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Messages - quakis

#1
Quote from: Merlijn on  12 March 2016, 15:03:37What was the combo? Sorry, I'm sort of relearning all the features.. ;)

Most effective method I consider is copying the new sky texture in any sector to clipboard and press CTRL + ENTER on said sky. That will ensure all properties (shade/pal) get transferred. You might have to do it a few times in places the sky isn't fully connected.

ALT + C will replace all textures currently pointed at with clipboard copy, but doesn't transfer any properties over.

Hope that helps.
#2
Great to see you've still got the itch for mapping as well. From the one screen alone, your current take on the city theme already appears different, especially using that cleaner style. Looking forward to what you'll conjure up.
#3
Site News & Feedback / Re: Front page stuff
20 October 2015, 17:16:16
Congrats on having the patience to get through all that work!

Reminds me that I'll have to do some mobile-device compatibility for my own site once I get back to it. Sigh.
#4
Other Games / Re: Random Doom Discussion Thread
12 September 2015, 02:58:52
Might as well throw a mention here;

50 Shades of Graytall, a community project, has been uploaded to the /idgames archive so that hopefully means a final release status. I contributed to this project taking the MAP05 slot. I'll just quote the news post from my site below;

QuoteThis Boom compatible community project, headed up by Marcaek, was started with a simple goal in mind; create a level only using the textures, graytall, fireblu1, doortrak and a single FLAT of choice. Skies and sky transfers were also allowed. After several months of development a total of 18 submissions were included. My contribution takes the MAP05 slot, titled Concrete Flagellation, offering a fairly short and simple romp – nothing too grandiose or difficult, but it does mark my first published Doom user level.

50 Shades offers a huge variety of experiences despite these self imposed limitations, managing to offer something different than the last through changes in mapping styles or direction they take gameplay. The difficulty can make some sudden spikes in later levels, especially on Ultra Violence, some even entering slaughtermap territory with their large monster counts and nail biting situations. Regardless I do recommend and hope players will take a look through what everyone pulled off using these ugly textures.



#5
Quote from: Fernando on  25 August 2015, 06:24:31Oh. And I found all for secrets. Try making them harder to find. XD

Next time I'll add an inaccessible secret area, just to mess with you. ;)

Jests aside, I should get more creative. Secret areas are fun to make afterall.

Thanks for playing Fernando!
#6
Classic Duke 3D / [REL] The Flaming Shipwreck
24 August 2015, 20:39:14
Aliens have decided to grab a beer at a modernised British pub in Lynnchester called The Flaming Shipwreck, slaughtering the local folk and causing all sorts of trouble. Being too much for the local police force, Duke has been assigned to remove their presense from the area.

Originally started as a pub section for the BeachCBP during Apr 2013. Having no motivation for mapping at the time, it was put aside indefinitely. I resumed work in Nov 2014 with a different perspective and workflow to mapping. To ensure a healthy balance of motivation and inspiration, there were various short and long breaks inbetween. Project finished 24th Aug 2015.

Not intended or designed for the HRP, keep this in mind if used.

Eduke32 Required.

Download: http://taw.duke4.net/files/flamwrck.zip

Screenshots






CGS download / review
#7
General Discussion / Re: Speakers' Corner
07 January 2015, 00:43:04
Quote from: Micky C on  06 January 2015, 09:23:47If/when Helix implements WOW (wall-over-wall), then tall skyscrapers with multiple enterable floors and rooftops will become much, much more feasible (both easier to construct, more flexible, and less resource-consuming).

How different is this method to TROR? I'm curious.
#8
Never thought after all these years anyone would actually play that awful map online! ;D Looked incredibly chaotic - thanks for the video, was fun seeing how that actually plays out for the first time.
#9
Classic Duke 3D / Re: [RELEASE] Nitroglycerin
18 December 2014, 11:34:18
Quote from: High Treason on  18 December 2014, 05:34:12should be located towards the right hand side. It should emit an audible beeping as it counts down to the explosion if it works.

Okay, that worked! Tempted to check out the 'bad ending' I've been reading about.
#10
Classic Duke 3D / Re: [RELEASE] Nitroglycerin
18 December 2014, 03:16:12
Went to the bar and see no target at the barricade below, something might have broke. :(

Just to clarify to help pinpoint what might be going wrong; after getting passed the exploding corridor I'm inside a vent. Exiting the vent I see a screen telling me to use the machine behind me, which I assume is the white-tower since it's the only thing which opens the door. Enemies spawn. Just beyond the door to my left is another machine which, to me, looks like it should have spat out the 'bomb' but I see nothing there - nor does 'using' it produce any results. Barricade still has nothing to trigger.

Do you remember which version of Eduke you tested this on originally? I can try replaying it from scratch in that one.
#11
Classic Duke 3D / Re: [RELEASE] Nitroglycerin
17 December 2014, 00:24:58
Played this today (right after Riverside & Quantum) and slammed into a brick wall. I've found all the items and got passed the exploding corridor in the factory. The text tells me to use a "machine" to assemble the bomb, but nothing happens and I've been wandering around unsure what to do or if it has bugged out. It claims I still need a "timer" which I already found. Played using Eduke synthesis build 4814.
#12
Site News & Feedback / Re: Idea ?
14 December 2014, 19:06:32
Quote from: ck3D on  14 December 2014, 11:14:21[...] more seriously than the reviewers themselves which is obviously bound to get on their nerves after a while

I always find it funny how discussions about reviews always seem to focus purely on the ratings; not just the Duke community but gaming in general. People seem far too obsessive discussing, or even arguing, about the provided score and often ignore the write up. Its one of many reasons I abolished use of ratings on my site, instead focusing on the writing quality. This has since resulted in much healthier feedback.

Quote from: Forge on  14 December 2014, 17:08:48-edit: unless someone can come up with a reasonable nomination process (that doesn't involve a buddy system or using said scores) and a poll that also can't be abused.

I'm fine with how the Doomworld Cacowards are processed. Not based off scores or an automated system, but a small dedicated group of suitable people to discuss amongst themselves, coming to a consensus about the 'top 10' releases & any runner ups and finally writing a small piece on each selection.
#13
Classic Duke 3D / Re: Last map you played
01 December 2014, 19:55:17
Finally done writing this... Took longer than I wanted (as usual) in between laziness and doing other things. Feel free to notify me of any mistakes. I'll probably repost this link in the relevant thread(s) later.

Duke Hard Review: http://taw.duke4.net/2014/12/duke3d/duke-hard/
#14
Classic Duke 3D / Re: Last map you played
27 November 2014, 22:14:10
Don't overwhelm the guy! :P

I recommend without any bias whatsoever, "Done and Dusted". Honest.
#15
Any particular reason you're calling this project "Lunar Apocalypse" besides being based off the existing one already in Duke3D? I've personally never liked the idea of naming projects exact to existing names in the same game, especially when they're brought up in discussion.  (i.e. There's an old user made Doom episode called INFERNO... 'Nuff said.)

I might be the only one bothered by this but why not seek a title that has its own identity? Doesn't even have to be incredible either; "Celestial Cataclysm"? "Crescent Catastrophe"? "Moonlight Calamity"? Just a few examples I quickly thought up. It can still be a homage to Episode 2 regardless. If you're desperately want to use "Lunar Apocalypse", try adding a subtitle if only to distinguish the two.

Considering you have intentions to create a classic 3DR-style episode you might need to examine the existing maps more closely to achieve that feeling. Judging from the screenshots I find that rooms do generally look far too boxy. Its worth mentioning that E2 levels tend to have fairly wide spaces and open layouts, perhaps experiment cutting back on doors to separate areas and see how that goes for you?

Look at this 2D view of a E2L1 segment below, notice how much shape and form it has from this alone?



Lastly, 3DR lighting often has sharp contrasts between light and dark which enhanced E2's atmosphere. The most memorable parts of design I remember from E2 is how lighting was handled, especially those times a dark room floods with light when you open the shutters like in E2L3.

That's my 2 pence piece. Good luck with the project Sanek.