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kdoom

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About kdoom

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  1. I don't know who kgsws is....not me. I didn't catch that lol
  2. Thanks for the playthrough Boris! It does seem a bit unfair at certain points. The finale of map02, there is a switch under the slime, that gives you a shot at the boss. I won't say anymore, but that's the only thing that seemed to stop you. I'm going to adjust the health distribution a little bit, and consider this final.
  3. I know the ending to map02 is really unfair. I recommend a save at the door, and explore the rooms mechanics, then load that savegame and end it. The finale being really hard, especially on UV, but I think this version is ready to be called final. I'll wait a couple days, and upload if I don't hear of any bugs.
  4. Thank you for playing my maps! That was a very good run you did, too. I really enjoyed watching. I have to admit, the ending battle is a bit unfair, but you did it!
  5. Thank you! Sadly, I found the missing secret. I put it there early in construction of the map. It's a bit embarrassing, but oh well!! No changes to the map. RC2 version is still the latest, unless I hear of another change and/or bug.
  6. I think the 4th secret in map02 should not exist. I must have added it by mistake....not sure how I did that, but it seems that way. Is there a method to find these? I tried the find/replace function, looking for sector flag 1024, but that doesn't seem to work.
  7. Built and tested with 4.11.1. I'm not sure about older version compatibility.
  8. Well, not sure if I agree about the legend part, but I would like to hear your thoughts on the maps!
  9. Thank you, I'm happy to hear you enjoyed it. I'm already working on the next one, and I too hope it doesn't take 18 years!
  10. Thanks for the kind words, I'm happy you enjoyed it. My focus is always HMP, but uv does have a few surprises.
  11. Well, first version bug was because I changed a few things after I had people test for me....thats a no-no. Anyway, great to hear stuff like your comment. I hope this 2 maps lives up to what people expect from me. I'll stick around and make a few more maps! New version in OP. I hope this is final.
  12. Found a bug...I'll be updating shortly. I'll remove the current file URL. Sorry for the error.
  13. Well, I finally have this thing wrapped up. It took me 18 years to release something after my "still kicking: map. I hope my mapping methods stand up to the times. Please give me feedback, good or bad!! HAPPY 30TH BIRTHDAY DOOM!!!! Gzdoom specific. Maps are lit with some sector lighting, but you really should turn on the dynamic lights. Doom 2 iwad If you use any mods, I cannot promise the experience I intended. If you run this with anything but GZDoom, it will not work as expected. Two maps running in map01, map02 slots. pistol start on map02. Many new and/or reworked Doom textures, in a higher resolution of course. I hope I found all the bugs. Please tell me if you find anything. Credits are in the readme, but I'll mention here too: Music: Tamara Mochaccina posted some AWESOME work on Doomworld. map01 music = The Demons Run After map02 music = Still Kicking Playtesters: I never used playtester feedback in the past, but I'm rusty...so: Chris Hansen Steve D LadyMistDragon Thank you for your feedback. I took it all in, and did adjustments. Storyline: You have found an old outpost of brick and wood. They found something evil, and have moved it to a high-tech factory. Download : https://www.mediafire.com/file/d56jnpqm7ly2z3g/kgzdoom1-RC2.zip/file One bug fixed. It was a show stopper. I'm sorry if anyone had issues. Screenies:
  14. kdoom

    kmetal 2018

    I think I have this thing done. I'm just replaying it over and over now to find things I want to change or add. Probably going to upload it tomorrow. I'll start a new thread with the first release candidate.
  15. If you make the polyobject as a sector, and use the midtextures to make the polyobject, then add a 3d floor over it, it will hide it. I recently had a similar issue with poly objects. Just be sure to NOT allow the player on that floor, because the polyobject will be invisible but still solid.
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