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[Release] ๐๐๐๐๐๐๐๐ - GZDoom map for Realms Deep 2021
Marlamir replied to Jimmy's topic in WAD Releases & Development
Love those screenshot, especially the ssg shot is super dope. Always enjoyed your maps and i'm excited to try this one. -
Delta Labs: Crew Quarters (Custom map - Released)
Marlamir replied to Doommarine_maxi's topic in Doom 3
Really nice to see that someone still making maps for D3, wish you best of luck. -
Elementalism, an ambitious new GZDoom mapset. Phase 1 out now!
Marlamir replied to Bauul's topic in WAD Releases & Development
Duude, that's staircase is something unbelievable. It's crazy how far has Gzdoom come -
Source port and map builder. No need for more words i guess.
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Might be late help but and i dunno if it's gonna help you or not but i remember that what helped me the most was editing cachemegs in cfg file. i got some really nice fps boost. here is thread how to do it : https://www.doomworld.com/forum/topic/26116-boost-doom3-fpsperformance/
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Holy shit Bauul, that's terrific job!
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I'm building a shopping mall in Hell. Got anything to sell?
Marlamir replied to RaphaelMode's topic in Doom General
Daisy butcher shop: Hop in for hell of a good meat. -
DBP19: A Doomer Boards Christmas Carol
Marlamir replied to Catpho's topic in WAD Releases & Development
Bookmarked now, this looks super interesting. -
FusionRage - (Boom 2 month speedmap megawad) RC1!
Marlamir replied to Marlamir's topic in WAD Releases & Development
You've been great inspiration to me Jimmy, im really glad i pick your deathless as way how to improve and to answer rest only free times was impacted so it wasn't that bad. Thank you tango, it wasn't easy to keep effort high enough towards the end but the fact im close to first rc helped a lot. Thank you Bryan T for playing and feedback and im really srry for the issue on map14 i must accidentally deleted that thing while placing ammo in last minutes. Thank you man, hopefully you will find it enjoyable. Man Thank you @Caleb13 for your huge bug feedback. There wasn't much time for proper playtesting and im really happy for your post, thanks a lot again. If i could ask except bug what is your oppinion on the megawad? Thinking now i do agree that i could "hint" the exit much better and i will drop/rebalance the ammo/health to be more chalenging. The last thing i want to say is that i completely change my mapping style to i believe better one from map18 and again thanks a lot for your great feedback. -
That picture allready looks very promising to me
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FusionRage - (Boom 2 month speedmap megawad) RC1!
Marlamir replied to Marlamir's topic in WAD Releases & Development
Thanks a lot Doomkid -
FusionRage - (Boom 2 month speedmap megawad) RC1!
Marlamir posted a topic in WAD Releases & Development
Name: Fusionrage Maps Format: Boom Tested on: Prboom+, Gzdoom 3.7.2 Iwad: Doom 2 Gameplay: Singplpayer with coop players start (no multiplayer or coop balancing) Difficulty Settings: Yes Build Time: 19 October-21 December(first RC) Textures: Cage textures pack, Doom 2 Requirements: No Jumping or Crouching. Freelook is allowed. Download Link(rc1): https://drive.google.com/open?id=1gqHOiH_HJxMS61v5DnpQ9pZhuhW4MXAM About: This is my attempt to make a playble megawad in very short amount of time. At first i give myself 1 month but than irl started to call so the final timer ended up on 2 months, yet still if i didn't count day offs than the actual working time was around 5-6 weeks. the biggest reason to start this project was that i want it to do something that would at least a bitt boost my skills and especially made myself faster in mapping. than i remembered a great megawad by Jimmy called Deathless which was made in 9 days and by being the biggest motivation for me i started to work on my own megawad with strict time limits which was made the whole map in maximum of 4-5 hours. Here is in total 30 maps(srry no secrets one) made under 2 months of work. Now i'm just happy i was able to finish first rc in deadline before christmas and i'm really glad that my endless nights and whole free time spend on gzdoom builder has come to and end :). I'm really happy how the final result turned out and how much of great experience it gave me. Please if you will play this leave me any kind of feedback, it doesn't matter which one i will apprecieted everything. screenshots: Credits: maps(megawad): marlamir texturs - cage textures pack sky1 and sky2 - marlamir sky3 - Sgt Dopey a Cage(zdoom forum) -
Mean Green (single boom-compatible map)
Marlamir replied to Super Mighty G's topic in WAD Releases & Development
I like this map, the layout was nice and flow nicely maybe corridors was bitt too tight for me and up-size them by at least 64unit will be nice choice. Nice texture choice and well detailing. The gameplay was good overall, at first the imp-former human-sergeant combo start to get bit repetetive but somewhere half it got nicely better. I felt like i'm low on ammo bitt too often, few more shells and ammo clip there and here will be nice. I like when you have some ammo to spare so you don't need to worry way to much. but there is not much to complain about, it was really nice and most importantly enjoyable map. Great work and keep it up. -
*** The "ask a miscellaneous editing question" thread ***
Marlamir replied to baja blast rd.'s topic in Doom Editing
I didn't used or change any complevel ever. Idk what default complevel for prboom+ is now, but you gave me good idea to take a look at the config file and see what is there. Who knows maybe is going to help. I just want to write that it's looks the issue was on slade side. after updating slade to latest version and compile switchtes again it worked this time on both gzdoom and prboom. Must been some kind of bug on slade. Fยคck that shit gave me almost headache glad it's solved by itself.