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Home of the living dead
by Moniac
new comments Doom 2, single player
in progress, Legacy
screenshot #1screenshot #2screenshot #3


Just my home and some of my surroundings.
It will take awhile before it's finished so stay tuned

Here is a small teaser in the meantime

I estimate it'll take atleast a month more before completed

June 3 - New demo available .. it still lacks alot of detailing and the texturing is not the best but i'll get to that later

May 15 - It seems my wad has been lost during formation .. so if anyone got the demo and would be kind to send it to moniac69@gmail.com it would be great ... otherwise this project is dead.

thx anyway

dethtoll writes:(new) 19.05.2004, 19:48 GMT+1

instead of using the doom2 textures, why not just use something else?

the plantation mansion pack comes readily to mind... and you can always add painting textures too.

Nmn writes:(new) 19.05.2004, 20:28 GMT+1

One advice, never use wolfenstein textures in Your Doom2 maps unless it's a full wolfenstein "secret" level. Meaning-Normal Doom2 textures, OR Wolfenstein Textures, never both.

Moniac writes:(new) 19.05.2004, 21:14 GMT+1

where can i find that plantation mansion pack and how do i use them with doom builder ?

i don't want to use wolfenstein textures either just that i didn't find anything else that could be used as paintings :(

Nmn writes:(new) 19.05.2004, 21:33 GMT+1
edited 19.05.2004, 21:36 GMT+1

Browse Textures

Moniac writes:(new) 19.05.2004, 22:05 GMT+1

ok i loaded my map and browsed a wad file with different textures so i could use them in my map .. but when i try my map they aren't there anymore .. so what should i do ?

Nmn writes:(new) 19.05.2004, 22:20 GMT+1
edited 19.05.2004, 22:21 GMT+1

It's tricky.
You possibly have 2 wads-one is the map, the other one is the texture WAD, from which You load textures (Plantation Mansion in our case).

Solution-merge the texture wad with Your level-using Wintex, or XWE, or You will have to load both Your wad and the texture wad at once to Legacy (which isn't fatal, just inconvenient).

Moniac writes:(new) 19.05.2004, 22:27 GMT+1

yeah i load my wad and use an additional texture wad.
can i merge my wad with the texture.wad right away or should i wait til my level is done ?

(sorry for these questions but i just want to learn so i can build better levels) :)

Nmn writes:(new) 19.05.2004, 23:07 GMT+1

And I/We want are enjoying helping You :-)
You can merge the textures with Your unfinished map so when building You don't have to load the texture wad anymore into Doom Builder, or You could merge them with the finished Wad.
It doesn't matter really.

Moniac writes:(new) 19.05.2004, 23:15 GMT+1

ok it worked .. thx alot :) i will retake 3 new screenies with new textures

is it possible to merge my wad several times with other texture sets ?

Nmn writes:(new) 19.05.2004, 23:28 GMT+1
edited 19.05.2004, 23:31 GMT+1

Moniac said:
is it possible to merge my wad several times with other texture sets ?

Of course. You can merge it multiple times.
Just keep in mind that is it recommended to clean The wad once You merged 2 to make this 1 (clean of unused data). Wintex and XWE are both capable of doing so. Reduces file size (minimally).
Can't wait to see new shots :-)

Jow writes:(new) 20.05.2004, 03:40 GMT+1

Your home looks weird. Some of the interior texturing is strange, like the wall texture you're using. The first shot is somewhat interesting. Not too bad.

Moniac writes:(new) 20.05.2004, 15:14 GMT+1

i'm using XWE and i wonder how i add new music ?

Nmn writes:(new) 20.05.2004, 16:04 GMT+1

Moniac said:
i'm using XWE and i wonder how i add new music ?

First You need the music file (midi/mod/s3m/it/mp3, because I presume that the presense of Fmod.dll in legacy supports Hi-quality mus)
Anyway, You got the file. Insert it to the wadfile.
Now rename the new inserted lump in the WAD to D_RUNNIN . If Your map replaces a different map (i.e. not map 01) You have to rename the music file differently. Open up Doom2 and look at the music titles for each map. That is because the engine plays the music file which have specific names (D_Runnin, D_SHAWN for example) and it plays new music from the PWAD if there is one.
Anyway-solution is to rename the music lump from the WAD to the specific name of the song-as I said, check the IWAD for the tittles and what music plays on which map (Wintex shows that).

Moniac writes:(new) 20.05.2004, 16:22 GMT+1

ok thx again Nmn .. you've been a real help :)

Curunir writes:(new) 20.05.2004, 17:31 GMT+1


I hate to be a jackass, but, seriously... Why do we still get those?

Moniac writes:(new) 20.05.2004, 20:47 GMT+1

who is we ? .. if you don't like it is one thing .. i'm sure you can express yourself without the need of an url to do the job for you !!

dethtoll writes:(new) 20.05.2004, 21:48 GMT+1

i like the new shots, although if you look around i'm sure there's some nice "painting" textures for your row of paintings... if not, get someone to make one.

also, as far as the girders in shot one go, change the bottom (and possibly top) of the girders to a metallic texture to match that of the sides.

Moniac writes:(new) 20.05.2004, 22:02 GMT+1

ok one more question :)

how do i change to a custom background ?

Nmn writes:(new) 20.05.2004, 22:21 GMT+1

Background? I presume You meen the sky (ahh, moody brown clouds)
There are 2 ways to do this.
1.Insert a new graphic that is going to be the sky to the wad (it must be 128 units tall and 256 units width- units, mean pixels) and then rename the new graphic to RSKY1
2.Import a new texture that is going to be the sky, add it to textures, and locate lump Texture1. There You will have a list of wall textures, composed of patches. Find texture SKY1 (brown clouds)-delete it. Now locate the sky You imported earlier (Your new sky) and rename it to SKY1. That's it. This method enables You to have skies with any size (like tall skies-they have height more than 256 pixels and aren't stretched by the engine-look nicer).

New shots look very cool. Looking forward for this WAD. :-)

Jow writes:(new) 21.05.2004, 00:06 GMT+1

New texturing looks much better than the old texturing.

Epyo writes:(new) 21.05.2004, 02:40 GMT+1

Wow it looks really great now!

ellmo writes:(new) 21.05.2004, 13:52 GMT+1

Didn't knew that some people had blue torches in their houses...

Moniac writes:(new) 21.05.2004, 20:44 GMT+1

i don't have any monsters in my home either .. but who gives a shit when making a doom wad ...Gosh maybe i have .. better check under my bed LOL

Nmn writes:(new) 21.05.2004, 20:46 GMT+1

Does this mean there will be no monsters on this map? :-)
Oh, I have a torch in my house, really, but no, it's not blue.
lol anyway.

Moniac writes:(new) 21.05.2004, 20:52 GMT+1
edited 21.05.2004, 20:54 GMT+1

i haven't gotten that far yet .. i've been busy with the design .. i'm trying to make it look like my flat and my yard as much as possible but the rest is just fiction .. there will be monster in my home as well :)

It will feature new music and some new textures of my own

Ki writes:(new) 23.05.2004, 13:52 GMT+1
edited 23.05.2004, 13:57 GMT+1

Looks like you really got the hang of legacy's 3d floors :P

I do recommend that you fix the height's of some of the objects.. keep in mind the players view height is around 39 if I remember right.. if I'm wrong someone tell me. so objects that you should be able to view over em should be less.

Moniac writes:(new) 23.05.2004, 15:32 GMT+1

what .. you mean the coutch and table are too high ?

Nmn writes:(new) 23.05.2004, 16:44 GMT+1
edited 23.05.2004, 16:51 GMT+1

This is quite true sometimes. Doom's player is a real shorty! Play Bryant R.'s Braham Manor http://www.doomworld.com/idgames/index.php?id=12488
-noticed the rails? See how small the player is?
Even a 128 room is quite a high room in Doom. You should carefully adjust the scale of the realistic element (especially the furniture) so the player feels like big heroic type, not a dwarf ;-)
Doom Builder's 3d mode should help. Switch gravity on and Your eyeheight will be (I think) as high above the ground as it is in the game. Adjust the height of furniture there.

EDIT: Oh, remember, if You wanna
make the player feel taller,
make the world... smaller :-)

Moniac writes:(new) 23.05.2004, 17:04 GMT+1

yeah true i feel like a midget in my flat .. but if i shrink everything there will be less detail i think ... i see what i can do :)

Nmn writes:(new) 25.05.2004, 00:12 GMT+1

It's already looking mighty finger lickin' chickin. Jokes aside.
Your mapping skills have superbly improved. Hacx sprites? They fit well. The town looks realistic and well done. If I would be picky I would add balconies to the building on the right on screen 3 with monsters to break monotony of these windows. Hmmm.. Maybe a sky with buildings in distant fog would make a better background, or just some sky with buildings.
Oh, the bed looks comfy, kinda reminds me it's midnight... yawn.

Moniac writes:(new) 25.05.2004, 01:41 GMT+1
edited 25.05.2004, 20:39 GMT+1

yeah that's right .. i borrowed 3 sprites from Hacx in order to make it more realistic and alot nicer too :)
Btw Nmn ... where can i find some unique sky textures cuz i don't wanna use any of the ordinary for Doom ?

Ki writes:(new) 26.05.2004, 04:02 GMT+1

You're becomeing a detail freak like me lol Very good :0 You're skills have just shot up BIG time.

Nmn writes:(new) 26.05.2004, 13:12 GMT+1

Moniac said:
where can i find some unique sky textures

This strongly depends on what sky You need. There are tons of WADs with skies. If You want some generic clouds and mountains try Zsignal's Skypacks:
1. http://www.doomworld.com/idgames/index.php?id=10406
2. http://www.doomworld.com/idgames/index.php?id=10465
If You want a more specific sky You should search in some wads. For a good looking cityscape try Freedom. If You can't find anything good I may find some lil' freetime to slap a nice skypatch. Just precise Yourself.

Moniac writes:(new) 26.05.2004, 15:53 GMT+1

ok i think i find me a nice one .. but i wonder why the sky breaks through my textures when i move between buildings , and i do wonder why in the blue fuck there are always some textures out of place when trying my wad ? :(

i tried it with Doomsday and imagine .. no sky breaking through and no texture out of place

anything i'm missing out on ?

Nmn writes:(new) 26.05.2004, 16:36 GMT+1

If the bug does not appear in Doomsday this would mean it's a specific Legacy bug. I don't exactly know what is this "Texture Breaking".
The skies in legacy are stretched, maybe use a stretched, or "tall" graphic patch (256 W/240 H). If the textures are unaligned then it's possibly Legacy's fault. If the textures are missing and there are HOM's or such then I suggest You look closely into the Texture1 lump in Your Wad and insure every patch is free of flaws.
Try recompiling the map with Zennode perhaps, not BSP. Legacy somehow likes Zennodies nodes.

Moniac writes:(new) 26.05.2004, 17:14 GMT+1
edited 26.05.2004, 17:16 GMT+1

the light from the sky textures goes through my textures .. like when i move forward between buildings there appears to be cracks in the textures and i can see the sky through it
is Zennode an single program cuz i use doom builder for my maps with nodebuilding on auto ?

Nmn writes:(new) 26.05.2004, 20:06 GMT+1

I know what You mean.
Yes, it is a specific Legacy Bug.
Zennode is a Node Builder. It comes supplied with Doom Builder. Open the configuration in DB, check the "nodebuilder" tab and look at the screen. There is a place where You can quickly select Your nodebuilder profile. Find it and set "Zennode Normal Build". Try that and compile Your map. Helped?

Moniac writes:(new) 26.05.2004, 20:20 GMT+1

i did what you said and guess what .. no textures out of place ... thx alot Nmn .. you have helped me out alot .. now it's a pleasure to work with the map again :)

Nmn writes:(new) 26.05.2004, 21:22 GMT+1
edited 30.05.2004, 11:29 GMT+1

Can't wait to see new screens and the infamous new sky :-)

EDIT: Whoa.
Nice choice of the sky, but perhaps You should lower it a bit, so when looking straight forward the water level in the horizon isn't the same as the high buildings on the map. You can do it easily by adjusting the height of the sky and it's offsets with XWE in the texture1 lump.
Take Care

EarthQuake writes:(new) 30.05.2004, 16:21 GMT+1

Okay, I really like what I'm seeing here, but it's ruined by that awful sky! The perspectives are totally off and it just looks like you're floating in another dimension. Either find a sky with the same perspective as the level, or use a sky without buildings and stuff. Doing what Nmn might help it, but I think the sky is still out of place.

Moniac writes:(new) 30.05.2004, 18:05 GMT+1

ok i changed the skyline to be more in conjunction with the map .. now it looks much better in my opinion atleast

Nmn writes:(new) 30.05.2004, 18:16 GMT+1

Excellent, looks better now. The sky itself is pretty good. Turned out nicely with Doom's pallette, but look at the sky. Night. The lighting of Your map should match the light of the sky, or it could look out of the place. Try to make Your streets darker and/or some lamps near the streets. That will add plenty of atmosphere and realism, not to mention it's harder to fight on dark streets.
BTW: Do You remember how the map looked before, and how it looks now? What an improvement, in the map and with Your skills.

Ki writes:(new) 31.05.2004, 10:18 GMT+1

Maybe you should try doing the quake style lighting with the lamps in shot 3. that would look really cool. But you'd have to make a dehacked patch to make a light of some kind spawn on the ceialing, plus use a blank sprite for it.. then add in a compleatly clear texture for the light to reflect off of.

Nmn writes:(new) 31.05.2004, 16:19 GMT+1

Very good lamps, good job on flats alignment. There are only 2 minor things-the texture should be some silver metalic, and the light from such a lamp isn't a spotlight, rather a plain "omni" light, like from a torch. Jes' sorround it with some circular sectors and fade lighting and voila-great street lamps.
Nice Shrubbery. And yes the sky now fits really well into the horizon.

Moniac writes:(new) 31.05.2004, 22:24 GMT+1

i have changed the light since the other was not good enough but sometimes simpler is better .. so this is the final change , now i move on to other areas :)

deathbringer writes:(new) 21.08.2004, 22:29 GMT+1

"My house" wads are normally crappy, but this one looks DAMN good, cant wait to play it (do you really live on the thames? or is that just designed to represent a 'generic city skyline'? XD)

Moniac writes:(new) 22.08.2004, 00:59 GMT+1

my flat is the only thing that resembles real life .. everything else is fiction .. i live in sweden .

It seems i don't own my wads anymore cuz i can't modify any of em (add new screenies etc).. hmm wonder why

but the work continues

Moniac writes:(new) 24.08.2004, 17:03 GMT+1

Hey Boris !!

Why can't i modify my own wads anymore ?

It says i don't own them and therefore can't modify them .

Can you shed some light over this Boris ?

Blair Cahue writes:(new) 23.09.2004, 15:16 GMT+1
edited 23.09.2004, 15:18 GMT+1

your logging on with lower case letters for the first letter of your name.

Moniac writes:(new) 25.09.2004, 20:15 GMT+1

yeah that seemed to be the case .. thx for bringing it to my attention .. it worked now

Moniac writes:(new) 21.04.2005, 18:58 GMT+1

Hi all

I seem to have lost my wad (Home of the living dead), so i wonder if any of you downloaded the latest version and would be kind enough to send it to me on either moniac@telia.com or moniac1969@hotmail.com .

Thx in advance Magnus

CoolD00d writes:(new) 10.12.2006, 13:40 GMT+1


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