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Soldier of Fortune 1 update: it's not actually good, and instead is just incredibly janky corridor shooting. The things nostalgia does to us.
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# ? May 20, 2016 23:16 |
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# ? Jun 1, 2024 00:01 |
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Mak0rz posted:Is there an installer for a stable version of GZDoom Builder or is the SVN version in a zip file the only way to get it? http://devbuilds.drdteam.org/doombuilder2-gzdb/ ? Not an installer but a portable zip. Grab GZDoom_Builder-r2635.7z, that's a pretty recent build. (Today lol) CJacobs posted:edit: Doom Builder reminds me of Google Sketchup, but with dismemberment and demons and Pretty much! That's why doom level making is so easy and fun. Sketchup is a little more convenient but its pretty drat close. Also, don't forget SLADE. You'll need SLADE to make any WAD modifications and it has a map editor too which is popular.
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# ? May 20, 2016 23:19 |
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Thyrork posted:Mix it with Colourful Hell if you're feel like inviting chaos. Oh hell yeah. Got a berserk pack from a red imp. Awesome! Thanks for this.
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# ? May 20, 2016 23:25 |
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Arivia posted:I can't believe no one said this first, but: The Awful Levels for Doom.
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# ? May 20, 2016 23:40 |
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LogicalFallacy posted:I will totally learn Doom mapping just to get on board with this. I will make a godawful, hideous, poorly designed map. The map will be named "Wellcume bak 2 Imp zone" Can they all be titled lovely SA references "imagine 4 pinkies on the edge of a cliff" "Are there stairs in your Hell?" etc
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# ? May 20, 2016 23:42 |
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SWAP.WAD
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# ? May 20, 2016 23:45 |
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Morter posted:Can they all be titled lovely SA references SA zybourne clock doom mod when?
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# ? May 20, 2016 23:46 |
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"Let's Slay"
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# ? May 20, 2016 23:48 |
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a MOOD mod?
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# ? May 20, 2016 23:48 |
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Welp, I've been meaning to learn how to mod Doom (because I want to play around with ways to make the pistol something you'll use more than 5 seconds past the start), so I might as well learn all of it. Won't be able to start until way later tonight though
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# ? May 20, 2016 23:55 |
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At moonbnase, got pistal
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# ? May 21, 2016 00:03 |
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Zaphod42 posted:http://devbuilds.drdteam.org/doombuilder2-gzdb/ ? Yeah, I prefer a stable version installer but I'll take this. Thanks. Morter posted:Can they all be titled lovely SA references dis astranagant posted:SWAP.WAD Shadow Hog posted:"Let's Slay" laserghost posted:At moonbnase, got pistal Map 27: Three Olives' Condo
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# ? May 21, 2016 00:13 |
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I guess my map names can be whatever as long as I don't actually have to design around the in-joke as a concept. That doesn't sound very fun to me.
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# ? May 21, 2016 00:16 |
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Do any of you nerds run the Doom.TXT twitter account? I can't link it from my work computer, but I saw a particularly good one today torn from the DOOM 4 thread. Really tickled me.
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# ? May 21, 2016 00:17 |
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Load Bearing Fleshwall. D&D, Demons and Discussion.
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# ? May 21, 2016 00:17 |
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G!ZONE (The G can stand for goon or goat, it's your choice)
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# ? May 21, 2016 00:44 |
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Someone was saying the pistol start WAD in the OP doesn't work. Is there a good one that does work? I just want to go through Doom/Doom 2 on UV using GZDoom with it, nothing special.
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# ? May 21, 2016 00:57 |
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Impzone would be the low hanging fruit here. Might as well be me saying it to get it out of the way.
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# ? May 21, 2016 00:58 |
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Playing through No Rest for the Living on Ultra-Violence after replaying and beating Doom 1 yesterday and Doom 2 today. Is it just me, or is the level design for some of No Rest for the Living very Quake inspired? More gothic-y architecture and a castle being one of the levels compared to the levels from the first two games feels quite a bit different.
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# ? May 21, 2016 01:00 |
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Mak0rz posted:Map 27: Three Olives' Condo Map 32: The Fiddy Zone Also, have some dick moves done in ACS.
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# ? May 21, 2016 01:01 |
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C.M. Kruger posted:G!ZONE (wellcume 2)
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# ? May 21, 2016 01:01 |
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widespread posted:Map 32: The Fiddy Zone An excellent opportunity to pull out some bizarre raycasting tricks.
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# ? May 21, 2016 01:08 |
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I have some vague memories of some kind of mod featuring Doom 3 style imps, complete with an animation for crawling/leaping like they did in the actual game that I'd like to track down, but I can't seem to find it. The sprites were actually drawn or at least recolored as opposed to the lovely model rips that come up when I search for "zdoom doom 3". Does anybody remember seeing what I'm talking about, or was it just a figment of my imagination?
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# ? May 21, 2016 01:09 |
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https://www.youtube.com/watch?v=xpLr2V9DOHE I made 1 sort of finished room and then 10 completely unfinished ones. I also made a secret. Things are also broken due to ticking incorrect boxes. I'm beginning to feel like a map god, map god
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# ? May 21, 2016 01:12 |
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There needs to be an overdetailed level that is by some standards REoL tough.
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# ? May 21, 2016 01:15 |
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BattleMaster posted:There needs to be an overdetailed level that is by some standards REoL tough. Just name it Brutal Mordeth.
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# ? May 21, 2016 01:18 |
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So for people who make Doom levels itt, what is your workflow like? Initially I wanted to finish it one room at a time, but then I changed my mind and decided to lay out the floor plan of the whole level first completely default and then work on putting stuff in it. I was thinking Lay out the whole level -> Do up the textures and poo poo -> Lighting -> Put enemies in -> Play through the level a couple times to get a good feel for where to put items -> Do that -> Jerk off while thinking about my masterpiece level -> Upload to Doom level sharing websites and receive fame and success CJacobs fucked around with this message at 01:24 on May 21, 2016 |
# ? May 21, 2016 01:22 |
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Lemon-Lime posted:Whatever admin thought up the anti-spambot question on SoF1.org needs to be punched repeatedly. Explicitly why I said to just grab it from IsoZone. I couldn't figure out the anti-spam question at all.
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# ? May 21, 2016 01:23 |
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Doctor Shitfaced posted:Explicitly why I said to just grab it from IsoZone. I couldn't figure out the anti-spam question at all. The answers are "4" and "sorg", respectively. The idiot in charge of the site obviously doesn't speak English, because they are incapable of figuring out that "the first and last two letters of X" does not mean the same thing as "the first two and last two letters of X."
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# ? May 21, 2016 01:30 |
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Gonna make a map with a secret room that's just full of chaingunners and arch-viles so that others might feel my pain.
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# ? May 21, 2016 01:47 |
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kirbysuperstar posted:Gonna make a map with a secret room that's just full of chaingunners and arch-viles so that others might feel my pain. But that doesn't make any sense why not put a BFG in it and have the BFG spawn in chaingunners and arch-viles ad infinitum
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# ? May 21, 2016 02:00 |
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widespread posted:But that doesn't make any sense why not put a BFG in it and have the BFG spawn in chaingunners and arch-viles ad infinitum That's a better idea, yes.
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# ? May 21, 2016 02:01 |
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Mak0rz posted:Yeah, I prefer a stable version installer but I'll take this. Thanks. Map 01: DOOM HOUSE CJacobs posted:So for people who make Doom levels itt, what is your workflow like? Initially I wanted to finish it one room at a time, but then I changed my mind and decided to lay out the floor plan of the whole level first completely default and then work on putting stuff in it. Pretty much this, but I would say start playtesting the level before you even worry about textures or lighting. Just brush out all the spaces and get the general architecture and layout first, then put in some fine details in the room structure next once everything's laid out, then put in some monsters, then iterate on playing through and changing monsters/level layout until it feels good, then go through and do the polish pass, which is lighting, proper textures, etc. I put down a few textures early on to help me remember what the plan is for a room, but you want to get to playing and testing as soon as possible before you worry about too much getting textures aligned and stuff. When Valve make maps (sometimes), they lay down everything with generic orange textures and test the space, then they worry about getting the details right after it feels good. If you listen to Romero, the man himself, he said he would playtest constantly, so he wouldn't even finish the level first. Brush out a few rooms, play through those rooms, then go back and add more on from there. The more you iterate, the better. Zaphod42 fucked around with this message at 02:21 on May 21, 2016 |
# ? May 21, 2016 02:15 |
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Maps 1 to 32: tribalwar.com
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# ? May 21, 2016 02:20 |
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watch doomguy start a loving war
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# ? May 21, 2016 02:25 |
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Zaphod42 posted:Pretty much this, but I would say start playtesting the level before you even worry about textures or lighting. Just brush out all the spaces and get the general architecture and layout first, then put in some fine details in the room structure next once everything's laid out, then put in some monsters, then iterate on playing through and changing monsters/level layout until it feels good, then go through and do the polish pass, which is lighting, proper textures, etc. I'll keep all this in mind, thanks. The good thing about playtesting is that any Doom level takes maybe 5-ish minutes to beat give or take a few, so it's not all that time consuming compared to what most blockbuster stuff would be.
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# ? May 21, 2016 02:29 |
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CJacobs posted:I'll keep all this in mind, thanks. The good thing about playtesting is that any Doom level takes maybe 5-ish minutes to beat give or take a few, so it's not all that time consuming compared to what most blockbuster stuff would be. Not to mention that BSP compilation on modern hardware is instant. Compiling half-life 1 maps in Hammer back in the day could take like 5-10 minutes each time you wanted to playtest, even if you skipped the lighting. Makes the whole thing way more frustrating. I think modern Unreal is pretty quick though? Which is good.
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# ? May 21, 2016 02:33 |
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"My Manc is Fight"
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# ? May 21, 2016 02:39 |
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In all seriousness though, I guarantee that any map I end up making for a goon megawad will have way too goddamn many monster closets.
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# ? May 21, 2016 02:43 |
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# ? Jun 1, 2024 00:01 |
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LogicalFallacy posted:In all seriousness though, I guarantee that any map I end up making for a goon megawad will have way too goddamn many monster closets. Monster Condo 2: Trapped In The Closet
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# ? May 21, 2016 02:45 |