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General Discussion / Re: Getting more themes
« Last post by foul_owl on November 17, 2017, 02:44:58 AM »
Wanted to check back on this topic.

Have people made new themes at all? Is there a place to download them?

General Discussion / Re: Share your OBLIGE WADs here!
« Last post by Abashi76 on November 16, 2017, 02:38:54 PM »

Game: Doom 2
Port: (G)ZDoom / Zandronum
Type: Single player
Version: 7.59, heavily altered LUA and prefab edits
Texture use: Vanilla Doom 2, no custom textures except skies
Seed: 1367981034
Difficulty: Medium-high to high
Map size: Varies, mostly regular
Maps: All
Theme: Jumbled up

Notes: Pistol start enabled, high amount of darker outdoors areas, music completely mixed up so using a WAD that replaces all music is recommended. Complex Doom, Brutal Doom or Project Brutality is not advised due to the difficulty but the slight increase in health may help.

Code: [Select]
---- Game Settings ----

game = doom2
engine = gzdoom
length = game
theme = jumble

---- Architecture ----

size = mixed
outdoors = mixed
caves = mixed
liquids = mixed
hallways = mixed
teleporters = mixed
steepness = mixed

---- Monsters ----

mons = heaps
strength = medium
ramp_up = medium
bosses = medium
traps = mixed
cages = mixed

---- Pickups ----

health = bit_more
ammo = normal
weapons = normal
items = more
secrets = mixed

---- Other Modules ----

@doom_mon_control = 0

@doom_weapon_control = 0

@export_map = 0

@misc = 1
  pistol_starts = yes
  alt_starts = no
  big_rooms = mixed
  parks = some
  windows = mixed
  symmetry = mixed
  darkness = heaps
  mon_variety = heaps
  barrels = mixed
  doors = mixed
  keys = mixed
  switches = mixed

@music_swapper = 1

@sky_generator = 1

@small_spiderdemon = 1

@stealth_mons = 0

@zdoom_marines = 0

Using the above settings will give slightly different results due to edits to multiple core LUA files (themes.lua, monsters.lua, pickups.lua, weapons.lua, layout.lua, level.lua, room.lua, rules.lua, defs.lua and naming.lua) and prefab alterations.

I'm going to try it now ...

You know what? You probably should delete the Oblige wall textures before uploading because they only replace cement textures that look much better as wall pictures than those shitty oblige ones.


I suggest #1 over #2. I hope i don't find anymore problems, such as missing textures or the wrong enemies on the wrong episode.

Since Oblige has given me inspiration, i'll start making my own maps in December. Every time i tried before i failed because i was either too lazy or i get sick of my maps because of my psychology that built them.
General Discussion / Re: Please test: OBLIGE 7.70
« Last post by Glaice on November 14, 2017, 10:02:20 PM »
I'm pretty certain almost none of those requests I have capability to do.
General Discussion / Re: Please test: OBLIGE 7.70
« Last post by Abashi76 on November 14, 2017, 12:58:46 PM »
I don't think he's working on OBLIGE anymore.

Did he tell you?

Can you?

Are there any script changes that can make it better for my preferences?
General Discussion / Re: Please test: OBLIGE 7.70
« Last post by Glaice on November 14, 2017, 11:39:56 AM »
I don't think he's working on OBLIGE anymore.
General Discussion / Re: Share your OBLIGE WADs here!
« Last post by Abashi76 on November 14, 2017, 09:34:41 AM »
I am working on making my own Oblige WAD now.

I thought i was almost finished but there are too many poor maps with modifications made by my currently poor mapping skills. I wanted to do this to practice mapping for my own WAD.

I was using 7.666 for Doom 1. For Doom 2 i added all the pre-built boss maps from 6.50. I also added a decoration that was in 7.50 that no longer exists in 7.666.

7.666 also made some very good title pictures.

From my Doom 1 Oblige PWAD

It is actually good on gameplay because of my modifications. There is still some work to be done since some levels are too hard and others too easy. I also need to add border textures where this version of Oblige makes bad choices on texture usage such as the red teleporter rooms and the use of "METAL1" on window walls.

I am having a problem with my Doom 2 Oblige PWAD :
General Discussion / Re: Please test: OBLIGE 7.70
« Last post by Abashi76 on November 14, 2017, 09:20:06 AM »
Before reading : feel free to move this post if you find it as spam

Can you re-add certain features from previous version?

-Pre-built boss maps for Doom 2 from 6.50
-The hanging corpses decoration from 7.50
-The classical circle rooms from 6.05
-The square shaped sub-rooms from 6.20 and 6.05
-Pillars for both Doom 1 and Doom 2 from older versions before 6.05
-Larger cave sizes from 6.20 but using 7.666 rooms
-Options for : Steepness, Pillars, Pictures
-Re-add everything from version 5 and make it work on Doom 1 also > version five rooms
-Weapon option for Chainsaw from 6.50
-Wolfenstein maps for Doom 2 and Egyption maps for TNT
-Remove sectors that just involve an enemy standing on a risen floor beneath a short ceiling

Also, these are improvements i would like to see :

-Use sector and line definitions not currently used by Oblige : such as crushers and moving floors
-Remove custom Oblige textures, and add a custom texture option
-Add more variation for texture use and the possibility for all textures to be used
-Use all tech base textures if tech theme is selected for the level
-Add border textures such as DOORSTOP for certain doors and teleporters
-Increase frequency of producing shaped rooms that look more like Classic Doom
-Add sprite options for use of sprites such as lamps and pillars = keep to episode theme
-Episodic sprite placement : weapons, enemies, lamps, pillars, keys
-Longer stairways and less detailed hallways
-Certain Slige features that on rare occasion creates an interesting map

Bug Reports / Re: Error when building levels longer than "Single Level"
« Last post by ScooT9 on November 12, 2017, 03:48:52 AM »
i think the brutal oblige addon only works on oblige 6.20
General Discussion / Re: Please test: OBLIGE 7.70
« Last post by andrewj on November 06, 2017, 12:30:02 AM »
Thanks Sam :)
General Discussion / Re: Please test: OBLIGE 7.70
« Last post by samiam on November 05, 2017, 09:54:49 PM »
OK, I’ve tested a few maps in Heretic.  They are definitely playable; I like how the style is not tied to a particular heretic Episode, but is a style which can work for all five episodes.  There are only two boss levels (E1M8 and E2M8); random megawads do not have the game ending confrontation with D'Sparil.

Also, while Heretic does have E6M1, E6M2, and E6M3, Oblige 7.70 does not generate these three levels.

All in all, a pleasant surprise, and the maps are perfectly playable in Heretic.
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