Search found 80 matches
- Sat Feb 07, 2015 11:38 am
- Forum: Editing (Archive)
- Topic: Fog above 3d floor
- Replies: 3
- Views: 332
Re: Fog above 3d floor
Basically yes. The problem is to render the boundaries properly, that's a non-trivial task and without it it makes no sense to have fog. :cry: You can approximate fog by using a non-solid, translucent 3D floor. Yes, but you see the difference when you actually go above the solid 3d floor and into ...
- Fri Feb 06, 2015 2:40 pm
- Forum: Editing (Archive)
- Topic: Fog above 3d floor
- Replies: 3
- Views: 332
Fog above 3d floor
Hello,
I would like to have fog only above a 3dfloor, leaving the below area without... and I have no idea how to do this.
I found this old discussion:
http://forum.zdoom.org/viewtopic.php?f=3&t=21627
but it is 6 years old and it gave no solution.
Is it still impossible to do this?
I would like to have fog only above a 3dfloor, leaving the below area without... and I have no idea how to do this.

I found this old discussion:
http://forum.zdoom.org/viewtopic.php?f=3&t=21627
but it is 6 years old and it gave no solution.

Is it still impossible to do this?
- Wed Jan 21, 2015 1:19 pm
- Forum: Levels
- Topic: [Realm667 Contest] Doomjá-vu - Poll expanded to 15th of May
- Replies: 69
- Views: 12106
Re: [Realm667 Contest] Doomjá-vu - It's never the same!
I'm in. Some questions: “You may cut about 30% of the provided layout of necessary”: how is this evaluated? Number of sectors deleted on total number of sectors? Number of lines deleted? "You may add additional rooms/space to your map's layout": can I divide the existing sectors into new sectors? Ca ...
- Sun Aug 31, 2014 10:57 am
- Forum: Abandoned/Dead Projects
- Topic: [WIP] Alkylation Episode 3: Negenthropy
- Replies: 15
- Views: 2331
Re: [WIP] Alkylation Episode 3: Negenthropy
I tagged "12" both monsters, and implemented the following code: script 1 (void) { floor_raisebyvalue(8, 255, 128); door_open(9,255); ACS_Execute(2, 0,0,0,0); } script 2 (void) { if (thingcount(0, 12) == 0) { ACS_Execute(3, 0,0,0,0); } else { delay(64); restart; } } script 3 (void) { floor ...
- Sat Aug 30, 2014 9:07 am
- Forum: Abandoned/Dead Projects
- Topic: [WIP] Alkylation Episode 3: Negenthropy
- Replies: 15
- Views: 2331
Re: [WIP] Alkylation Episode 3: Negenthropy
unless i'm mistaken zdoom does change the ammo quantity according to the difficulty level. "I'm Too Young to Die" and "Nightmare" will double the amount of ammo received from pickups, as it was in vanilla Doom. Aside from that, ZDoom makes no changes as to where and when ammo will spawn. So how is ...
- Thu Aug 28, 2014 1:37 pm
- Forum: Abandoned/Dead Projects
- Topic: [WIP] Alkylation Episode 3: Negenthropy
- Replies: 15
- Views: 2331
Re: [WIP] Alkylation Episode 3: Negenthropy
No, I did not. And unless I missed something during the first map, the only other weapon I had to begin with was a shotgun, which was also available at the spawn of the second map anyway. I was sure to have put enough ammo and weapons in all levels... but probably I didn't playtest enough when I ...
- Tue Aug 26, 2014 1:18 pm
- Forum: Abandoned/Dead Projects
- Topic: [WIP] Alkylation Episode 3: Negenthropy
- Replies: 15
- Views: 2331
Re: [WIP] Alkylation Episode 3: Negenthropy
Did you try to play each single level only with pistol? It is not supposed to be played in this way.Ed the Bat wrote:I feel like there is an enormous difficulty spike between the first and second maps. Many more monsters, including some strong ones, and little firepower to start off with.
L.
- Tue Aug 26, 2014 11:40 am
- Forum: Abandoned/Dead Projects
- Topic: [WIP] Alkylation Episode 3: Negenthropy
- Replies: 15
- Views: 2331
[WIP] Alkylation Episode 3: Negenthropy
Hello! This is my last project: Alkylation Episode 3: Negenthropy 5 new levels for Zdoom, with new monsters and textures. It just needs some beta-testing. Download link: https://www.mediafire.com/?6st01d51ozzt303 SCREENSHOTS: http://imagizer.imageshack.us/v2/150x100q90/901/sK46Cc.png http://imagizer ...
- Sun Jun 22, 2014 9:27 am
- Forum: Levels
- Topic: [WIP] Alkylation Episode 2: Xenothanatos
- Replies: 15
- Views: 1665
Re: [WIP] Alkylation Episode 2: Xenothanatos
I played the maps on UV and I found no bugs. But to say the truth, I found them inferior to Alkylation 1 in all aspects. The maps were very easy, mainly because the 2 new custom monsters were feeble (and honestly felt lame). I didn't die on my first run and in fact my health never dropped below 50 ...
- Wed Jun 18, 2014 12:53 pm
- Forum: Levels
- Topic: [WIP] Alkylation Episode 2: Xenothanatos
- Replies: 15
- Views: 1665
Re: [WIP] Alkylation Episode 2: Xenothanatos
Well, as you noted, it is an introduction map, so I kept the enemies count quite low... maybe even too lowEd the Bat wrote:I had no trouble with finishing the first map. I was remarking how a monster count of only 7 seemed a bit sparse.

- Wed Jun 18, 2014 12:37 pm
- Forum: Levels
- Topic: [WIP] Alkylation Episode 2: Xenothanatos
- Replies: 15
- Views: 1665
Re: [WIP] Alkylation Episode 2: Xenothanatos
Can you please elaborate more on this? It may help Ed the bat to finish the level and me in improving the boss battle...Marnetmar wrote: You're playing it wrong.
ULorenzo
- Tue Jun 17, 2014 12:56 pm
- Forum: Levels
- Topic: [WIP] Alkylation Episode 2: Xenothanatos
- Replies: 15
- Views: 1665
Re: [WIP] Alkylation Episode 2: Xenothanatos
Excellent. If you're interested, here's the revisions I made to Episode 1. I felt the Weapon.SlotNumber approach was an appropriate solution. I also took the liberty of updating the MAPINFO syntax and cleaning some of the DECORATE formatting, while I was at it. Ok, downloaded and checked. Very ...
- Sun Jun 15, 2014 1:08 pm
- Forum: Levels
- Topic: [WIP] Alkylation Episode 2: Xenothanatos
- Replies: 15
- Views: 1665
Re: [WIP] Alkylation Episode 2: Xenothanatos
Ok, well noted, thank you!
- Sun Jun 15, 2014 12:35 pm
- Forum: Levels
- Topic: [WIP] Alkylation Episode 2: Xenothanatos
- Replies: 15
- Views: 1665
Re: [WIP] Alkylation Episode 2: Xenothanatos
May I ask that the weapons please not be defined with KEYCONF, to make this more friendly to other mods? I did the same with a copy of Alkylation Ep 1 on my own, a while back; I'd be happy to share that out. I'm not a true expert about this... what is the problem with the KEYCONF? Other than it ...
- Sun Jun 15, 2014 11:03 am
- Forum: Levels
- Topic: [WIP] Alkylation Episode 2: Xenothanatos
- Replies: 15
- Views: 1665
[WIP] Alkylation Episode 2: Xenothanatos
Hello, This is my new project, Alkylation Episode 2: Xenothanatos. It consists of four maps with new monsters, textures and one new weapon, for Doom2/Zdoom. Some beta testing would be really helpfull. The link to the wad is here: http://www.mediafire.com/download/cisauitju85bmbm/alk-ep2.rar Here ...