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Hello thread that I didn't know existed until just now, to celebrate the impending release/commercial success/potential failure of Do4m, I am playing through all the Doom games for the first time ever. I have realized that not doing so was a huge mistake on my part and I shouldn't have waited 20 years to play them. Today I beat Doom and Doom 2, tried out Doom 3 and it wasn't that great, so I was referred to this thread by the general thread up top to ask for everyone's favorite OG Doom/2 .wads. Anyone got any favorites besides the ones in the OP?
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# ¿ May 13, 2016 06:04 |
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# ¿ May 15, 2024 02:54 |
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The Kins posted:♪ One of these things is not like the others... ♫ If anyone actually buys one of these and gets The Keeper (the safe head guy from The Evil Within), I will buy it off of you for the price you paid for it. I want the little guy but they're blind boxes so the chance of getting one is pretty low and I don't wanna unbox 50 Dovahkins to get it. Cream-of-Plenty posted:Personally I would recommend EPIC 2, Going Down, and Unholy Realms. There are a bunch more because the OP can only contain so much, but those are three that I am quite confident to recommend (that aren't in the OP). Jordan7hm posted:Going Down, BTSX, and the skillsaw wads (Valiant in particular) are all pretty great. I'll check them out, thanks. I'm building up a giant-rear end folder of .wads and then I'm gonna go down the list and play them all Personally I am a fan of straightforward "shoot the cyberdemon until it dies" type levels. Ones that have you running around for 20 minutes staring at the automap and hunting for keycards make my brain sad. edit: Oh, I'm also a fan of ones that just go completely nuts and do some weird out-there poo poo with the Doom engine, those are fun to experience too. CJacobs fucked around with this message at 06:13 on May 13, 2016 |
# ¿ May 13, 2016 06:09 |
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The Kins posted:Here's some links that'll give you more than enough quality WADs and mods to play through for as long as your attention span holds up. Thanks! That's a lot of wads to swallow at once! Shadow Hog posted:Then buddy, let me tell you about this little mod called Reelism... I played Reelism and it's good fun, if a little chaotic and hard to follow.
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# ¿ May 13, 2016 13:48 |
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The dog's from FO4, it's Dogmeat wearing his dog accessories.
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# ¿ May 13, 2016 16:31 |
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Top row is Doomguy, Blazko, a Revenant Middle row is The Keeper, a dovahkiin, Alduin, Commander Keen, Dogmeat, uh... an elder scrolls character of some kind, and John Fallout (4) Lower row is another Dovahkiin (John Skyrim), a BOS soldier from the bad Fallout games, New Corvo from Dishonored 2, Garrett: Incredibly Not Subtle Thief 4 Armor Edition, and Corvo Original Flavor edit: As a die-hard fan of The Evil Within I'm glad Bethsoft considers it one of their best but they have a thousand figures of The Keeper and none of the main characters which makes me sad CJacobs fucked around with this message at 16:39 on May 13, 2016 |
# ¿ May 13, 2016 16:35 |
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Lemon-Lime posted:Bethesda weren't responsible for unleashing Thi4f on the world, so that's actually Emily Kaldwin, some kind of TES character I guess, and Corvo. Nope it's Garrett, here's the outfit they modeled the figure after: Although I have no idea where this concept came from because it doesn't even appear in the game. edit: Oh wait it's from elder scrolls online, it came up as a thi4f thing when I searched for thi4f so I assumed that's where it was from. yeah that would make more sense and is also disappointing. so much elder scrolls representation CJacobs fucked around with this message at 16:48 on May 13, 2016 |
# ¿ May 13, 2016 16:44 |
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Well that's why I was confused, because it looks like Garrett's poo poo except kitted out for battling giant spiders or medieval ghosts which to be fair he does have experience with.
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# ¿ May 13, 2016 16:53 |
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Dishonored 2: THIEF5
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# ¿ May 13, 2016 17:15 |
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I'm going to do a let's play of thief 4, it will be 1 video and it will be a webcam stream of me sobbing into a pillow edit: I just finished Going Down, it was a real trip and also hard as poo poo which I think might have been the point maybe? My health was rocketing up and down like a rollercoaster.
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# ¿ May 13, 2016 17:38 |
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Will do. I like maps that have a constraint on their design like that, it encourages creativity with what you have to work with I think.
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# ¿ May 13, 2016 19:38 |
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Ahh, I see they took the Shadow Warrior remake route with it.
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# ¿ May 14, 2016 03:10 |
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The script in Ahoy videos has always been romanticized purple prose, it makes it sound more sophisticated and intelligent I guess.
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# ¿ May 14, 2016 12:42 |
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fixed
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# ¿ May 14, 2016 19:26 |
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Clicking and dragging the scroll bar has always worked for me, whereas the arrow keys and scroll wheel do nothing.
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# ¿ May 15, 2016 08:26 |
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Haha sometime between now and yesterday they disabled ratings and comments on that video
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# ¿ May 16, 2016 01:26 |
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There are a couple more episodes of that series, I haven't watched them but I wonder if they got somebody else to play.
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# ¿ May 16, 2016 02:26 |
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GlitchThief posted:"Too Young to Die." What the gently caress? Is this how speedruns are normally done? There are usually different tiers for each difficulty for most games.
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# ¿ May 16, 2016 14:35 |
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catlord posted:Also it as apparently supposed to be a third Snake Plissken movie, Escape from Mars, but that changed after Escape from LA didn't do terribly well. What the gently caress.
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# ¿ May 17, 2016 20:12 |
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Casimir Radon posted:They should seriously sell the little Doomguy toys. If only.
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# ¿ May 19, 2016 09:47 |
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Cat Mattress posted:I wouldn't see that as a real obstacle, unless you want your demake to run in vanilla/Boom. I think it's more a problem of the fact that Doom 4 has so many different floors and pathways that cross over one another vertically in any given level, and the classic Doom engine can't really do that even with modding.
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# ¿ May 19, 2016 18:00 |
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Samuel Clemens posted:Most wad-makers are happy if as many people as possible play their projects, so there's no real reason to be exclusive. Woah. Definitely going to have to download this.
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# ¿ May 20, 2016 00:15 |
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I downloaded Doom Builder. God help me.
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# ¿ May 20, 2016 21:08 |
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Using the Doom Builder tutorial, I have learned how to use (most of) the tools and made my first playable Doom level. It has a chainsaw and a demon to kill in it and everything! This is either the start of something wonderful or horrible.
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# ¿ May 20, 2016 21:52 |
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I now know how to create a door and how to make keycards. Watch the gently caress out, Id, I'm coming for your jobs.
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# ¿ May 20, 2016 21:59 |
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Linguica posted:Save yourself some trouble and use GZDoom Builder, it is basically Doom Builder 3 but the author refuses to change the name for some baffling reason. I have now done this and the interface is certainly snazzier. widespread posted:Good. Now make it so when you kill the Cyberdemon, another Cyberdemon enters. I am still learning how to do logic stuff but I will make sure that every campaign I make has a 2-stage cyberdemon final boss complete with wrestling match bells.
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# ¿ May 20, 2016 22:30 |
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Somehow I have had the most fun so far making a room that is at the moment totally empty, but with a big light in the middle the casts shadows I plopped down myself. This is just fun and zen to gently caress around with in general, maybe I will eventually get around to putting down imps to fight or something. It really is like I have my own Doom Engine Zen Garden playset or something.
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# ¿ May 20, 2016 23:02 |
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The SVN version is already compiled so there's no installer necessary, you just run the exe after extracting it and it works. Or at least, that's what happened for me.JerryLee posted:For someone who just downloaded DB a little while ago, you already seem to have a better grasp on aesthetics than half the DUMP 2 entrants. Who knew my amateur architecture college course would come in handy! edit: Doom Builder reminds me of Google Sketchup, but with dismemberment and demons and CJacobs fucked around with this message at 23:14 on May 20, 2016 |
# ¿ May 20, 2016 23:12 |
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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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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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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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Made my first monster closet. It's me. I've gone nuclear. edit: But to be fair to myself, it's a chainsaw and the monster trap is full of a gaggle of pinkies. So it's less like a trap and more like a fun opportunity.
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# ¿ May 21, 2016 04:16 |
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Also keep in mind that if you make an elevated floor and put a door on one of the walls, make sure to set the ceiling height to whatever the floor's height is instead of 0 because then you end up with the world's longest door and it looks very silly. (speaking from personal experience)
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# ¿ May 21, 2016 12:12 |
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The Kins posted:It's worth noting that the top bar in GZDoom Builder has some very useful options that help save time. I really need to explore this UI some more.
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# ¿ May 21, 2016 13:03 |
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Now that I know it exists, that button is also helpful for creating door triggers like switches (or monster closets ) because all you have to do after it makes the door is remove the action flags, then tie the logic to the sector it created. My first level is almost finished being laid out! I am excited to start styling and prettying it up. I did a cool thing with a floor.
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# ¿ May 21, 2016 14:40 |
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Speaking of doors, I've got a weird issue with one that I can't figure out. When the door is used or otherwise activated, it doesn't actually go upward, it goes down like half a step's length and then just stays there. I've tried deleting and remaking the sector but the same thing happens. What could I have done to gently caress that up?? edit: Figured it out, I think? I had 2 sectors in those alcoves north and south of the door to create walls on all sides instead of just making vertexes on the lines that already existed, which for some reason made the door inoperable I guess? CJacobs fucked around with this message at 15:15 on May 21, 2016 |
# ¿ May 21, 2016 15:09 |
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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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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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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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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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# ¿ May 15, 2024 02:54 |
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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 |