Search found 15 matches
- Mon Mar 31, 2025 4:02 am
- Forum: Levels
- Topic: Death House (idgames)
- Replies: 1
- Views: 661
Re: Death House (WIP)
Full version ready.
- 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 ...
- 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 ...
- 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
Great job!
https://www.youtube.com/playlist?list=P ... S3UW6xxea1
- 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
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
- Sun Apr 07, 2024 4:51 pm
- Forum: Levels
- Topic: Very first level. Tear it apart please :D
- Replies: 3
- Views: 920
- 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 ...
- 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.
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.
- 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 ...
- 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!
Probably any of my scripts are conflicting.
Really thanks for the help!
Edit. Another script was using Thing tag 100. Working fine now!
- 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 ...
- 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.
No idea what is happening.
- 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 ...
- 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
Thanks man!!Blue Shadow wrote: ↑Sun Sep 17, 2023 8:06 pmThat's just for powerups. What you want, instead, is Inventory.InterHubAmount (set it to 1).
- 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 ...