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Just had an idea for a serious doom map I would like to try and make. Anyone have some good suggestions for music to use for an escalating arena battle? All else fails, I've got a ton of fakebit stuff I can choose from.
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# ? May 22, 2016 16:30 |
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# ? May 31, 2024 13:59 |
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Oh I missed this somehow:scroton_ posted:TBH it's already been generously promoted by a bunch of nice people which is more than it deserves, and I think the reason it isn't more widely played is because it's really only appealing to weirdos and the general populace just finds it annoying. Yeah, I can see that. I still love it though! Also: nice avatar. Elliotw2 posted:Please don't use texture filtering on Doom, it makes me feel sad inside. People can make their game look however they want you goof. I personally enjoy your setup but with the resize mode set to Scale2x. Smooths it out a bit like I would expect from a source port chocked with other enhancements, but still leaves everything nice and pixelated. If I wanted something that looked vanilla I would just play with Chocolate Doom. That said, the real crime is when nobody sets the sector light mode to Software
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# ? May 22, 2016 16:34 |
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"None (Linear Mipmap)" is the best texture filter option if you want pixels. It'll give you that pixelated look, while still filtering between mipmap levels, so you don't get sudden shifts in quality or lines across textures as you move around.
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# ? May 22, 2016 16:45 |
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LogicalFallacy posted:Just had an idea for a serious doom map I would like to try and make. Anyone have some good suggestions for music to use for an escalating arena battle? All else fails, I've got a ton of fakebit stuff I can choose from. Ravel's Bolero is now in the public domain
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# ? May 22, 2016 16:57 |
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Got an aesthetics question, because I'm stumped. Stairs, so far, have been my drat enemy when it comes to good looking visuals. Specifically the change in height difference on the wall for each stair-step. For the Doom mappers of you out there, how do you make the connecting walls on staircases look good?
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# ? May 22, 2016 17:00 |
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I just really hate any filtering of spritework. I also own a bunch of retro consoles and poo poo if it explains it.
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# ? May 22, 2016 17:09 |
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CJacobs posted:Stairs, so far, have been my drat enemy when it comes to good looking visuals. Specifically the change in height difference on the wall for each stair-step. For the Doom mappers of you out there, how do you make the connecting walls on staircases look good? In the IWAD maps, you'll notice that the ceiling doesn't follow the floor in stairs. Keep the same ceiling height so that the walls remain aligned, do a single ceiling height drop at the bottom of the stairs. For very long stairs or for spiral stairs you can do more drops, but don't do one per step. Don't hesitate to insert some separator texture -- like the ever-useful SUPPORT* and DOORSTOP, or even some of the LITE* -- between two different heights of walls, as that can remove the awkwardness from the difference in alignment. Again, vanilla maps are a good inspiration for that.
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# ? May 22, 2016 17:12 |
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Good idea, this looks significantly less jarring. I'll fiddle with it some more to see if I can get it to look even better.
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# ? May 22, 2016 17:25 |
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Elliotw2 posted:Please don't use texture filtering on Doom, it makes me feel sad inside. Morter posted:I don't know why it would make anyone sad, and I don't even know who you are, but since it's lagging my poo poo up, I guess it's coming out how you want it. I'm with Elliotw2 100% on this, and when some goon was streaming doom recently (was that you CJacobs?) I even went out of my way to say they should turn off the texture filtering, because I can't stand watching it. It looks so ugly. Hopefully that wasn't too dickish to suggest. Seriously though if you don't know the difference, using texture filtering on doom sprites makes them look "smoother" but also makes them look really washed out and blurry. Doom sprites were intended to be drawn pixel-for-pixel, as a raster grid, and that's how you should view them. Elliotw2 posted:I just really hate any filtering of spritework. I also own a bunch of retro consoles and poo poo if it explains it. Yeah I also hate 2xHQ filters in emulators and the like. You don't have to go all the way with SCART and RGB and perfect square pixels, but texture filtering is an abomination.
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# ? May 22, 2016 17:35 |
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CJacobs posted:Got an aesthetics question, because I'm stumped. Put a short bit of intersecting texture work at the top and/or bottom of stairs. That way the line of your predominant texture can be broken up without looking bad.
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# ? May 22, 2016 17:37 |
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Cat Mattress posted:Ravel's Bolero is now in the public domain
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# ? May 22, 2016 17:47 |
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Samuel Clemens posted:and worst (9, 23, 30) Doom 2 maps What the gently caress
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# ? May 22, 2016 17:54 |
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Jia posted:What the gently caress I'm more shocked that Map13 wasn't on the worst list.
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# ? May 22, 2016 17:59 |
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Update: I have discovered that making big multi-tiered rooms that can see into one another is pretty fun. Once I noticed that this layout kinda looked like a 'C' I was considering spelling my name but then the map would be gigantic so maybe it's best I don't. edit: This map is called SLUDGE PIT, by the way
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# ? May 22, 2016 18:01 |
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That looks more like an imp zone II.
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# ? May 22, 2016 18:05 |
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Arivia posted:That looks more like an imp zone II. There's significantly more standing space than in the imp zone map, at least! But I could rename it to IMP ZONE 3 anyway if you want.
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# ? May 22, 2016 18:14 |
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Zaphod42 posted:I'm with Elliotw2 100% on this, and when some goon was streaming doom recently (was that you CJacobs?) I even went out of my way to say they should turn off the texture filtering, because I can't stand watching it. It looks so ugly. Hopefully that wasn't too dickish to suggest. Oh, well i'm not a graphics/emulation I just threw the game into my fullscreen resolution and played. Hell, I think it might have been default (cause I don't remember messing with them). But like I said, I already have it put the way you want so I dunno why you're trying to sell me on it, let alone why you think one should change graphics filters because you think it's ugly. In short: Mak0rz posted:People can make their game look however they want you goof.
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# ? May 22, 2016 18:16 |
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What I don't understand is why ZDoom defaults to that brown on tan automap instead of the actually readable red on black.
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# ? May 22, 2016 18:22 |
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I don't know if it's the rational used or not, but it allows to have color-coded doors appear with their lock colors without confusing them with walls when they need a red key.
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# ? May 22, 2016 18:24 |
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Elliotw2 posted:Please don't use texture filtering on Doom, it makes me feel sad inside. Though, everything under the various "Resize" options, just set to whatever the hell you feel like.
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# ? May 22, 2016 18:41 |
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Jia posted:What the gently caress It's a typo. I actually meant map 13. Mea culpa. Although I'm not very fond of map 23 either because it has a really cool premise and then proceeds to do nothing interesting with it.
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# ? May 22, 2016 18:41 |
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Elliotw2 posted:I just really hate any filtering of spritework. I also own a bunch of retro consoles and poo poo if it explains it. Filtering is one of the few things that legitimately piss me off, to the point where I've got it disabled by default in my "full game" projects with no way in menus to re-enable it. And this is coming from someone who's usually all "let the player play how they want to play!". I will admit, it is probably one of the stupidest things to get upset about, but even with my own personal autism aside, filtering looks bad. And it doesn't just look bad, it's needlessly expensive on memory, as it's rendering each individual pixel multiple times. It's a horribly inefficient way to gain a not-hi-res look in games where the artist's work should REALLY stand by its own merits. TerminusEst13 fucked around with this message at 19:32 on May 22, 2016 |
# ? May 22, 2016 19:29 |
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Is there a way to have autorun enabled in Crispy Doom? it seems to ignore my "+cl_run 1" parameter in ZDL, and I can't seem to bring up the console with ` EDIT: the solution was CapsLock Minidust fucked around with this message at 03:25 on May 23, 2016 |
# ? May 22, 2016 20:06 |
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Morter posted:Oh, well i'm not a graphics/emulation I just threw the game into my fullscreen resolution and played. Hell, I think it might have been default (cause I don't remember messing with them). But like I said, I already have it put the way you want so I dunno why you're trying to sell me on it, let alone why you think one should change graphics filters because you think it's ugly. I'm not trying to sell you on it, I was agreeing with your statement that filtering on sprites looks bad. Also why should someone else change graphics filters based on what other people think? Well, if they're streaming like I mentioned...
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# ? May 22, 2016 20:16 |
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I'm having a moment where I'm both surprised and not surprised that someone would be raging in a stream chatbox about the filters the person in-stream is using.
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# ? May 22, 2016 20:23 |
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CJacobs posted:There's significantly more standing space than in the imp zone map, at least! Clearly you should name it Sludge Pit: Revenge of The Imp Zone or something cheesy like that(more maps and WAD's need to take naming inspiration from goofy b-movies)
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# ? May 22, 2016 20:31 |
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Touchfuzzy posted:I'm having a moment where I'm both surprised and not surprised that someone would be raging in a stream chatbox about the filters the person in-stream is using. Was there raging?
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# ? May 22, 2016 20:32 |
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GlitchThief posted:Was there raging? I ran over a berserk pack and was disappointed when the HUGE GUTS were all blurry.
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# ? May 22, 2016 20:33 |
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Finally beat Episode 2 on Ultraviolence. gently caress the shithead that made E2M6 and particularly gently caress him if he's the one who went on to make that lovely corpse-filled backtrack fest that is E2M7. E: Eat my shorts, Sandy Petersen.
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# ? May 22, 2016 20:37 |
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Having a weird issue with GZDoom Builder. Trying to make a fancier looking door. the door itself is the standard 16x128, with a pair of sectors that are 8x128 in front of and behind it, which I'm using to basically frame the doorway. I set the linedefs on both sides of the door to open on use, repeatable, the same settings that I used that worked without the framing. The front side of the door works fine, but when I head through, turn around, let the door close, and try to open it again it doesn't work. Any idea what might be causing the problem? Edit: The mystery deepens. When I set the side that isn't working to open when I shoot it, shooting it causes the door to turn into the "I don't have a texture, enjoy this terrifying repeated expanse". Then, if I clip back through to the other side, the door no longer opens from that side, instead it shifts a tiny amount and then stops. RickVoid fucked around with this message at 20:59 on May 22, 2016 |
# ? May 22, 2016 20:51 |
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Check that the non-working side is properly presenting its front side out, because linedefs usually can't be activated from their backside. (They don't like it when you touch their butt.) The missing textures can come from how you'd have properly put the upper textures on the front side, but then it shows its back side, not its front side... You can always flip a line's sides by pressing F (unless you changed that binding I guess) when it's selected in 2D mode.
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# ? May 22, 2016 21:03 |
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Cat Mattress posted:Check that the non-working side is properly presenting its front side out, because linedefs usually can't be activated from their backside. (They don't like it when you touch their butt.) Well poo poo. That was it. Thanks!
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# ? May 22, 2016 21:08 |
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Finished Master Levels for Doom II. Christ. There were a couple of good maps in there but by and large, the levels encompassed everything I disliked about the worst of Sandy Peterson levels. Annoying gimmicks, doing things that would be a secret in any id developed Doom level being mandatory to beat it and having to take advantage of weird movement quirks with the engine to do awkward platforming to beat levels. The number of times I got completely lost was ridiculous and I had to look up the solution online and I couldn't believe that 9/10 it was something like "press interact on a random wall that doesn't even look like it'd have a secret because there's nothing remarkable about the drat wall" to progress the level. I can't really see myself replaying the Master Levels in the future outside of a small few levels. Here's hoping TNT and Plutonia from Final Doom don't have bullshit like this. I'm okay with difficult levels but I hate obtuse level design.
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# ? May 22, 2016 21:37 |
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Mr. Fortitude posted:Finished Master Levels for Doom II. Christ. There were a couple of good maps in there but by and large, the levels encompassed everything I disliked about the worst of Sandy Peterson levels. Annoying gimmicks, doing things that would be a secret in any id developed Doom level being mandatory to beat it and having to take advantage of weird movement quirks with the engine to do awkward platforming to beat levels. The number of times I got completely lost was ridiculous and I had to look up the solution online and I couldn't believe that 9/10 it was something like "press interact on a random wall that doesn't even look like it'd have a secret because there's nothing remarkable about the drat wall" to progress the level. I can't really see myself replaying the Master Levels in the future outside of a small few levels. TNT doesn't have anything necessary, but you can miss out on half a level. When you get to the glowing bars in "Wormhole," go through ONCE then go look through the rest of the level again. Plutonia has 1 notable idiot thing. On the second map, when you get to the canyon, you want to shoot the computer through the window to your left. You can't get to it physically yet, so you have to shoot it.
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# ? May 22, 2016 21:41 |
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Arivia posted:Plutonia has 1 notable idiot thing. On the second map, when you get to the canyon, you want to shoot the computer through the window to your left. You can't get to it physically yet, so you have to shoot it. I think having an invisible bridge also counts
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# ? May 22, 2016 21:43 |
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Looking pretty likely that Arcane Dimensions v2.0 will arrive for Quake's 20th anniversary late next month. A lot of really good existing Quake maps are being remixed and updated for it: https://twitter.com/SimsOCallaghan/status/721118401175883776 https://twitter.com/SimsOCallaghan/status/721179815320137728 https://twitter.com/SimsOCallaghan/status/718868948398252032 https://twitter.com/SimsOCallaghan/status/723641276739018752 https://twitter.com/SimsOCallaghan/status/723992351996280832 https://twitter.com/SimsOCallaghan/status/734476930624421888 Edit: Tweetdump! Dominic White fucked around with this message at 21:46 on May 22, 2016 |
# ? May 22, 2016 21:44 |
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Convex posted:I think having an invisible bridge also counts I was literally describing the encounter with the invisible bridge!
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# ? May 22, 2016 21:44 |
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I'm playing through TNT at the moment and it's great. Some nice loving around with what you'd expect from enemy placements and great looking level design. Haven't gotten to Plutonia yet... I hear that's the balls hard one.
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# ? May 22, 2016 22:04 |
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Dominic White posted:Looking pretty likely that Arcane Dimensions v2.0 will arrive for Quake's 20th anniversary late next month. A lot of really good existing Quake maps are being remixed and updated for it: This looks gorgeous!
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# ? May 22, 2016 22:05 |
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# ? May 31, 2024 13:59 |
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Yeah, AD 2.0 is looking drat fine. Perhaps it'll turn it to be THE definitive Quake mod that everyone builds their maps for.
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# ? May 22, 2016 22:12 |