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Cat Mattress posted:It's very simple: you have another sector that neighbors the door that has its ceiling at floor level (or lower). Ohh, okay, that makes sense.
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# ? May 21, 2016 15:20 |
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# ? May 31, 2024 19:31 |
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Back when I was getting into making Duke 3D maps, it took me a bit before even stuff like making a door made sense to me. Lots of trial and error. I messed around a bit in Doom Builder it seems pretty similar in how that stuff works. Speaking of Duke 3D, it's funny with all the insane graphics today, FPS games generally don't bother to have working mirrors. The upcoming Deus Ex doesn't for example: https://www.youtube.com/watch?v=EItVj0eshqM&t=34m36s. The new DOOM also has bathrooms with broken mirrors that don't reflect the player. But at least they did have flushing toilets (auto flushing), so Duke would approve. Granted Duke 3D sort of faked mirrors with a fun thing where you actually make a sector behind the mirror. But I remember games like No One Lives Forever etc had mirrors that worked, wonder why they don't try to make that work in a lot of FPS games these days. Heavy Metal fucked around with this message at 15:24 on May 21, 2016 |
# ? May 21, 2016 15:20 |
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Games nowadays don't make use of mirrors with full reflections because it basically requires rendering the entire scene another time for each mirror the player can currently see. A lot of games occlude stuff that's behind the player because it's not in view so it doesn't have to be rendered, but if there's a mirror in a room obviously you're gonna be able to see what's behind you and so it takes up a loooot more resources. The old method of just duplicating the room doesn't really work either because they'd have to rig up an entire second player model to correspond to the first one's movements which is probably pretty difficult given the complexity of character animations and such. For a recent example, there are only two fully working mirrors in Uncharted 4, and the reason it doesn't grind the game to a halt is because it's in a bathroom that's fairly small, out of view of any of the other rooms. IIRC the Shadow Warrior remake does fully reflective mirrors, but that game was coded by wizards from the elemental plane of computers so that's not so surprising.
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# ? May 21, 2016 15:28 |
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Since in DOOM and the new Deus Ex they're both small bathrooms without enemies, they should've made them work, for the Duke. It is fitting that the Shadow Warrior devs made it work. If the toilets don't flush in Deus Ex I'm gonna have to ask for a refund.
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# ? May 21, 2016 15:49 |
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CJacobs posted:IIRC the Shadow Warrior remake does fully reflective mirrors, but that game was coded by wizards from the elemental plane of computers so that's not so surprising.
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# ? May 21, 2016 15:51 |
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In the mod Doom: the Golden Souls there's a clever (if cliché) bit with mirrors. In a haunted castle map there's a bedroom where you see some evil gremlin on some furniture when you look at the mirror, but when you turn to look at it directly you see nothing. Look back to the mirror, the gremlin's still there. In fact it's just turning invisible when you want to look at it, so shoot it anyway since you know where it is.
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# ? May 21, 2016 16:00 |
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Keiya posted:I should make a chex map, because I have fond memories of blasting flemoids back to their own dimension. In the original version of the original CHEX.EXE. there was some minor engine change to make that enemy always look to be part of the wall and not turn to face you. When you load it up in regular DOOM.EXE or the various source ports, that's not present, so it seems to rotate like any other object.
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# ? May 21, 2016 16:03 |
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The JPCP also did a clever with mirrors, if I'm remembering it correctly, where you need to shoot the switch in a reflection to make it work.
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# ? May 21, 2016 16:04 |
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Thyrork posted:The JPCP also did a clever with mirrors, if I'm remembering it correctly, where you need to shoot the switch in a reflection to make it work. Yeah. I've only done ten or so levels from the JPCP so far but that one stood out. It was really clever.
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# ? May 21, 2016 16:14 |
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https://www.youtube.com/watch?v=RaUm163IWsM My first ever Doom level is playable! Things still to do: - Put stuff in those empty rooms - Mass prettyfication of basically everything - Add pickups/barrels - Tweak that last encounter because the enemy placement causes them to kinda bum-rush you which is not so fair when you only have the SG - Tweak for harder difficulties - Music and soundscape stuff I am also considering extending the player start hallway a bit backward, with some enemies, so that you don't get the SG literally immediately.
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# ? May 21, 2016 16:29 |
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What are some good DOOM replacement musics? I'd like some that are mp3/ogg or whatever rather than MIDI ish stuff
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# ? May 21, 2016 16:56 |
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CJacobs posted:https://www.youtube.com/watch?v=RaUm163IWsM Good Job I used to make Doom (and Marathon, and Avara) maps when I was a kid and after messing with SnapMap I'd rather make maps for Doom 2 instead. This GZDoom Builder looks easier to use than Hellmaker back in the day
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# ? May 21, 2016 17:26 |
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CJacobs posted:https://www.youtube.com/watch?v=RaUm163IWsM I should make a new map! I started a Heretic map today, did some basic geometry, then looked at the tiny, TINY amount of textures (165 compared to Doom 2's 572!) and went "gently caress this".
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# ? May 21, 2016 17:45 |
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The Kins posted:Pretty good for a first map ever! Needs some texture and lighting variety, but you've already earmarked that on your to-do list and that's something you can do after the fact. Good thing there are plenty of texture packs out there, including some that fit with the Heretic aesthetic.
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# ? May 21, 2016 18:00 |
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Just want to throw this up here, since I found it relatively amusing:DoomWorld Editing tutorial posted:There are a few downsides of GZDoom Builder. First, it is only available for Windows. Second, it requires a relatively fast computer, at least compared to most Doom source ports' system requirements. GZ Doom Builder Manual posted:System requirements:
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# ? May 21, 2016 18:54 |
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Heretic's texture set is small but remarkably versatile! I remember someone once made a convincing "desert ruin" map using only one wall texture from Heretic (SNDPLAIN I believe).
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# ? May 21, 2016 18:57 |
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LogicalFallacy posted:Just want to throw this up here, since I found it relatively amusing: I mean, 2.4GHz multicore processors are relatively fast. The emphasis is on "relatively" - you need a computer built in the last half a decade to run it, it won't just run on your first-gen netbook like you'd expect the level editor for a game from 1993 to do.
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# ? May 21, 2016 18:59 |
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LogicalFallacy posted:Just want to throw this up here, since I found it relatively amusing:
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# ? May 21, 2016 19:00 |
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c0burn posted:What are some good DOOM replacement musics? I'd like some that are mp3/ogg or whatever rather than MIDI ish stuff There's one for Doom 2 that I really like: https://www.doomworld.com/idgames/music/dimxmus it's rock/metal arrangements of the original soundtrack, but done quite differently than DOOM METAL* FOR BRUTAL DOOM , with more emphasis on Bobby Prince's weird jazz-prog-rock tendencies. *this name always irks me, that addon has nothing to do with the noble musical subgenre
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# ? May 21, 2016 19:02 |
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Cat Mattress posted:Heretic's texture set is small but remarkably versatile! I remember someone once made a convincing "desert ruin" map using only one wall texture from Heretic (SNDPLAIN I believe).
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# ? May 21, 2016 19:18 |
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The Kins posted:It's true, it is very versatile! You can create a tomb, a cupboard, a bathhouse or another tomb! My favorite one is that second tomb you mentioned
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# ? May 21, 2016 19:20 |
People don't give Bobby Prince enough credit IMO. Sure, Wrack was a bust, and he's known for stealing more than his fair share of melodies, but some of Doom's best music are the pieces where Prince wasn't cribbing thrash metal. Sign of Evil, The Demons from Adrian's Pen and Nobody Told Me About Id are oozing with emotion and atmosphere. Wondering About My Loved Ones from Wolfenstein 3D is a haunting elegy, and Oasis from Commander Keen 4 is full of raw jazzy blues distilled into AdLib FM.
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# ? May 21, 2016 19:28 |
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fishmech posted:In the original version of the original CHEX.EXE. there was some minor engine change to make that enemy always look to be part of the wall and not turn to face you. I just tried it in chex.exe, it turns just like it does in other engines.
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# ? May 21, 2016 19:30 |
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CJacobs posted:https://www.youtube.com/watch?v=RaUm163IWsM Yeah this is a pretty great first map. I really like how you varied up the layouts and tried a few different things with the secret, the switch, the keycards, and the chainsaw monster closet. Lots of creativity going on. I think its a good start, if you really care about this map now you can go back and vary up the textures and lighting and add a few more barrels and other thing type decorations, or you could just treat that as a learning experience and try something else.
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# ? May 21, 2016 19:33 |
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The Kins posted:This is pretty cute, but I'm not a big fan of some of the design decisions (like having the automap be a wall texture ) and the sound design outside of the nice licensed music is just bad. It's a cute little distraction, at least. A little late, but I think the map thing might have been a reference to good ol' Ken's Labyrinth. I dunno if your spot actually moved on the map as you did though.
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# ? May 21, 2016 20:12 |
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Segmentation Fault posted:People don't give Bobby Prince enough credit IMO. Sure, Wrack was a bust, and he's known for stealing more than his fair share of melodies, but some of Doom's best music are the pieces where Prince wasn't cribbing thrash metal. Sign of Evil, The Demons from Adrian's Pen and Nobody Told Me About Id are oozing with emotion and atmosphere. Wondering About My Loved Ones from Wolfenstein 3D is a haunting elegy, and Oasis from Commander Keen 4 is full of raw jazzy blues distilled into AdLib FM. For once I have to agree with you. Sign of Evil is the best Doom song, period.
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# ? May 21, 2016 20:14 |
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Don't know if it's the best, but it's alright. Sinister is probably my favorite of the slower Doom 1 songs. The Imp's Song is close up there, too.
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# ? May 21, 2016 20:23 |
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Arivia posted:For once I have to agree with you. Sign of Evil is the best Doom song, period. E1M8 has always been my favorite doom song. The thrash metal is cool for getting pumped about shooting demons, but sign of evil hits you right when you've been playing the game for a few hours and you're starting to really feel properly "knee deep in the dead", wading through the endless corpses. Its just such a badass song. Doomguy walks out into the sunset, shotgun in tow.
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# ? May 21, 2016 20:28 |
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Replaying through the whole of Doom 1 right now and I still don't like the level design in any of the episodes after Knee Deep.
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# ? May 21, 2016 20:38 |
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The Kins posted:There's a non-zero number of players out there who can't use more recent versions of GZDoom because their GPUs can't handle OpenGL 3.0, which was introduced in 2008. I wanted to elaborate on this, as it's a huge part of how I got into the doom community in the first place. The relative ease with which you can play Doom on Zdoom or Prboom and the small size of the wads are both really important aspects that get overlooked a lot. I grew up in (relatively) the middle of nowhere with satellite internet (or dial up), so being able to download entirely new megawads of only a few megabytes to play on my poo poo-tier desktop was an enormous benefit. I really appreciate how approachable the community and game are in almost every respect. I guess my point is that while 99% of the user base can run GZDoom Builder (or equivalently higher tech stuff), it's an often overlooked demographic that can't, and those of us who can't really appreciate the variety of tools and ports.
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# ? May 21, 2016 20:45 |
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Zaphod42 posted:E1M8 has always been my favorite doom song. The thrash metal is cool for getting pumped about shooting demons, but sign of evil hits you right when you've been playing the game for a few hours and you're starting to really feel properly "knee deep in the dead", wading through the endless corpses. The hell music in Doom 2016 signs off with a modern rendition of sign of evil in the calm after fights. It's such a great little touch
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# ? May 21, 2016 20:46 |
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Touchfuzzy posted:Don't know if it's the best, but it's alright. Sinister is probably my favorite of the slower Doom 1 songs. The Imp's Song is close up there, too. Bobby Prince was definitely a lot better with the slower, creepier stuff. Sinister is my favourite along with Demons on the Prey (which was good enough to find its way into all four episodes)
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# ? May 21, 2016 20:55 |
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Movac posted:This evening I learned just enough about scripting ZDoom to hack together restart.wad, so I thought I'd share it in case someone else finds it useful. It's a very small utility WAD that adds (a) a keybinding to restart the current map from a pistol start, and (b) a variable ("quickrestartondeath") that you can set to automatically pistol-start the current map when you die rather than loading an autosave. It should work perfectly with any custom weapon mods, so feel free to add it to your autoload list. It won't get along with multiplayer though, or any hub-based games or WADs that keep world state across level loads. This is exactly what I was looking for! Thanks very much for making this and sharing it. Will go into my standard Doom autostart WADs now
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# ? May 21, 2016 20:59 |
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Lemon-Lime posted:Replaying through the whole of Doom 1 right now and I still don't like the level design in any of the episodes after Knee Deep.
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# ? May 21, 2016 21:05 |
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laserghost posted:There's one for Doom 2 that I really like: https://www.doomworld.com/idgames/music/dimxmus it's rock/metal arrangements of the original soundtrack, but done quite differently than DOOM METAL* FOR BRUTAL DOOM , with more emphasis on Bobby Prince's weird jazz-prog-rock tendencies. thanks!
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# ? May 21, 2016 21:15 |
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Inferno is pretty bad all around, too. I mean, who the gently caress thought those eye-gouging textures in Mt Erebus would be a good idea
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# ? May 21, 2016 21:22 |
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Thank you for the kind words, fellow Doom mappers. Question about Doom Builder (GZDoom Builder specifically): Why can't I click and drag Things? In order to move a Thing I have to cut and paste it manually, but in the tutorials I've seen people have clicked and dragged them like they're any other part of the map.
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# ? May 21, 2016 21:25 |
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Right click and drag. (Silly non-standard controls!)
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# ? May 21, 2016 21:29 |
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Jia posted:Inferno is pretty bad all around, too. I mean, who the gently caress thought those eye-gouging textures in Mt Erebus would be a good idea Inferno is the best episode
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# ? May 21, 2016 21:31 |
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# ? May 31, 2024 19:31 |
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LogicalFallacy posted:Right click and drag. (Silly non-standard controls!) Thanks, I am a dumbass
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# ? May 21, 2016 21:32 |