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About Weaseln_hecktor
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Warming Up
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Oh cool, I was trying to represent Laffyette from Disney's aristocats
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What is toontown?
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Zootopia 2: Athrophamoria Amuck (that was for @DogsRNice)
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Is there a DB2 version that you can mix flats and wall textures?
Weaseln_hecktor replied to Weaseln_hecktor's topic in Doom Editing
Thanks guys, and also here is a screenshot of the map formats I have selected. Should I remove or add any? -
Is there a DB2 version that you can mix flats and wall textures?
Weaseln_hecktor posted a topic in Doom Editing
Hey, I am not sure if you can use deferent versions of DB2 to be able to set flats as wall textures and vise versa, or it is a setting or configuration of the game. So I was wondering if there is a way I could do this, because this worked fine on my pc, but I want to also work on it at my laptop, so I can always work on my doom levels wherever. If this helps, I just downloaded doombulider yesterday on this new computer. Thanks, Weaseln. Here are some screenshots: -
How was this texture made, and who made it?
Weaseln_hecktor replied to Weaseln_hecktor's topic in Freedoom
Cool, thanks! -
How was this texture made, and who made it?
Weaseln_hecktor replied to Weaseln_hecktor's topic in Freedoom
Cool, but I am not sure how it works though because I haven't used github before -
How was this texture made, and who made it?
Weaseln_hecktor replied to Weaseln_hecktor's topic in Freedoom
Thanks guys! I know that there is a color remap tool on slade and I will most likely use it in the future. I also had no idea that you could do that with the noise thing, and I thought you completely drew it by hand or used a photo reference. What program did you use, and do you have any tips for me for texture making? -
I have an issue with an aspect of gameplay in my map I am making
Weaseln_hecktor replied to Weaseln_hecktor's topic in Doom General
Thank you! I am glad to hear you like it :) I am really proud of it as well -
I have been trying to figure out how to make a good red stucco texture lately, but I feel like I can't figure out how I want to approach it, and the process I can do. For reference, I really like this texture, Ashwall3, from FreeDoom. How was it made and who made it? (I know it is supposed to be for outdoors but I really like the the contrast and color choice) Here is some attempts I made and refrecnces: (I am using adobe photoshop) Thanks, - Weaseln
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Weaseln_hecktor changed their profile photo
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I have an issue with an aspect of gameplay in my map I am making
Weaseln_hecktor replied to Weaseln_hecktor's topic in Doom General
Sorry I saw this so late, but thanks for the suggestions! I unfortunately wasn't able to finish it on time, but I will have plenty before the next viewer submissions. Here is how my map looks now: I made a more clean and polished look of the tower Rockets can now reach the player as well as other projectiles I made a linedef trap with more so "blocking movement monsters" that you have to act quickly on And a cool pathway with lava rocks that lower into damaging floor when you sand on each stone while chaingunners are shooting at you. Here There is a small blocking spot from most of the projectiles except from one aracnotron, but the damaging floor makes up for it in my opinion. I also did so much more. -
I have an issue with an aspect of gameplay in my map I am making
Weaseln_hecktor replied to Weaseln_hecktor's topic in Doom General
Thanks for the suggestions! I think making it clear that there is cover and it works is a great idea. Though I would probably add some movement blocking monsters so the player doesn't start making themselves at home. Thanks for your time, I would relase the wad for better examples, but I don't want to release it before Decino gets it. -
I have an issue with an aspect of gameplay in my map I am making
Weaseln_hecktor posted a topic in Doom General
So I am making my first doom map for Decino's viewer-submitted levels that are due Decmeber 1st, and I have more of a creative issue that interferes with gameplay. The theme of this map is that you are almost always being shot at by two arachnotrons and a cyberdemon, and you have less time to dodge as you get closer, by getting keys from three deferent themed buildings (this is the red key building) and you have to plan ahead and be quick with your movement. You also have limited ammo, and there will be barrels in places that could help, or end up killing you. It is pretty hardcore. But my issue is that I wanted to make a tall tower you climb for just contrast of height and space, to press a switch, which will lower the silver bars on the other side of the building, and a bunch of traps along the way. v here But the issue in the tower is that the oncoming projectiles are harder to see, sometimes hit walls, and It is not as clear and fair to the player I also have not accounted for other buildings with ceiling sectors that may be in the way of the projectiles. What could I do make the projectiles seen, more of a flowing path in gameplay, and possibly keep the tower aesthetic? -
The Lost Magic - A Boom Mapset
Weaseln_hecktor replied to Vortale's topic in WAD Releases & Development
Sorry to be here this late, but does anyone know where I can find the soundrack for this wad? I found this wad through a soundtrack unless someone deleted it, but I have been looking all over youtube and still cant find it.