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ptrdoom

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About ptrdoom

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  1. @DoomGappy I've played your map! It was nice, and I ended up dying twice: once at the last trap before the exit and once at the cyber demon. Overall, it was very nice.
  2. That's nice Julia, slow and steady and you'll get there for sure! Cheers!
  3. Great! I've finished watching your video as clear as usual. I will apply the changes now, and I meant to ask yet again another question. Is there a way to lower the wall faster? I think the imp trap would be more okaish if the pillars lowered faster if there is even a thing like that. For the last one, in the next map the goal should be lightning? So that I have a clear set of goals to follow more or less.
  4. I'll watch the video now. A friend of mine played the map and told me about having issue with the blu key door once it opened. I went to check and I had the wrong tag/action so I fixed it on my own. I assume that's what you mean. Thanks again! P.S I wanted to ask you, is there a way not to let the pinkies at the start open the door? I had in mind to make a switch door to open it but if there are other ways let me know.
  5. Everything works, more or less. I've ironed out small stuff like textures, a working switch for the lift and the pillars, etc. The only thing I can't wrap my head around are the pinkies at the start, who, while wandering, open the door to the next room. Second Map.7z
  6. I changed some of the stuff that I could on my own. Made the sector darker, then made the platform for the nukage but have to choose between of those two. Lastly I wanted to add the support like you mentioned but I have no idea how to do so (last screenshoot). The only thing I can't make it work like in your video, is the lift.
  7. I forgot to mention, the block line i used on the second door with the demons was not to allow them to open it or so I thought it would work like that. Since in my testing i noticed they would wander and open the door triggering the imps to move forward, any tips for that?
  8. Ok, basically, I forgot to lower the lift, which I had texture before, and left it up there. I set it up in a way where once the player walks the first line def, it raises. As for the clipping, what I meant was this: in my prboom+, this shows up on a fake wall I made right at the start for the secret. But it didn't show up in your version, so I don't really know. For the Chain Gunners platform, it wasn't even my intention not to make the player get them, but I don't know how to set up a platform that lowers with the use key. Which is also what I've been trying to do with a wall that would lower once you use your action key and it would reveal a secret room.
  9. Thank you I'll give it a look right now. I was playing Hexen beyond Heretic.
  10. Thank you all for the answers, folks. I finished my playthrough of Heretic and will soon start looking to set up Hexen.
  11. @DoomGappy Here's the final version. I did some re-texturing and fixed some stuff. I still have the clipping issue with the wall, but you'll see it once you play it. Second Map Final.7z
  12. There you are. I was making a second map and wanted to show it to you once I was done with it. Second Map.7z
  13. @DoomGappy How do you make a wall that lowers when you press the action key? Or the fake wall that doesn't clip. I get this when I tried to make a fake wall like in your video.
  14. Yeah, I did enjoy that part specifically. I wasn't really planning on making a second map, but I guess I could make another one, but I have no idea exactly what I should aim for apart from the coloured doors and lift, and of course, like you mentioned, more verticality. It would be better to aim yet again for something small than something more ambitious.
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