Mick Gordon is absolutely crazy and that makes for perfect music.
I remember him tweeting about playing guitar so hard that his fingers bled and sticking a 120v light bulb into a 240v socket.
Finally got around to setting up music with Dissolution of Eternity and I wish I had done so sooner, the soundtrack kicks so much ass.
[video=youtube;2hM1XXkUjno]https://www.youtube.com/watch?v=2hM1XXkUjno[/video]
[QUOTE=the tee;50407176][img]http://images.akamai.steamusercontent.com/ugc/278474310949302267/B1962BF915CDDEAAF0921F67C2726B6D22C97C34/[/img]
All the poor souls.
Also what somebody died in future?[/QUOTE]
Wait, how do you enable bloodstains in the single player?
(Also can you see how they died?)
[QUOTE=certified;50409935]Wait, how do you enable bloodstains in the single player?
(Also can you see how they died?)[/QUOTE]
It's Ultra-Nightmare. It'd be a kinda neat option for regular difficulties, though.
I have a final solution to the Quake question.
Rename Quake 4 to Quake II+2, announce new Quake as Quake IV (Note that Quake 4 wasn't in Roman Numerals like the rest of the series?) and proceed to not give a fuck about thematic consistency between games.
[QUOTE=codemaster85;50403818]-sick poster-
E1M1 plays in the distance.[/QUOTE]
I really wish I knew how to get that.
I was playing Domination defending a point, and some fucker with an invisibility power-up was trying to capture the point. I can still see him very [I]very[/I] slightly though, and after doing substantial damage to him, I pulled off a glory kill on him even though I lost track of him then. I was smiling for the rest of the match.
Is there a particular challenge you have to do in snapmap to unlock the devout templar helmet, or do you just have to keep beating challenges and hope for the best?
Been listening to the music a lot and was inspired to try my hand at the old theme. WIP
[media]https://soundcloud.com/sierios/wip-doom-inspired[/media]
I haven't played Quake (burn me at the stake later) but from what I've seen of it the lovecraft-nordic stuff from the first game seems hell of a lot more interesting than the sci-fi stuff that was present in 2 and 4.
If the quake remake focused on the lovecraft/nordic/medieval/industrial stuff and expanded on it ten-fold that would be a-ok and make for a really interesting game if they manage to capture the same blend from the first.
All of my knowledge is based on Ahoy's Quake video, but I plan on playing at least the first Quake when the Summer Sale comes around.
I thought the first few levels of this game were sort of boring, but my expectations were quickly slapped in the face after I finished the first hell level. Holy shit, was that fun.
[QUOTE=arbio22;50410964]I thought the first few levels of this game were sort of boring, but my expectations were quickly slapped in the face after I finished the first hell level. Holy shit, was that fun.[/QUOTE]
Like with Doom 1 and 3, the first parts of the game are really just establishing weapons and enemy types. The middle parts amp it up and start mashing everything together, and by the end you're either struggling with the challenges presented or a walking god of death.
[QUOTE=VietRooster2;50410963]I haven't played Quake (burn me at the stake later) but from what I've seen of it the lovecraft-nordic stuff from the first game seems hell of a lot more interesting than the sci-fi stuff that was present in 2 and 4.
If the quake remake focused on the lovecraft/nordic/medieval/industrial stuff and expanded on it ten-fold that would be a-ok and make for a really interesting game if they manage to capture the same blend from the first.
All of my knowledge is based on Ahoy's Quake video, but I plan on playing at least the first Quake when the Summer Sale comes around.[/QUOTE]
Before you do, make sure you fix the music, as for some reason it doesn't work on the steam version.
[QUOTE=redBadger;50411186]Before you do, make sure you fix the music, as for some reason it doesn't work on the steam version.[/QUOTE]
pretty sure it's because there's flatout no music files on the steam version, they didn't bother including them in that release. same for quake 2 I believe.
[QUOTE=RikohZX;50411273]pretty sure it's because there's flatout no music files on the steam version, they didn't bother including them in that release. same for quake 2 I believe.[/QUOTE]
The GOG version comes with the .CUE files, and if you poke around the community board there you'll find instructions for getting the music back, I actually went through the process today. The GOG version is also a better deal when it comes to getting Quake and its mission packs.
yes it's done
except when u try to record with obs, it's instantly unresponsive
I've been dicking around with decorate, mainly looking at Return of the Triad to recreate RotT weapons since there's nothing floating around independently recreating the weapons outside of a Samsara hero mod. Unfortunately I haven't figured out how to replace the starting pistol with the RoTTPistol (as I classed it), and i've only got one pistol and the MP40 on the Shotgun. Still need to think of something good for the Super Shotgun and the Chaingun, but as is, it makes early Doom 1 feel almost Wolfenstein-ish with a Pistol, MP40 and Chaingun as the main episode 1 weapons.
And whether I figure out how to port them properly or something, I dread trying to comprehend the various rocket launcher types, much less missile weapons in general since this is my first real DECORATE experience outside of mapinfo dicking about.
[url=http://www.thekinsie.com/reelism/]This is most likely old, but in the offshoot chance you didn't know about Reelism, here I go posting it about.[/url]
This is most likely one of the most fun mods I've tried.
[QUOTE=RikohZX;50411684]I've been dicking around with decorate, mainly looking at Return of the Triad to recreate RotT weapons since there's nothing floating around independently recreating the weapons outside of a Samsara hero mod. Unfortunately I haven't figured out how to replace the starting pistol with the RoTTPistol (as I classed it), and i've only got one pistol and the MP40 on the Shotgun. Still need to think of something good for the Super Shotgun and the Chaingun, but as is, it makes early Doom 1 feel almost Wolfenstein-ish with a Pistol, MP40 and Chaingun as the main episode 1 weapons.
And whether I figure out how to port them properly or something, I dread trying to comprehend the various rocket launcher types, much less missile weapons in general since this is my first real DECORATE experience outside of mapinfo dicking about.[/QUOTE]
You know, I wonder if RotT could be remade on the zdoom engine. There's that pretty much perfect port of W3D and RotT is just an enhanced version of that.
[QUOTE=Dantz Bolrew;50411727]You know, I wonder if RotT could be remade on the zdoom engine. There's that pretty much perfect port of W3D and RotT is just an enhanced version of that.[/QUOTE]
It wasn't a port, rather a recreation with new maps, but Return of the Triad pretty much recreates the gameplay on ZDoom.
Yeah, my bad it's a total conversion. When I said port, I was thinking of the tool that was used that converted wolf3d maps to the wad format.
Setting up fake elevators and a stupid punchline linked to them is hard.
[t]http://images.akamai.steamusercontent.com/ugc/279600210859212003/97475896ADF7B22B98172C57AEF809EE6DD5158C/[/t]
[QUOTE=RikohZX;50411684]I've been dicking around with decorate, mainly looking at Return of the Triad to recreate RotT weapons since there's nothing floating around independently recreating the weapons outside of a Samsara hero mod. Unfortunately I haven't figured out how to replace the starting pistol with the RoTTPistol (as I classed it), and i've only got one pistol and the MP40 on the Shotgun. Still need to think of something good for the Super Shotgun and the Chaingun, but as is, it makes early Doom 1 feel almost Wolfenstein-ish with a Pistol, MP40 and Chaingun as the main episode 1 weapons.
And whether I figure out how to port them properly or something, I dread trying to comprehend the various rocket launcher types, much less missile weapons in general since this is my first real DECORATE experience outside of mapinfo dicking about.[/QUOTE]
As for changing weapons available to the player, you can consider creating a whole new player class and define start weapons from there I believe. I did something with that once and that was my solution. I was able to change starting weapons and disqualify regular doom weapons from player pickup.
[editline]28th May 2016[/editline]
I think decorate also has a "replaces" clause as well.
[QUOTE=certified;50411957]Setting up fake elevators and a stupid punchline linked to them is hard.
[t]http://images.akamai.steamusercontent.com/ugc/279600210859212003/97475896ADF7B22B98172C57AEF809EE6DD5158C/[/t][/QUOTE]
Holy jesus, just an FYI for people using snapmap; you can link everything in one single logic input/output if their type match. EX: Everything that is to be hidden by a signal output can be linked to the same "hide" logic part, everything can be linked to a single "on signal" output, every trigger supposed to activate the same object can be linked to the same "on entered" part, and so on.
Not only does that make your logic tidy and a little more human-readable but it also saves you some object space as each logic part (input/output plus the logic object itself) take up 0.01%, which seems minor but might allow you to add in some extra decorative objects later on.
[QUOTE=Gamaz;50412003]Holy jesus, just an FYI for people using snapmap; you can link everything in one single logic input/output if their type match. EX: Everything that is to be hidden by a signal output can be linked to the same "hide" logic part, everything can be linked to a single "on signal" output, every trigger supposed to activate the same object can be linked to the same "on entered" part, and so on.
Not only does that make your logic tidy and a little more human-readable but it also saves you some object space as each logic part (input/output plus the logic object itself) take up 0.01%, which seems minor but might allow you to add in some extra decorative objects later on.[/QUOTE]
No, trust me, every part of that circuit is necessary and can not afford a potential short-circuit, especially since it will be firing potentially multiple times for anyone who goes for full-completion of what I'm making here.
[QUOTE=certified;50412055]No, trust me, every part of that circuit is necessary and can not afford a potential short-circuit, especially since it will be firing potentially multiple times for anyone who goes for full-completion of what I'm making here.[/QUOTE]
I'm assuming it uses the same inputs/outputs but with delays? I didn't mean specifically you though, that image just reminded me about that and I felt like throwing that out since it's better to know about it early than having to rearrange a mess later.
On a side note I found the cause of the bug that makes objects permanently intangible and unable to be selected, deleting logic parts linked to an object causes this but it's not the action itself that causes that but instead objects are retroactively "unstable" and deleting a certain logic part linked to the object makes the effect happen. And I say retroactive because undoing can only restore objects to the state before being broken/intangible and deleting that same logic part will cause the effect again. The only way to fix this is by deleting objects you know are affected before they break or alternatively deleting a logic wire seems to safely allow you to delete the part without setting off the bug.
And something else related to object properties, color properties seem to not save correctly for some reason and specific combinations of colors will cause duplicated objects to not copy the right values. From what I experienced duplicated player blocking volumes will have their RGB values set to 77,77,77 if you duplicated them from volumes with RGB:150,150,150, yet it didn't happen for volumes I copied with RGB:255,0,0 or a couple of other combinations. I'm assuming it could also happen to properties that have 3 values like XYZ size and other types of volumes that can be colored but I haven't noticed it yet.
fixed some glitches in my deathmatch map.
new code is DRT5FTV9
Also made the super weapon rooms harder to get through.
I was trying to make the map feel more like classic doom custom maps, with some fun secrets with hidden weapons.
Each powerful weapon has a time limit on how long you have to use it.
The powerup rooms:
[t]http://images.akamai.steamusercontent.com/ugc/447359296977802836/0AA3BFDB217F62FF725CFABF12FCDE0899E114EC/[/t]
The fire there instantly kills you, and there are several demons in the room which are unkillable and will kill you in more or less one hit. so you only really get one chance to get the weapon at the end.
[t]http://images.akamai.steamusercontent.com/ugc/447359296977803011/61F3099C48BEEBC9D356D354A11833F65B31A9E5/[/t]
another secret powerup room, it's just stairs going up forever. but there's an invulnerable hell knight at the top, which again, can kill you in more or less one hit, there is a way around him to get a one shot BFG.
[t]http://images.akamai.steamusercontent.com/ugc/447359296977803176/E6566C67F21C2ACA22E25B0A1FA9FADD2A8E1037/[/t]
Last secret room has a jumping puzzle, it's a bit easier, though there are four hellraizers which again, you can't kill, and will kill you pretty quickly if their lasers hit you.
Once someone gets a power weapon, a demon rune will spawn, the demon rune only remains active on a player for 45 seconds.
Also, there's a Cacodemon button somewhere in the level, it spawns four cacodemons
[t]http://images.akamai.steamusercontent.com/ugc/447359296977818844/10B9006CB1566BE533D2B61526CCD516102DF6F0/[/t]
They can't hurt you, and you can't hurt them. they only remain on the map for a short time though.
Overview of the map
[t]http://images.akamai.steamusercontent.com/ugc/447359296977835923/F34F051CA5AE4E46BB6EC492D2DA8275326CC917/[/t] [t]http://images.akamai.steamusercontent.com/ugc/447359296977836089/9441FFB8F0FB0066CE83A2B44B8AEB1809419F1F/[/t]
If you guys find that you are able to kill any demons that may or may not show up, let me know, because you're not supposed to be able to and if you can, that's something I have to fix.
My Space Hulk map is released. I tried my best at every corner to inject a lot of atmosphere into it and make sure it plays very different from doom 4.
I recommend minimum 2 players, it's doable in SP but pretty hard. Player 1 and 4 are standard marines, 2 is RL marine (he lets you complete the objective without needing to unlock the armory), and 3 is assault cannon (chaingun) marine. P1 and P4 have shield walls which can completely block off corridors for a short time and keep enemies from coming at you.
[t]http://images.akamai.steamusercontent.com/ugc/495772992974327331/782A261E4D121B2F8A82E846A60E2C28814BB5EA/[/t]
[t]http://images.akamai.steamusercontent.com/ugc/495772992974327507/A706CD13968DF9CFD4135B176AC0425417658CE5/[/t]
[t]http://images.akamai.steamusercontent.com/ugc/495772992974327706/83B827F498F99ACCA95D7E3C071684CF88992404/[/t]
[t]http://images.akamai.steamusercontent.com/ugc/495772992974379261/40C106E84CC91EC6193A6873B06D9D6D3D92205B/[/t]
There are no objective markers, instead I have terminals that point in the directions of the different rooms, but the map is pretty straightforward so navigation shouldn't be too bad.
CHDHCYGN or just search space hulk since there's very little that comes up with that title.
I want to start making Doom levels, do I use GZDoombuilder or Doombuilder 2?
GZdoombuilder
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