Jump to content
Banner by ~ Ice Princess Silky

Light Rain

Muffin
  • Posts

    27
  • Joined

  • Last visited

Everything posted by Light Rain

  1. 15 years of following modding? That's impressive. Sorry for speaking out of turn.
  2. Many mappers release public betas of their works (e.g. on the Doomworld forums) because it makes it really easy for anyone to test it and report problems with it, give feedback on the gameplay, etc. It's your choice of course, but releasing betas is a perfectly valid and common practice.
  3. May I ask why don't you just post the beta version publicly? Also you should look into publishing your finished version on the official archive of Doom wads: http://www.doomworld.com/idgames/
  4. You can count me in. Is it for vanilla, BOOM or ZDoom?
  5. New WR speedrun for Doom 2! https://www.youtube.com/watch?v=1-7Ig-1FTiE
  6. [screams internally]

    1. 碇 シンジン

      碇 シンジン

      its better to not listen those who are mean *hug =( sorry I should stopped him before her hurted you =(

  7. Oh, my test under Windows wasn't very relevant then. GZDoom has a Linux repository here, if you want the Linux binaries: http://debian.drdteam.org/ Or you can compile it yourself if you feel adventurous: http://zdoom.org/wiki/Compile_GZDoom_on_Linux
  8. The latest Windows version of what? ZDoom? In ZDoom and GZDoom the hud is enabled by changing the screen size at Options > Display Options > Screen Size; you can see the classic hud on screen sizes 10 and below. You can get a more minimalist hud by changing the screen size to 11, and turning on Options > Hud Options > Alternative hud > Enable alternative hud. I haven't used a gamepad with GZDoom before but you probably have to do something in Options >Joystick options. I'd start with enabling controller support.
  9. I'm not sure what you mean. If you mean sprites being blurry in GZDoom then try Options > Display Options > OpenGL Options > Texture Options and set Texture Filter Mode to None. I made a comparison: If this doesn't help please post what source port you are using and the exact version number. I downloaded the latest ZDoom and I didn't see any blur.
  10. Or even your calculator.
  11. Doom has been made to run on everything by now, but playing it on a 486 or Pentium with a CRT is definitely A Feel. I wish I still had mine. :'(
  12. Welcome to the thread! Please feel free to post whatever Doom related stuff you find or know about; I didn't intend the OP to be exhaustive just something to give a taste and draw in new players By the way what I'd really like to see is people posting their own maps. This community has many creative minds, I'd like to see what they can come up with -- as long as I don't have to shoot ponies.
  13. This reminds me of an anecdote from Masters of Doom; Bobby Prince was a lawyer before he became a musician, so he knew exactly how much he could legally "borrow" from other musicians.
  14. Writing C++ code to output my results in Latex table format; trivial but being lazy in a productive way feels good. :)

    1. 碇 シンジン

      碇 シンジン

      been meaning to study c++ but i been too tiredand my inspiration is lacking

    2. Light Rain

      Light Rain

      You should start with something simpler like Java. Try Processing (https://processing.org/) -- you can very easily write small graphical experiments in it in Java. I was contemplating making a tutorial series for it here, tell me if you'd be interested.

    3. thegoodhen

      thegoodhen

      Don't forget you can use Processing in Vim.

  15. (Note: This is a pretty fragmented post, I was thinking about a bunch of stuff and cohesion suffered, so don't take it too seriously. ) Ah, Doom 4... Well yes, unfortunately we'll never have a game like Doom again because no company has the balls to make the player be able to run at racecar speeds and sacrifice graphical fidelity to be able to put hundreds of enemies on-screen at once. Doom 4 looked pretty linear to me when compared to the original Doom with it's hubs and optional side areas. Just think about E1M2; the maze area is completely skippable. Today creating a similiarly sized area would take days of work from a smaller team of people so making it optional would be out of the question; with that much effort put into it the player has to be made to see it. This is why I like vanilla Doom. It's the perfect example of Less Is More. It has nine weapons, about fourteen monsters and mappers were able to create incredible versatility with just this. The engine doesn't even support room-over-room. After playing a bunch of megawads, many of them will feel like completely different games, just because of the way the encounters were designed. You can have encounters ranging from 2-3 enemies at once to 200-300 enemies at once, and it works. Imagine you are in a huge room, and imps start flooding in. You keep dodging their fireballs, when hell knights appear. They are tough so you can't dispatch them immediately, you have to keep dodging their projectiles while you are thinning the hordes of imps. You can get tricky and position yourself to cause some friendly fire and infighting to keep some of them busy at least. Suddenly wall panels drop and you are surrounded by a bunch of shotgunners and chaingunners -- they immediately jump to the top of the to do list. Gotta find some cover, look for some walls, or even hide behind the knights to kill to birds with one stone. After you cleared the room and finally got your keycard you hear the noise of arch-vile cackling as they spread out in the room. You start figthing them in a panic, trying desperately to keep out of their line of sight, as they start undoing your messy handiwork. Everybody owes it to themselves to put on some rock music, get some tough megawad and just charge in. When you get high on adrenaline as you are dodging a shitton of enemies while half dead and you notice that the booms of the super shotgun are in sync with the music... it's a feel. Music recommendations for shooting: Nine Inch Nails - Wish Wolfmother - Dimension
  16. Please point out where exactly in my posts was I "hating on Brutal Doom". I said I don't mind it, it just annoys me when people complain about some well made megawad because they were running it with Brutal Doom. And why were they doing it? Because kotaku and the other terrible clickbait sites keep saying that BD makes Doom "Doomier" and Doom newbies think that it's like the unofficial fan patch for FONV or something. We are actually in agreement. I never said that BD should be compatible with all maps, I'm just saying that it isn't, and that if I had to choose between BD and all megawads I'd go with the latter. Most gameplay mods do break maps, but I would put mapsets and gameplay mods into separate categories. I barely touch gameplay mods myself, and I think mapsets deserve priority, because there are "only" 141 official Doom levels but tens of thousands of user made levels. So let me reiterate, I don't "hate" BD, I even play it sometimes, it just annoys me that it is hailed as something that "brings Doom to the 21st century" or whatever by adding ironsights and making the player slower. It's like current gaming trends are infectious. Doom is fine as it is.
  17. Speedrunning should not be considered as the baseline for levels. Speedrunners know the level in and out and know how to slip by. By the way this isn't always possible in vanilla Doom and most user made wads are designed to surround the player with monsters, especially slaughtermaps. I invite you to play some slaughtermap in combination with BD. When Dodging literally hundreds of fireballs and revenant rockets, that extra speed really counts. Changing the player speed doesn't break the game but it breaks many megawads. Btw I would consider user made megawads a really important aspect of Doom, as many of them even surpass stock Doom maps in quality and because there are an incredible amount of them. Jumping and crouching can break maps though, because the player might be able to crawl or jump where they shouldn't and skip large portions of the map, or just get stuck somewhere. Imagine if there is a level with a pit where you need a colored key to get out, and the player jumps in and then can't get out because they don't have the key. Situations like this can happen in a bunch of maps that weren't designed with jumping in mind (most of them). The worst thing is when this happens to someone and they think that the level was badly designed. Edit: I just read your posts, and saw that you are a Doom vet, I guess I overexplained some things, sorry.
  18. Deus Vult 2 is regarded as one of the best user made wads so I'd definitely recommend it. (It's linked in the OP btw) Some speedrun vids:
  19. Thank you for not mentioning Brutal Doom in your review. It really irks me when people say that you need BD to enjoy Doom, or that it "makes Doom Doomier". I guess this is as good a time as any for me to elaborate and rant a bit about BD. I don't have a problem with BD existing because Doom owes its longevity to mods, so I'm thankful for all mods, even the bad ones. Gameplay mods are fine when someone wants to try something different, something new, but when a new player's first experience with Doom is e.g. BD + Deus Vult 2, and they don't understand why they are having an incredibly hard time, it makes me mad. Doom has a perfect arsenal and bestiary, where everything has a purpose. The changes introduced by BD are often times baffling and seem to have no reasoning behind them. Here are a list of things BD changes that I thought of in the last few days: It lets you pick up Revenant and Mancubus weapons, breaking the weapon progression intended by the designer. It adds grenades allowing players to dispatch enemies that are not in line of sight. It adds jumping and crouching which can completely break levels, as the original Doom had none of these. Zombies can do these ridiculously fast siderolls to dodge shots when they were intentionally designed to be fragile and slow to balance the fact that they have hitscan attacks. Some weapons now do self-damage when some encounters require point blank plasma or bfg shots. Movement speed has been made slower and monsters were made faster, again, probably breaking custom wads in ways I can't even imagine. BD also adds pointless gore and cruel death animations. I don't want to listen to the 20 second death rattle of an imp, nor do I want to see faces distorted by pain. The other thing that is often said is "BD makes Doom Doomier" and I find this really annoying. What makes Doom Doom is subjective on some level, but personally I think violence is not really central to Doom. It's true that violence plays a part in the great art design and excellent gunfeel that Doom has, but what I think makes Doom unique to this day is the tools it provides for mappers to create fast paced encounters requiring fast thinking. To me, the gameplay of Doom is about quick thinking, improvisation, prioritization, positioning, dodging. Let me copy here what the creator of Deus Vult 2, an avid chess player, thinks about Doom encounter design, from the DV2 textfile: This is also brought up in an article I linked in the OP, The most misunderstood game of all time, which I would still recommend if you want to read more about why Doom is great.
  20. Doom is on sale today on Steam. Get it if you still don't have it! http://store.steampowered.com/sub/18397/
  21. Team Fortress 2 always makes me feel hopeless and desperate.
  22. Here are my experiences: I posted in the welcoming plaza, got a bunch of replies, and most of them were just "Welcome to the forum!" and I think only one person wrote a reply which actually referenced something personal I wrote in my introduction. IMHO if someone takes the time to reply to an introductory post, they should try and make their welcoming post personal, otherwise the whole thing feels a bit shallow. I can copypaste "Welcome" in notepad a thousand times but it won't make me feel welcome. After my thread in the WP I tried posting here and there but so far nobody responded to my posts really, altough I do admit that I feel that my posts were lacking in content. I don't want to shit on this forum because people here seem really nice, but I don't know where the actual discussion is going on. I've seen threads like "what's your favorite color" and I don't know why those exist, there isn't much to talk about there IMO (unless you go meta or start talking about stuff like cognitive psychology or whatever). Then another thread that baffles me is "What happens after you die". Many people seemed to post their views but I didn't see much debate. I didn't even want to start debating people there because I feel that this forum is a safe place for many and I don't want to upset them. Then I posted a thread; I put 1-2 hours of work into writing the OP and didn't get a single reply or even an upbrohoof of whatever. I'm not asking for them if nobody cares, so don't look up the thread, just saying that it's puzzling to me that not a single person was interested enough. All this might be kinda discouraging for new members IMO. I went a bit tangential, but I can't really read the culture here and it makes me unsure of what I'm doing wrong. Thanks for reading!
  23. Broken Sword. That game has some really nice atmosphere, and beautiful painted backgrounds. I wish I could play it again for the first time, except the goat puzzle maybe.
  24. I'm no voice actor but I would love to see some screenshots of this.
×
×
  • Create New...