Search results for query: *

  • Users: DooMAD
  • Content: Threads
  • Order by date
  1. DooMAD

    Abandoned project

    I started a map a while back but I doubt I'm ever going to get round to finishing it. I've got a big stack of projects that I'd like to finish, so I'm trying to prioritise things a bit and dumping the projects that don't appear to be going anywhere. I'll post up what little there is in case...
  2. DooMAD

    Texture1 / Texture2

    I've already successfully added a texture to my WAD and everything works fine. But when I try adding another new texture it screws up and I get a P_InitiPicAnims: bad cycle from GFALL1 to GFALL4 error. I notice XWE adds a new TEXTURE1 lump when I add new entries. Is there not supposed to be a...
  3. DooMAD

    Mech-Wars

    If anyone is a fan of free online browser-based games, check out Mech-Wars. It's a real-time strategy game where you build up an army of giant killer mechs and send them off to kill other players. Fun stuff. I used to play it with friends back when I was in college, ages ago. After a while...
  4. DooMAD

    Teleport?

    Does SRB2 still have an equivalent to Boom's Line-Line silent teleport (linetype 244 in Doom/Boom)? I had this crazy idea I'd like to try, but can't find any info on the wiki. There's a Teleport disambiguation page but it appears to be deprecated as that linetype is a FOF now.
  5. DooMAD

    Vertical texture offset with lower unpegged

    So I've just started messing about with SRB2 editing after numerous years of mapping for Doom. I notice a common theme in maps of using GFZGRASS as a middle texture along the edges of sectors. The only problem being that the linedefs all need to be lower unpegged to stop the grass texture...
Back
Top