Search found 15 matches

by Aeddes
Mon Mar 31, 2025 4:02 am
Forum: Levels
Topic: Death House (idgames)
Replies: 1
Views: 661

Re: Death House (WIP)

Full version ready.
by Aeddes
Mon Mar 24, 2025 5:22 pm
Forum: Levels
Topic: Death House (idgames)
Replies: 1
Views: 661

Death House (idgames)

Hello. New map. Inspired by the quest "Death House" from Dungeons & Dragons Online game. Name: DHOUSE.WAD UDMF Tested on GZDoom 4.11.3+ (Designed for) UV/HMP Singleplayer IWAD Doom 2 1 map Need jump/crouch Freelook recommended Flashlight included (F) https://www.doomworld.com/idgames/levels/doom2 ...
by Aeddes
Mon Sep 23, 2024 9:32 pm
Forum: Levels
Topic: Elsewhere (idgames)
Replies: 0
Views: 1894

Elsewhere (idgames)

Hello. This is my first hell themed map, sequence of Exobase.WAD Name: Elsewhere.WAD UDMF Tested on GZDoom 4.11.3+ (Designed for) UV/HMP Singleplayer IWAD Doom 2 1 map Modified Vanilla monsters/weapons. Adjustable flashlight included (default key "F"). Check options. Recommend jump, crouch and ...
by Aeddes
Fri Jul 19, 2024 2:21 pm
Forum: Levels
Topic: Doom II Dark World
Replies: 49
Views: 51750

Re: Doom II Dark World

Perfect to run with Lost in Darkness.
Great job!

https://www.youtube.com/playlist?list=P ... S3UW6xxea1
by Aeddes
Tue May 07, 2024 11:43 am
Forum: Levels
Topic: UAC Bio series
Replies: 2
Views: 1826

Re: UAC Bio series

Check it out!
The last map(s) is on production.

Also, there's a modified version to be played with "Lost in Darkness" mod, if you like something more creepy.
https://www.moddb.com/games/doom-ii/dow ... n-darkness
by Aeddes
Sat Mar 02, 2024 1:53 pm
Forum: Scripting
Topic: Monster resistant to tracer damage.
Replies: 2
Views: 236

Re: Monster resistant to tracer damage.

I think declaring DamageFactor "BFGSplash", 0.5 in the SMM replacement actor should work without changing the weapon. If you want to replace neither the BFG nor the SMM you'll need zscript instead of decorate I think. Could maybe use ACS to give the SMM a powerup with BFGSplash resistance, but I'm ...
by Aeddes
Sat Mar 02, 2024 1:04 pm
Forum: Scripting
Topic: Monster resistant to tracer damage.
Replies: 2
Views: 236

Monster resistant to tracer damage.

Hello.
Is there a way to reduce the tracer damage taken by a monster using DECORATE?
I'm specifically asking a way to reduce the damage taken by Spider Mastermind on BFG shots (by making SMM a bit resistant to tracers, not changing the weapon properties per se).

Thanks in advance.
by Aeddes
Sun Feb 04, 2024 6:28 am
Forum: Levels
Topic: UAC Bio series
Replies: 2
Views: 1826

UAC Bio series

Hello. These are my first attempts on mapping. There are 5 WADs for a total of 8 maps for now. All maps are in UDMF, tested and made for GZDoom 4.11.3.+ Jump, crouch, freelook added and recommended. Dark Sectors, brightmaps, lights, hardware rendering, etc for intended atmosphere. Modified vanilla ...
by Aeddes
Sun Oct 22, 2023 9:37 am
Forum: Scripting
Topic: Monster Spawner Script.
Replies: 5
Views: 907

Re: Monster Spawner Script.

Tested on a new map, without any other scripts, and worked great.
Probably any of my scripts are conflicting.

Really thanks for the help!

Edit. Another script was using Thing tag 100. Working fine now!
by Aeddes
Sun Oct 22, 2023 9:21 am
Forum: Scripting
Topic: Monster Spawner Script.
Replies: 5
Views: 907

Re: Monster Spawner Script.

I'm using Blood Demon (from Realm667). But tested with Demon and Spectre, and result is the same. After a few seconds, the spawned monster vanish. ACTOR BloodDemonClone 3110 { //$Category Monsters Health 300 Speed 12 Height 56 Radius 30 Mass 400 PainChance 180 Meleedamage 5 REACTIONTIME 8 MONSTER ...
by Aeddes
Sun Oct 22, 2023 8:04 am
Forum: Scripting
Topic: Monster Spawner Script.
Replies: 5
Views: 907

Re: Monster Spawner Script.

Tried this, but after a few seconds, the spawned monster disappear.
No idea what is happening.
by Aeddes
Sat Oct 21, 2023 9:14 am
Forum: Scripting
Topic: Monster Spawner Script.
Replies: 5
Views: 907

Monster Spawner Script.

Hello. I'm trying to create a spawner. Looking for a spawner that spawn a few monsters and stop at monster count = X. Then, when a monster get killed, restart spawn until monster count reach X again. First tryed this: script "Demon spawner" (void) { Thing_Spawn (1, 8, 64, 0); delay (700); Restart ...
by Aeddes
Mon Sep 18, 2023 4:20 am
Forum: Mapping
Topic: Keep custom key between maps
Replies: 2
Views: 1033

Re: Keep custom key between maps

Blue Shadow wrote: Sun Sep 17, 2023 8:06 pm
Aeddes wrote: Sun Sep 17, 2023 3:13 pm I've found this: +INVENTORY.PERSISTENTPOWER, but didn't work on the custom key.
That's just for powerups. What you want, instead, is Inventory.InterHubAmount (set it to 1).
Thanks man!!
by Aeddes
Sun Sep 17, 2023 3:13 pm
Forum: Mapping
Topic: Keep custom key between maps
Replies: 2
Views: 1033

Keep custom key between maps

Hello. Is there any way to keep a custom keycard between maps? I'm creating a WAD with three normal maps and one secret map. At map 02, the secret exit goes to map31, and from MAP31, normal exit go to map 03. What i'm looking for is: if player find the secret exit at map 2, will got a specific key ...

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