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Alteus Altues
Joined: 02 Dec 2011 Location: Spain
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Posted: Wed Oct 22, 2014 3:36 pm Post subject: TNS #167 - A.L.T. |
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A.L.T. is a 32 level MegaWAD made by the clan [B0S], a russian mapping community. The wad starts in a plane which crashes in a hostile environment, but in this case your fellow marines accompany you and won't have to survive alone. See you this Thursday!
DMFLAGS: 1174487140 / 806496256 / 0
IWAD: doom2 or freedoom070
PWADs: alt
Maps: map01-16
Lives: 1
Players: 20/100
Item Respawn Time: 40 Seconds
Player Join Limit: 5 Minutes
Date: 23rd October 2014
Euro session: 19:00 BST (that's 14:00 EDT)
US session: 19:00 EDT (that's 00:00 BST)
Servers:
- [L@P] - Germany, Europe
- DUI - New Jersey, USA
Last edited by Alteus on Wed Oct 29, 2014 6:36 pm; edited 1 time in total |
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UberGewei SuperAntler
Joined: 01 Sep 2010 Location: The Netherlands
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Posted: Wed Oct 22, 2014 4:51 pm Post subject: |
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Absolutely stunning wad. |
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Memfis MemfisWatt
Joined: 29 Oct 2011
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Posted: Wed Oct 22, 2014 6:33 pm Post subject: |
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That third picture is suggestive as hell but it isn't dirty. |
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Alteus Altues
Joined: 02 Dec 2011 Location: Spain
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Posted: Wed Oct 22, 2014 7:11 pm Post subject: |
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I wonder how this will turn out, somehow it reminds me of armadosia |
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Alteus Altues
Joined: 02 Dec 2011 Location: Spain
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Posted: Thu Oct 23, 2014 5:35 pm Post subject: |
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No TNS wads today I'm afraid, seems there was a dehacked problem in ALT which I couldn't locate. |
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Caleb13 Posting Spree!
Joined: 05 Feb 2014
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Posted: Thu Oct 23, 2014 5:42 pm Post subject: |
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There are custom invisible monsters in Map09 which probably cause conflicts with TNS monsters. Also, I found some of the custom sounds confusing, even though they are nowhere as shitty as usual - some monster action sounds are similar to lift sounds, for example. Here is a version with all custom sounds (except the Nazis) and also all (rather ugly and blurry) custom monter sprites removed:
http://sharesend.com/l709k80a
Edit: Alteus, try removing custom monster definitions from the Dehacked lump, there are only a handful of them in the maps, anyway. Then test how Map09 behaves:
Code: | Thing 104 (Spectre imp)
Initial frame = 442
Hit points = 60
First moving frame = 444
Alert sound = 39
Injury frame = 455
Pain chance = 200
Pain sound = 27
Close attack frame = 452
Far attack frame = 452
Death frame = 457
Exploding frame = 462
Death sound = 62
Speed = 8
Width = 1310720
Height = 3670016
Mass = 10
Action sound = 76
Bits = 4456454
Respawn frame = 470
Thing 105 (Spectre Zombieman)
Initial frame = 174
Hit points = 20
First moving frame = 176
Alert sound = 36
Attack sound = 1
Injury frame = 187
Pain chance = 200
Pain sound = 27
Far attack frame = 184
Death frame = 189
Exploding frame = 194
Death sound = 59
Speed = 8
Width = 1310720
Height = 3670016
Action sound = 75
Bits = 4456454
Respawn frame = 203
Thing 106 (Spectre Sergeant)
Initial frame = 207
Hit points = 30
First moving frame = 209
Alert sound = 37
Injury frame = 220
Pain chance = 170
Pain sound = 27
Far attack frame = 217
Death frame = 222
Exploding frame = 227
Death sound = 60
Speed = 8
Width = 1310720
Height = 3670016
Action sound = 75
Bits = 4456454
Respawn frame = 236
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Memfis MemfisWatt
Joined: 29 Oct 2011
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Posted: Thu Oct 23, 2014 10:02 pm Post subject: |
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map12 cyb :p
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Alteus Altues
Joined: 02 Dec 2011 Location: Spain
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Posted: Fri Oct 24, 2014 12:39 am Post subject: |
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lol @ the pic... and d'oh, Caleb, just saw your post. |
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