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ToxicFrog posted:At a guess, never, because one of the devs is rabidly opposed to changes that will make the game more accessible or easier to play but everyone's generally cool with purely cosmetic upgrades. That's too bad. I love the Marathon games, but its getting harder and harder to play them with their current FPS and mouse controls.
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# ? Jun 6, 2012 14:52 |
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# ? May 17, 2024 19:21 |
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ToxicFrog posted:Given this, I'm guessing that removing the FPS lock would fall into the same category: no-one wants to tackle the (admittedly hairy) technical problems, because they know that doing so will just result in one of the project owners making GBS threads all over them. Basically Treellama's philosophy is, "I don't want to make any dramatic changes so anything significant should be forked into its own project." Which is a much more viable option when the community is larger than 50 people.
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# ? Jun 6, 2012 15:04 |
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The 7 Day FPS Challenge begins on Saturday! Watch in awe as a horde of (usually Nordic) dudes make shooters in a week, and then... play them I guess.
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# ? Jun 6, 2012 17:54 |
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Dominic White posted:Have there been any good Skulltag invasion level packs released in the past 6-9 months? I recall that there were quite a few in the works, but many stalled out or got sank by drama. Not seen much good since Armageddon Invasion and Alpha/Delta.
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# ? Jun 6, 2012 19:01 |
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Ijuuin Enzan posted:Some preliminary experimental lua-based lighting going on in Aleph One. Very cool! Also, I know this isn't necessarily about an old FPS game, but here is an awesome interview with John Carmack so I figured I should show it. I love listening to him. So much passion. http://www.giantbomb.com/e3-2012-john-carmack-interview/17-6164/
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# ? Jun 6, 2012 20:35 |
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RyokoTK posted:Basically Treellama's philosophy is, "I don't want to make any dramatic changes so anything significant should be forked into its own project." So then why doesn't the entire dev team except that idiot fork off a new branch that fixes stupid things the guy doesn't want to deal with? Because I'd love to play Marathon but the controls are just impossible to deal with as is.
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# ? Jun 6, 2012 21:57 |
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Kazvall posted:People still play this, and they will gently caress your rear end so hard you'll think you're doing the loving. Also, weirdly enough the RP servers still have people. Hahah, wow. I thought most of them moved to Garry's Mod by now. A lot of the people were pretty chill, even the guys who'd demolish your rear end if you got within range. Also, while we're on the topic of Marathon: is there a DooM port? And is the UT99 remake any good?
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# ? Jun 6, 2012 22:15 |
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Dominic White posted:Have there been any good Skulltag invasion level packs released in the past 6-9 months? I recall that there were quite a few in the works, but many stalled out or got sank by drama. Not seen much good since Armageddon Invasion and Alpha/Delta. There was a Heretic one that was pretty fun even in half-finished form, but I think it stalled out too. Pretty disappointing, as I really, really love Invasion.
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# ? Jun 6, 2012 22:23 |
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JackMackerel posted:Hahah, wow. I thought most of them moved to Garry's Mod by now. The Marathon engine does a bunch of stuff like room-within-room ("5D Space") and swimming that you can't replicate in Doom, even with gzDoom's added features, so I'm guessing not. I had no idea there was a UT99 remake, though, and the Unreal engine can do those things. E: I've still got my Totally Unreal discs and Marathon: Resurrection claims to be complete (although it's only remaking M1, not M2 or Mi). I may download this and give it a shot. vvv You've never tried looking up and down in Marathon and gzDoom? Or tried mouselook in both? ToxicFrog fucked around with this message at 22:49 on Jun 6, 2012 |
# ? Jun 6, 2012 22:40 |
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Chinese Tony Danza posted:Because I'd love to play Marathon but the controls are just impossible to deal with as is. I've never seen a difference between Doom controls and Marathon controls.
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# ? Jun 6, 2012 22:45 |
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JackMackerel posted:Hahah, wow. I thought most of them moved to Garry's Mod by now. There's a Marathon wad for Zdoom but it's just an enemy/weapon replacer; http://forum.zdoom.org/viewtopic.php?f=19&t=27563 It's been a while since I played the UT remake but I remember having fun with it! http://resurrection.bungie.org/index.html There's also Marathon Rampancy for UT, which isn't a remake of Marathon but brings over Marathon weapons and maps. Also fun! http://www.moddb.com/mods/marathonrampancy
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# ? Jun 6, 2012 22:51 |
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The UT Marathon remake's problem is that it isn't finished and probably never will be at this point. All the levels are there and mostly faithfully remade, but a lot of the AI is completely different, which results in certain enemies being really under/overpowered (some hitscan enemies in particular are pretty ridiculous), and it has major issues like the penultimate level being literally impossible to finish without cheats/exploits due to the ledges at the end not being set-up properly. If you've already played through Marathon seeing some of the changes can be interesting, but, as it is, I can't really recommend it to newcomers.
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# ? Jun 6, 2012 22:57 |
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Mman posted:some hitscan enemies in particular are pretty ridiculous Hitscan is not a thing that belongs in Marathon.
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# ? Jun 6, 2012 23:58 |
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Ijuuin Enzan posted:Hitscan is not a thing that belongs in Marathon. I still occasionally catch myself using the Marathon "Δ damage" system to describe weapons in modern games. Like, instead of "This gun does between eighty and one hundred thirty damage" it's "This gun does eighty-delta-fifty damage"
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# ? Jun 7, 2012 00:05 |
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Chinese Tony Danza posted:So then why doesn't the entire dev team except that idiot fork off a new branch that fixes stupid things the guy doesn't want to deal with? Because I'd love to play Marathon but the controls are just impossible to deal with as is. Because Treellama represents about half of the dev team at this point, and the other guy (Hopper) generally focuses on coding in graphics features.
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# ? Jun 7, 2012 05:42 |
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Komoxdos posted:There's a Marathon wad for Zdoom but it's just an enemy/weapon replacer; There is also a multiplayer only Half-Life 1 mod called Rampancy, that you can download here, but I make no guarantees how well it plays with the "modern" half life engine. I think we finished it while HL was still on won.net, so there may be some (a lot of) problems. I am pretty sure it will at least let you load maps and run around in them, shooting Marathon guns, though.
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# ? Jun 7, 2012 06:33 |
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I have a question for you guys. If someone becomes skilled in being a level designer in Doom...as in really well made level architecture and design (enemy, powerup placement, etc)...can they transition these skills into making levels for more modern games like Half Life 2 provided that they learn how to use the new editor? I know with Doom level design is more simplified since it's different sector levels as opposed to full 3D editing, but can a really competent Doom level designer learn how to design levels in a full 3D editor like Hammer?
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# ? Jun 8, 2012 17:20 |
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Manboy No 5 posted:A wad designed for vanilla monster and item behaviour on UV For the record, I wanted to say that this post is brilliant.
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# ? Jun 8, 2012 17:48 |
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iceaim posted:I have a question for you guys. If someone becomes skilled in being a level designer in Doom...as in really well made level architecture and design (enemy, powerup placement, etc)...can they transition these skills into making levels for more modern games like Half Life 2 provided that they learn how to use the new editor? Design knowledge in level editing is at least as important as technical knowledge; if you can make an awesome level in a game like Doom it's likely you already have most of the knowledge needed to make an awesome level on a newer engine (at least for an FPS). Even technically quite a bit can carry over; a lot of the general principles of good visual design are relatively similar between games, even though the implementation on newer engines is mostly much more time consuming and complex.
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# ? Jun 8, 2012 18:14 |
Mman posted:Design knowledge in level editing is at least as important as technical knowledge; if you can make an awesome level in a game like Doom it's likely you already have most of the knowledge needed to make an awesome level on a newer engine (at least for an FPS). Even technically quite a bit can carry over; a lot of the general principles of good visual design are relatively similar between games, even though the implementation on newer engines is mostly much more time consuming and complex. Pretty much this. I have learned that a real talent for designing levels isn't solely in making them visually appealing--anybody can sit and tinker away for weeks or months on a map, adding detail to every pillar and window sill--it's making them flow as intended. Doom seems to be great at teaching this latter skill because you can only do so much aesthetically, and it's instantly obvious that a pretty level is a slog to play. You learn to predict where the player will be, and how he will get there, and how much ammo and health he should probably have. Like Mman said, a lot of these skills aren't direct translations. For example instead of worrying about health in newer games, you just worry about sufficient cover for health regeneration. But the general principles seem to remain. Also, for all of the people who dislike Brutal Doom, you're going to hate the version released last night (v16.) It's got this new feature that involves rewarding the player with a +5 Health bonus for killing incapacitated enemies.
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# ? Jun 8, 2012 18:31 |
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I've been replaying Wolf3d using the TC for Doom and I have to say that the level design is pretty bad. Mostly this is from lots of rooms that are useless and who ever decided having secrets inside multiple other secrets is a moron. Here is an example: Inside that mess of over 100 push walls are two bosses from EP1 and some one ups, thats it. By this point I just no clipped through the area to see if it lead to anything. The level before that E2M7 is extremely short if you don't go in the secret that has the other half of the level and most of the enemies. Plus on EP2 if you do go into all the secrets by level 3 you have 9 lives and by level 5 your score counter overflows. The game is fun but some of its a chore. I grew up playing through the game and never finding most of the secrets. SPACE HOMOS fucked around with this message at 18:34 on Jun 8, 2012 |
# ? Jun 8, 2012 18:31 |
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I don't think you'll find many people to defend Wolf 3D's map design.
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# ? Jun 8, 2012 18:32 |
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SPACE HOMOS posted:I've been replaying Wolf3d using the TC for Doom and I have to say that the level design is pretty bad. Mostly this is from lots of rooms that are useless and who ever decided having secrets inside multiple other secrets is a moron. ftr, that maze was intended to have an easter egg which told you to call Apogee HQ and win a special prize, that was abandoned since it was too easy to just open the game files and find the texture in there
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# ? Jun 8, 2012 18:33 |
tooooooo bad posted:I don't think you'll find many people to defend Wolf 3D's map design. Wolfenstein 3D mapping was brilliant: A veritable "Everyman's" mapmaking, where somebody had the courage to say, "Mapmaking will no longer be the bourgeoisie's fancy! It will be accessible to all walks of life: The blind, the deaf, the dumb, the people with no hands!" Nothing but 90 degree angles and a complete disregard for...everything, really. Level flow, aesthetics, fun. I'm sure a really smart dog could design a Wolf3D map.
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# ? Jun 8, 2012 18:36 |
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Most creative use of swastikas in map design
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# ? Jun 8, 2012 18:41 |
It's pretty amazing that I was raised on that game, and thought it was the coolest poo poo ever until I got my hands on Doom. Even then, I still had a soft spot for similar games like Blake Stone, if only because it had friendly / neutral characters, and those vending machines.
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# ? Jun 8, 2012 18:45 |
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tooooooo bad posted:I don't think you'll find many people to defend Wolf 3D's map design.
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# ? Jun 8, 2012 18:56 |
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During my recent Wolf3d replay I got pissed when I figured out that there was no actual pattern/telltale sign/anything for finding almost any secret. It was just random pushwalls. Sometimes in the corner, sometimes in a cubbyhole, sometimes in the middle of the wall, sometimes behind a decoration, etc.
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# ? Jun 8, 2012 19:11 |
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I remember back in the 90s I got this Doom shareware retail box which also included a ton of levels, mods, editors, and other cool Doom tools. I had the registered version of Doom already, I bought that for the tools and levels since my modom was slow at the time. One awesome tool was this random object and enemy placement tool. It would take any wad, and randomize objects and enemies. It didn't change the actual level though. Just the objects and powerups within it. This tool was for DOS and god drat it was awesome. It made even a level I played dozens of times feel fresh. I remember one time it even dropped a cyberdemon in E2M1 which just seemed so cool to me. Does anyone know the name of this tool and where I can find it? Hell I'll run it off DOSBox if needed. I had so much fun, and it would be such a nostalgia bomb. I know there are now procedural level generators, but that's not the same thing. I just want the objects and monsters randomized. It's the perfect balance between hand crafted level design and the unpredictable nature of procedural generation.
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# ? Jun 8, 2012 20:28 |
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You could literally write that in DECORATE code in probably fifteen minutes. All you'd have to do is make a random monster spawner and a random object spawner and then make it so every object is replaced by one of the two. Of course, this is assuming you're using ZDoom/GZDoom.
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# ? Jun 8, 2012 21:57 |
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iceaim posted:I remember back in the 90s I got this Doom shareware retail box which also included a ton of levels, mods, editors, and other cool Doom tools. I had the registered version of Doom already, I bought that for the tools and levels since my modom was slow at the time.
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# ? Jun 8, 2012 22:09 |
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tooooooo bad posted:I don't think you'll find many people to defend Wolf 3D's map design. Well, to be fair, there wasn't much level design to do, since the things the Wolf 3D engine could do include 90° turns and nothing else.
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# ? Jun 8, 2012 22:11 |
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Wolf3D actually had some pretty creative levels given the limitations of the engine.
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# ? Jun 8, 2012 22:11 |
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I just tried running reelism on Gzdoom 1.5.06 and I always run into this error: ------------ Script error, "reelism_x1.2.pk7:splot.wad:DW-NRG" line 158: Unknown identifier 'RGF_FULLBRIGHT' Script error, "reelism_x1.2.pk7:splot.wad:DW-NRG" line 263: Unknown identifier 'RGF_FULLBRIGHT' Execution could not continue. Script error, "reelism_x1.2.pk7:splot.wad:DW-NRG" line 263: Expected ')', got ','. ------------ I am run it by traffic the .pk7 to the gzdoom exe. Am I doing something wrong? Stuff like Brutal Doom and Redoom run fine.
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# ? Jun 8, 2012 22:26 |
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iceaim posted:I just tried running reelism on Gzdoom 1.5.06 and I always run into this error:
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# ? Jun 8, 2012 23:14 |
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Fag Boy Jim posted:Wolf3D actually had some pretty creative levels given the limitations of the engine. In my opinion the wolf3D base plus BUILD engine/ Gzdoom engine capabilities would be point of perfection, you could finally have real differential levels that would span all the way from quaint German farm house, to evil and haunted catacombs It would be awesome if someone made a map pack like that for Wild Weasel's NAZIS WAD
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# ? Jun 9, 2012 00:39 |
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Zacharias posted:It would be awesome if someone made a map pack like that for Wild Weasel's NAZIS WAD
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# ? Jun 9, 2012 04:11 |
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Do you guys think there would be interest in a indie developed old school game in the same tradition of Doom or Duke where the first episode was released free, and then rest could be bought on gog / steam / iOS for say 5.99 so the project could at least break even? I really want to get into game development, and I'd love to hire a team to make something like this. The reason I choose to go the professional route is so this can be developed rather quickly instead of done during someone's spare time as a hobby. Despite this, I intend on putting a lot of creative love into something like this. I have plenty of project management experience as well as software and website development experience. There would be no kickstarter, I can self fund something like this myself. So it's all about finding time to start this, which I hope to have in maybe 2 to 3 months. Although I intend on using my existing coders (though I always make exceptions for exceptional coders), I would be interested in hiring map designers and artists who are established in the Doom and Duke community. I intend on making this project totally open source too. iceaim fucked around with this message at 13:14 on Jun 9, 2012 |
# ? Jun 9, 2012 13:10 |
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iceaim posted:Do you guys think there would be interest in a indie developed old school game in the same tradition of Doom or Duke where the first episode was released free, and then rest could be bought on gog / steam / iOS for say 5.99 so the project could at least break even? That sounds pretty cool. A lot of indie games are deliberately old school now, so I'm sure there's an audience for it. I forget the name of it, but there was a game with sort of the same idea, made on the Quake engine. It had a sort of Megaman Zero-inspired look and really nice sprites, but played more like Wolf3D than other old school FPS games (it was a bit weird/janky/bad in that respect).
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# ? Jun 9, 2012 15:01 |
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# ? May 17, 2024 19:21 |
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I'd be down for mapping for something like that, I haven't made any Doom levels but I've released a couple of Duke maps here and here, and a few TCs as well here and here
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# ? Jun 9, 2012 16:10 |