Recent Posts

Pages: [1] 2 3 ... 10
1
General Discussion / Re: Share your OBLIGE WADs here!
« Last post by ScooT9 on Today at 01:20:30 PM »
Sorry for bumping such a old topic guys. But since it says "Share your Oblige wads here" i want to contribute new wad. The wad, actully IWAD, freedoom based freeware Doom Engine game, is called Nobody Mess with Chuck. Since it features Chuck Norris as main character, we can say this is some kind of joke wad. this free IWAD also features new stuff, new enemies, new weapons...

Weapons:
-Fist, Gauntlets
-Single Devastator
-Shotgun (From Duke3D)
-Double Devastator
-RPG (Duke style)
-Super Plasma Blaster
-Mega Shrinker

Enemies:
-Chaos Serpents
-Afrits
-Ettins
-Centaurs
-Dark Bishops
-Wendigos (Episode 1 Bosses, later regular enmies in Episode 2)
-Heresiarch (First boss of Episode 2, appears in E2M6)
-Korax (Final Boss, appears in E2M8)

Story:
Suddenly Earth's skies became red and demonic creautres arrived. The Portal from Cronos to Earth is opened. Cronis creatures invaded the Earth and Chuck Norris is only one who can stop them. The entire game storyline is divided into the 2 episodes, in first episode Norris is elimanting new upcoming Cronos Cratures and finds mighty Wendigos who guards Portal to Cronos. In Episode 2 Chuck Norris enters the Cronos and fights might Heresiarch and Korax, the mastermind of Cronos Invasion on Earth.

I've played your wad, and i kinda liked it, but i think you should've put some death animations on monsters instead of them simply turning into a pile of gibs.
2
General Discussion / Re: La-Gen Level Generator v0.5 [RELEASE]
« Last post by ScooT9 on Today at 01:17:41 PM »
@ScooT9 Actually i thought Cacos are more iconic Doom monsters and some kind of trademark for Doom. In fact even old Doom95.exe have CacoDemon ico which looks great. And if you look orignal levels, especially Episode 2 and 3 you will see Cacos are appearing more often than they are appearing in Oblige 0.81 generated levels ;)

I have played a lot of oblige generated levels and every level has like, a shitload of them, and it gets really annoying, especially on LEVEL-FUCKING-ONE, when you only have a pistol, a shotgun or a chaingun, and that's why i don't like the change of putting MORE cacos in levels.
3
General Discussion / Re: 7.59 Edit by Glaice (Updated August 16th)
« Last post by SilentWolf on Today at 11:49:51 AM »
Oh, alright!

Oh God.... Daggerfall has sucked me in again.... NOOOoooooooo!!!

"SilentWolf was never heard from again." lol

Glaice you might be interested in how Daggerfall's land was generated
Sort of one of the first to use pre-generated/randomized (or whatever it is called xD) terrain and objects in such a manner, or from what I hear anyway.
4
General Discussion / Re: La-Gen Level Generator v0.5 [RELEASE]
« Last post by LakiSoft on Today at 04:20:32 AM »
Thanks for feedback guys. ;)

@ScooT9 Actually i thought Cacos are more iconic Doom monsters and some kind of trademark for Doom. In fact even old Doom95.exe have CacoDemon ico which looks great. And if you look orignal levels, especially Episode 2 and 3 you will see Cacos are appearing more often than they are appearing in Oblige 0.81 generated levels ;)

@Glaice well i would prefer more balanced and scheme which would contain all monsters from he game in ther proper balance. Example i made Cacos and SS appears more often beause they interesting enemies to fight and they're not too hard. While annoying enemies like Arch Viles, Lost Souls, Revenants appeares less often, simply because Lost Souls can attack you when you don't expcet and you can accidnely shoot the rocket and kill yourself, while reason for making Arches and Reveants appeares less often is their diffuclty, esspeicaly because of Arch Vile which was overpowered and appears too often in Oblige generated levels, of course IN MY OPINION.

Of course every criticism is welcome and there will be more versions of this in future.

@Demios Thank you for support ;) Yes that is good spotting. However due La-Gen is based on Oblige 0.81 interface there is no real option of disabling a monster type like in v3/v4/v5/v6/v7 ;) However if someone wants to disable SS Nazis, they could simply just lower the PROBALITY of their appearince of course. Again thanks everyone. When i got new ideas i will look forwared for this to fix Heretic and Doom 1 stuff or even add more themes to Doom 2 ;)
5
General Discussion / Re: La-Gen Level Generator v0.5 [RELEASE]
« Last post by Demios on September 18, 2017, 04:28:13 PM »
SS soldiers should not appear in normal non-Wolf themes.

That's your Opinion Mr Glaice , some people may like it with more human-like enemies to defeat which result usually in faster gameplay since these mobs are low hp. Also, some mods change wolf SS for other creatures which wouldn't be there otherwise.Finally nothing stops you from just disabling them completely so again I don't see why more options is a bad thing.
6
General Discussion / Re: La-Gen Level Generator v0.5 [RELEASE]
« Last post by Glaice on September 18, 2017, 01:29:02 PM »
SS soldiers should not appear in normal non-Wolf themes.
7
General Discussion / Re: La-Gen Level Generator v0.5 [RELEASE]
« Last post by ScooT9 on September 18, 2017, 10:45:10 AM »
8
General Discussion / Re: ObHack 008.3 plans: Let’s just fix stuff
« Last post by samiam on September 15, 2017, 10:33:48 PM »
Guess what, Gadavre. You are now a developer. You are free to take Oblige or ObHack, and modify it any way you want to. You can fix all of the issues, and you can make the level maker ideal for modding. And you can do it all for free.

Fritz maintained ObHack for a while and made a lot of improvements; no reason why you can’t do the same.

The attached image shows what open source development is like.
9
General Discussion / Re: Crowhack Station Modding Efforts So Far...
« Last post by Demios on September 15, 2017, 01:18:14 PM »
looking at your video again I thought about something else, in your mod there's vent and half closed doors you need to duck through to progress. the problem I see with this is more often than other you will just need to chuck 1 grenade under the door or in the vent negating totally the danger of the monsters on the other side of said blockade . what I could suggest to alleviate the problem is to have a portal(a pentagram A La Doom 3 or something like this) on the side the enemies are stuck on that teleport them into the room before (where you currently is) these portal shouldn't always be there and could maybe even placed into the Trap annex.
10
General Discussion / Re: ObHack 008.3 plans: Let’s just fix stuff
« Last post by Gadavre on September 12, 2017, 12:41:38 AM »
Every version of Oblige has limitations like that.
ObHack goes in to an infinite loop and fixing it is too much unpaid work for me.
Sorry Samiam and andrewj. But if I were a developer, I would try to fix all the issues. I would have done it for free. And the Level Maker would be ideal for modding. Many players from around the world and not only programmers would make their Modifications in the future without great difficulties.
Pages: [1] 2 3 ... 10