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SIGIL v1.21 - New Romero megawad [released!]


MsKaye

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4 minutes ago, Hellbent said:

You're looking forward to sigil but you're not feeling it?

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Yes, that is unclear--what I mean is I'm not "feeling it" as a purchasable boxed item--I probably would buy it if it were a Doom inspired original game (retro style or not).

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1 hour ago, greentiger said:

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Yes, that is unclear--what I mean is I'm not "feeling it" as a purchasable boxed item--I probably would buy it if it were a Doom inspired original game (retro style or not).

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You buy it for the soundtrack, box art and goodies like the Romero head basically, since the levels themselves are free to download. It changes the way to look at it I think (saying this as one of the people waiting for the free version).

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12 hours ago, JBerg said:

I liked Daikatana and Anachronoxο»Ώ. I really wish that Ion Storm would still be around with Romero and Hall at the helm.

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I liked Anachronox for its tech--I couldn't get into the game but I thought the execution was nice.

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This better be vanilla.

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on second thought..... HOW COULD I BE SO *BLEEEEP* STUPID?!?! GAAAAHHHH!!!!

Edited by DoomKid423
im a frickin idiot satan pls take me already

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53 minutes ago, DoomKid423 said:

This better be vanilla.

It's limit-removing. 21st century Romero just doesn't do vanilla.

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14 hours ago, Hellbent said:

You're looking forward to sigil but you're not feeling it?

I believe they meant if it was a paid for addon

Luckily it isn't so there's no reason not to look forward unless you just didn't like what you've seen so far.

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5 hours ago, DoomKid423 said:

This better be vanilla.

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Romero's two last maps he released in 2016 were also limit-removing. Playing them will probably give you an idea of what's to come.

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Things that will defer from his previous work is that he's doing a hell-themed addon this time. And also, according to him, the maps will take much longer to beat.

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Here are some links if you want to give them a try

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https://doomworld.com/idgames/levels/doom/Ports/d-f/e1m4b

https://doomworld.com/idgames/levels/doom/Ports/d-f/e1m8b

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On 2/26/2019 at 12:03 PM, Nevander said:

I don't know. YouTube would surely find a way or some reason to block them and issue a strike.

As long as the videos are being monetized, there shouldn't be a problem. The music might be a different issue, but from the one or two streams I watched you could barely hear it, if at all iirc.

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14 hours ago, Knee Deep In The Fan said:

The perfect crime.

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Referring to Daikatana. Aren't we Romero's bitches after all?

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Edited by pcorf

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Well, neither bitches nor switching multiple dev teams, engines, overwritting and mixing game content and code were Romero ideas but it prototyped couple of innovations never seen implementedΒ until 2005-2014. After watching these twitch streams it does feel like lost fifth episode.

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Yes, 'tis fine and informative streams from Romer- wait a minute, what did he just say here?

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"Shielded by this fire"? "He can't touch me"? Does Romero actually believe that static decorations in Doom are meant to to block projectiles?

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Here we have proof positive that GZDoom's shenaniganary is distorting the public understanding of Doom, even going as far as to insert false memories into the original developers of the game.

Edited by Revenant100

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17 minutes ago, Revenant100 said:

"Shielded by this fire"? "He can't touch me"? Does Romero actually believe that static decorations in Doom are meant to to block projectiles?

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Here we have proof positive that GZDoom's shenaniganary is distorting the public understanding of Doom, even going as far as to insert false memories into the original developers of the game.

Thanks Marph for opening our eyes to what GZDoom has done to trick us. How could those treacherous Randy and Graf do this?!

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Set Options -> Compatibility Options -> Physics Behavior -> Use Doom heights for missile clipping to Yes for original behavior.

I have no idea why it's No by default.

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36 minutes ago, Revenant100 said:

Here we have proof positive that GZDoom's shenaniganary is distorting the public understanding of Doom, even going as far as to insert false memories into the original developers of the game.

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Yeah I noticed that Romero was using GZDoom's default compatibility mode because after he kills the 3 shotgun guys at the beginning of the level, I think he jumps over an imp at some point which would mean no infinite heights actors.

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It's an oddly strange oversight by Romero. I just hope that it doesn't mean SIGIL ends up breaking on more vanilla-faithful ports like PrBoom+

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I'm not super stoked for this but I am curious for what he has in store for maps, so I'll get around to it when the free version is downloadable.

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Do people still play doom with infinitely tall actors? I think I pretty much left that setting off once it was introduced 20some years ago, while trying to keep all the other compatibility options. It is basically the only compatibility option that breaks from vanilla that is a straight upgrade to vanilla doom; that and high resolution. I suppose the only other way I alter my doom experience from vanilla is having health/armor and ammo displayed in full screen mode.

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I don't see why Romero should play doom with infinite actors compatibility on. I doubt the creators of Doom have the same sort of nostalgia for the engine's limitations as the rest of us, as for themΒ the engine's limitations were annoying things that limited their creativity and forced them to have to design around them. The better point to make here is why does GZDoom think a flaming torch should block fireballs? Infinitely tall actors or no,Β fireballs should go throughΒ them and over torches, while solid objects like doomguy and other monsters should only be able to pass over them.

Edited by Hellbent

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1 hour ago, m8f said:

Set Options -> Compatibility Options -> Physics Behavior -> Use Doom heights for missile clipping to Yes for original behavior.

I have no idea why it's No by default.

GZ's defaults are generally really stupid imo

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why?

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EDIT: I guess I do feel like it's cheating somewhat to have it off for playing the original game, but it seems to me new doom levels should be designed to be played with the setting off, since it's a major limitation to the game (and an illogical one at that).

Edited by Hellbent

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2 minutes ago, Hellbent said:

why?

Because that's how it was in the original. A lot of GZ's trickery breaks a lot of compatibility with maps that are most likely supposed to be vanilla, and I'm assuming that Sigil's gonna be limit-removing, so it'd make more sense for him to be playing on Doom (Strict) if that's the case.

Of course, this is Romero so he probably doesn't really give a care about how each source port behaves.

Edited by Sparktimus

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19 minutes ago, Hellbent said:

why?

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EDIT: I guess I do feel like it's cheating somewhat to have it off for playing the original game, but it seems to me new doom levels should be designed to be played with the setting off, since it's a major limitation to the game (and an illogical one at that).

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Oldschool ports have it on by default since it was that way in the original game.Β 

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Most good wads tryΒ to minimize the situations where it can beΒ a detriment, like having monsters on a lower plane blocking you.Β Β 

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Anything that goes for finely tuned combat is likely to suffer with it off.Β Flying monsters are a notable example; cacodemons, which have a very low-threat attack (it's slow, it has a straight trajectory, and due to cacos'Β flight it'sΒ likely to be inclined),Β become so much less useful when they can't control space via infinite height.

Edited by rdwpa

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23 minutes ago, Sparktimus said:

Because that's how it was in the original. A lot of GZ's trickery breaks a lot of compatibility with maps that are most likely supposed to be vanilla, and I'm assuming that Sigil's gonna be limit-removing, so it'd make more sense for him to be playing on Doom (Strict) if that's the case.

Of course, this is Romero so he probably doesn't really give a care about how each source port behaves.

I think it's better to do research on a map first before playing itΒ to find out whether it is made for vanilla play or not. If it is, it is better to play it as vanilla as possible. Infact, that's what I'd do anytime.

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On 3/2/2019 at 3:55 AM, JBerg said:

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Romero's two last maps he released in 2016 were also limit-removing. Playing them will probably give you an idea of what's to come.

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Things that will defer from his previous work is that he's doing a hell-themed addon this time. And also, according to him, the maps will take much longer to beat.

Β 

Here are some links if you want to give them a try

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https://doomworld.com/idgames/levels/doom/Ports/d-f/e1m4b

https://doomworld.com/idgames/levels/doom/Ports/d-f/e1m8b

I've already played E1M8. I guess I'll check the other one out too.

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6 minutes ago, Mk7_Centipede said:

This really looks like an E4 pt. II

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If I ever make an episode, I promise it will be vanilla, aight yall?

Well... good that you mentioned it.

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16 minutes ago, DoomKid423 said:

Well... good that you mentioned it.

Β I am also thinking about selling my quantum cloud computer for something better suited for DOOM.

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3 hours ago, Revenant100 said:

"Shielded by this fire"? "He can't touch me"? Does Romero actually believe that static decorations in Doom are meant to to block projectiles?

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Here we have proof positive that GZDoom's shenaniganary is distorting the public understanding of Doom, even going as far as to insert false memories into the original developers of the game.

It's not distortion, it's revelation. GZDoom is how Doom is meant to be played; you have it straight from Romero's mouth.

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3 hours ago, m8f said:

Set Options -> Compatibility Options -> Physics Behavior -> Use Doom heights for missile clipping to Yes for original behavior.

I have no idea why it's No by default.

Once upon a time, proper height-checking mechanism was added to ZDoom, so that you could move above and below other things. This required changing the height of some decorative items, because the default height in Doom for everything was just 16 units, and they relied on some actors being blocking instead of setting actual heights. That's why missiles (which aren't blocked) could pass through torches and trees and whatever else, they'd only collide with them if they flew low enough to hit the bottom 16 units. But with 3D collisions, 16 units is not enough as it allows players to climb on them.

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Time passes, and at some point after the decision to give more accurate height to Doom props for 3D collisions to work has gotten about old enough to be allowed to marry, vote, drive, and drink alcohol through most of the world, people complaining about fireballs going through trees finally get Graf to implement some workaround where actors now get a normal collision height (the ZDoom values) and a projectile collision height (16). But in the meantime, approximately eleventy gazillion maps have been made for ZDoom specifically that are expecting the normal ZDoom behavior. So the default behavior is to do what ZDoom has always done. For most users, it's been good enough for two decades, so why change it. For those who care about this, they'll know how to change it. And for those who really, really care a lot about this, they're not using ZDoom in the first place anyway.

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