dead.air - v2

New maps, and other projects whose primary focus is new maps, belong here.

Note: This forum, and all forums below it, are not for questions or troubleshooting! Threads created here are for active projects only! If you have questions please feel free to use the Editing subforums or General forum.
Forum rules
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.

Got a cool project idea but nothing else? Put it in the project ideas thread instead!

Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.

Please read the full rules for more details.
Turret49
Posts: 92
Joined: Sat Aug 29, 2015 1:40 pm

Re: dead.air - v2

Post by Turret49 »

Xaser wrote:hope you're having fun with it otherwise!
Oh yeah definitely! It was a lot shorter than I expected with the high monster count. Could probably try going again with a blaster-only run, but not sure about how slow that would make the end boss fight.
User avatar
SwiftFunk
Posts: 86
Joined: Thu Dec 22, 2016 1:39 pm
Graphics Processor: Intel (Modern GZDoom)
Location: here and there, at the same time
Contact:

Re: dead.air - v2

Post by SwiftFunk »

Starting on any difficulty causes crash:

Code: Select all

*** Fatal Error ***
Address not mapped to object (signal 11)
Address: (nil)
GZDoom Version: 3.7.1 Stable (Linux .deb 64bit)
Graphics: Intel Integrated
Mod Version: v2
IWAD: doom_complete.pk3 (tried loading Hell On Earth)
User avatar
Rachael
Posts: 13531
Joined: Tue Jan 13, 2004 1:31 pm
Preferred Pronouns: She/Her
Contact:

Re: dead.air - v2

Post by Rachael »

All crashes need to be reported here.
User avatar
Neccronixis
Posts: 206
Joined: Fri Dec 23, 2011 10:53 pm

Re: dead.air - v2

Post by Neccronixis »

Have you considered turning this mod into a standalone weapons mod since the guns are so freaking awesome to use?
Post Reply

Return to “Levels”