- Joined
- May 16, 2020
Probably one of the best wads so far, the red path is misleading, however. I would have deleted it, or added some easter egg or anything.Title: Enter the Balldo
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Probably one of the best wads so far, the red path is misleading, however. I would have deleted it, or added some easter egg or anything.Title: Enter the Balldo
That's by far the most detailed entry. Incredible work, I don't know how you've been able to pack so much detail in a map in so little time.Title: Enter the Balldo
Format: UDMF, Dynamic lights should be on!
Thanks. Yes it's supposed to be misleading. When everything is done the UAC texture will be replaced with the farm. So your choice will be to either go to the farm or hell, but it's of course not a choice. Thought that was funny.Probably one of the best wads so far, the red path is misleading, however. I would have deleted it, or added some easter egg or anything.
Thanks dude. Yea I tried to make it not too hard, but not trivial either. So that's good to hear.That's by far the most detailed entry. Incredible work, I don't know how you've been able to pack so much detail in a map in so little time.
The combat is easy enough, maybe not for a first time player but arenas are generously stocked with ammo, life and armor.
That's the point. It is sort of a joke monster in most situations and I thought of putting Tomlinsons face on it but there was no time. Having his pointing face there while making the fight a complete joke sounded funny to me, and very suitable. But yeah, no time.It's extremely easy to cheese the spider mastermind to make it totally harmless, but with everything you have to deal with it doesn't break the map at all.
Really an amazing submission. When I saw the balldo appear I was emotional.
Hmm, I don't know. Terminal autism helps I guess. This place is also full of inspiration so the idea part was quick. I have used Doom Builder a long time ago so I was familiar with it enough to make all of my ideas.I know this may derail the thread a bit, but how were you to pack so much detail in a map so quickly, any secrets to your mapping style you'd care to share? Besides some copy paste (which doesn't really show when playing) I'd really like to know how you did something that would take me a good year of on and off work in a few weeks.
Have you zipped the file?The site isn't letting me upload it for some reason, but the Titlemap is done. I'll see if it will let me when I get home from work tomorrow.
It looks cool, but it needs a custom MIDI jingle. Doomer Boards sometimes use the Descent 1 briefing theme. Something silly sounding could work too. We might as well just use Transport Tycoon Deluxe Theme, because it's so upbeat. Just tested it with the file, fits pretty well, especially with the timing of the door opening.Let me know if there are any issues.
IWAD - Doom 2
Format - UDMF
Source Port - GZDoom
You could post your work so we can take a look.Having problems with the texture pack.
"BIGDOOR1", but in Doom 2s files, there is no such texture that I could find. Maybe I'm retarded and looking in the wrong place.
If you look to the right of that screen (part that's cropped) you'll see a list of "patches" that is the smaller textures that the texture is made from.
Yea, you don't have to worry about that in ZDoom. If you insert a texture that is only one image(like my replacements), it will use that instead of the original, even if the original is combined from patches.If you look to the right of that screen (part that's cropped) you'll see a list of "patches" that is the smaller textures that the texture is made from.
160 is indeed "Sector Set 3D floor" in hexen/zdoom namespace. In 2015 I used to use builder config like Gzdoom: Doom in Doom Format and yeah, the 3d floors for me started with 281 just like what you showed here. And I was like: "oh, okay, I'm gonna check these out". Like I knew that Pirate Doom used Hexen format for these, and I had been using Doom format, so I expected that there could be difference. And about tutorials and phrases like "Use hexen/udmf for this thing" I was like ok, but I know the other way, hehAll 3d floor tutorials want me to assign a "Sector Set 3D floor" 160 tag to a linedef in the dummy sector, problem is 160 says something completely different for me.