms of gameplay. Thanks for commenting and playing the levels! It's nice to see that you enjoy them.
  20. Thank you for playging and for taking the time to upload those videos, @ryiron! It's good to hear that you enjoyed playing the maps. I'll take a look at that softlock issue in map05 before I upload the maps to /idgames.
  21. Thank you @galileo31dos01! I'll check out the demos later.
  22. Nothing fancy or particular ambitious. See my answer to @Clippy and @Biodegradable's video a while back.
  23. Thank you @Dusty_Rhodes and @PasokonDeacon! Glad you liked it. And yes, I have a fondness for Ult. Doom style gameplay where you get to mow down 100s of monsters in tight spaces in seconds!
  24. Great video, @Clippy! It was a real pleasure listening to you and your guest have a good time with my levels. You gave me a few giggles and made a shitty day better. So thanks for that! To answer one of your questions from the video: Shortly after having completed The Mean Green, I started making a sequel. I started to struggle with it and wanted to try a small speedmapping exercise instead. I was only allowed to spend 1½-2 hours building a map and then another hour to finetune it. BLDFLOW is a product of this. But as with The Mean Green 2, I ran cold and had to stop. So I had two incomplete projects and I thought "Why not merge them?" Which was a bad idea because they were very unlike each other. But I did it anyway and sent it to some playtesters - among others @Biodegradable. They all said the same thing: They liked the individual parts, not the sum. So I took out the last 3 levels and redesigned them yet again and released them as they were originally intended: As The Mean Green 2! :) And here we are, much later with the first 6 levels. Untouched since they were first playtested and released as is. And yes, I have grown softer with age. I might still spring a trap or two in a level, but I never aim at killing the player. I want to hurt him, but not kill him. That was whole different matter 20 years ago! I would do anything to kill the player which meant setting up bullshit combat scenarios like planting a Baron and a ton of Demons right smack in the player's face while he was armed with only a pistol and a shotgun, no armor and in the middle of either a small ledge, narrow hallway or on some lava. I'm happy to say that I'm not like that anymore. @Kor's post above says it well: "Thank you for making a level set that's beatable".
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