Nefelibeta Posted February 10, 2022 19 minutes ago, forgettable pyromaniac said: main issue is I do legitimately want to keep it vanilla and really only make small with a dehacked patch (fixing the SSG flash, fixing the whoosh archvile sound, MAYBE make the pistol always accurate/chaingun never accurate, small things like that). Please don't make chainguns inaccurate, I love you. 1 Quote Share this post Link to post
Ludi Posted February 10, 2022 29 minutes ago, forgettable pyromaniac said: main issue is I do legitimately want to keep it vanilla and really only make small with a dehacked patch (fixing the SSG flash, fixing the whoosh archvile sound, MAYBE make the pistol always accurate/chaingun never accurate, small things like that). Can do! I can do that once I get home. I think making the pistol a little faster and 100% accurate would do wonders for its usefulness 0 Quote Share this post Link to post
forgettable pyromaniac Posted February 10, 2022 18 minutes ago, Nefelibeta said: Please don't make chainguns inaccurate, I love you. woah, little too fast. take me out for dinner first :p yea it might be unpopular, but to make the pistol the sniping machine, it would make the most sense. like I said, it's a maybe, I'm just kinda throwing the ideas out there. 7 minutes ago, Sr_Ludicolo said: Can do! I can do that once I get home. I think making the pistol a little faster and 100% accurate would do wonders for its usefulness oh nah, I could do it myself. those changes are simple :p 3 Quote Share this post Link to post
Ludi Posted February 10, 2022 2 minutes ago, forgettable pyromaniac said: woah, little too fast. take me out for dinner first :p yea it might be unpopular, but to make the pistol the sniping machine, it would make the most sense. like I said, it's a maybe, I'm just kinda throwing the ideas out there. oh nah, I could do it myself. those changes are simple :p Hmm. Is there anything dehacked tomfoolery I could do? 0 Quote Share this post Link to post
forgettable pyromaniac Posted February 10, 2022 8 minutes ago, Sr_Ludicolo said: Hmm. Is there anything dehacked tomfoolery I could do? unsure. maybe mess with the music so we don't have to made them the basic D_RUNNIN ect internally, but I'd like to name them the same as the music we choose for the level, so that'd be a while. also titles and level names and text screens, idk what we would do with those. anyone got any ideas? 0 Quote Share this post Link to post
Ludi Posted February 10, 2022 Just now, forgettable pyromaniac said: also titles and level names and text screens, idk what we would do with those. anyone got any ideas? We should let the map authors decide on the name of their levels. How about "pyro & friends community project" for the WAD title? It fits the friendly vibe of this thread quite well I'd say. 0 Quote Share this post Link to post
Astronomical Posted February 10, 2022 54 minutes ago, forgettable pyromaniac said: to build off of this, the only name I could up with for this idea was "Memento Vivere", which is the opposite of Memento Mori. Well just call in Doomkid, he has been proposing MM3 for a while as a joke, but if you could any of the innocent crew to give it a go ahead I'm certain the rest of the community wound't care. 2 Quote Share this post Link to post
Zaxxon Posted February 10, 2022 (edited) 8 hours ago, roadworx said: idk when the last time you played memento mori was, but some of its maps are pretty big, and there's absolutely a bit of proto-slaughter in some of the later maps I'm playing it right now, and past map 20, most levels are very on point. Sure, there might be an occasional big map, but no bigger than what you can see in Doom 2. I haven't encountered an oversized map that goes on for 30-40 minutes in MM so far. I'm playing blind, and i think the longest it took me to beat a map was 18 minutes, and that's because i had trouble finding a key. Maybe there are some huge maps by the end of MM? Even if there are, it doesn't matter, most of the maps are of classic size and that's how i'm going to remember this wad. I also don't mind some light-slaughter elements, if they don't overstay their welcome. If there are a few big encounters in some of the maps by the end, that's fine by me. But i don't like it when the answer to what endgame difficulty should be, are maps that are slaughter from start to finish with no room to breathe and explore. PS: This is, i think, the biggest map so far in MM that i've seen and i think the size is very reasonable Spoiler Edited February 10, 2022 by Zaxxon 1 Quote Share this post Link to post
Astronomical Posted February 10, 2022 37 minutes ago, forgettable pyromaniac said: woah, little too fast. take me out for dinner first :p yea it might be unpopular, but to make the pistol the sniping machine, it would make the most sense. like I said, it's a maybe, I'm just kinda throwing the ideas out there. Sorry for the double post (I can't figure out how to edit quotes into posts sorry) But you can't make the chaingun never accurate. The Refire code pointer resets the fire state and increments the refire value to make it more inaccurate. Also I want ghost nazi blood fountains. Leave in the Nazis. 0 Quote Share this post Link to post
Ludi Posted February 10, 2022 Here's an idea. Kinda like Icarus: Alien Vanguard, we should have every level start and end with the same structure. My idea is a small neon techno capsule device that travels across dimensions, and your goal is to travel to death to get Daisy's soul back. The goal of each map is to flip a power switch or maybe collect a battery for the device, since it can only travel so far without refueling. It'll help excuse the different themes the maps will likely have, and it's a very 90s megawad story haha 3 Quote Share this post Link to post
7Mahonin Posted February 10, 2022 I like the idea of making a megawad that attempts to remain at the limits of the original game. I think it would be quite welcomed to see done. Other game communities have done this very thing before. There are Wolfenstein 3D community map sets that stay within DOS limits and then there are those that expand the limitations to allow more objects, guards, doors, etc. within a single map. But it would be better if it were its own thing and not a rehash of another popular old Megawad. I don’t like sequels to things without their original wad author(s) on board in at least some capacity other than “I don’t care” or no response because they’re either dead or no longer active at least. I think it’s silly. It will always be compared to the original and some things are meant to be classics for a reason. 1 Quote Share this post Link to post
Ludi Posted February 10, 2022 2 minutes ago, 7Mahonin said: But it would be better if it were its own thing and not a rehash of another popular old Megawad. I don’t like sequels to things without their original wad author(s) on board in at least some capacity other than “I don’t care” or no response because they’re either dead or no longer active at least. I think it’s silly. It will always be compared to the original and some things are meant to be classics for a reason. I agree. We can use my hypothetical story as a base ;) 1 Quote Share this post Link to post
forgettable pyromaniac Posted February 10, 2022 5 minutes ago, Sr_Ludicolo said: Here's an idea. Kinda like Icarus: Alien Vanguard, we should have every level start and end with the same structure. My idea is a small neon techno capsule device that travels across dimensions, and your goal is to travel to death to get Daisy's soul back. The goal of each map is to flip a power switch or maybe collect a battery for the device, since it can only travel so far without refueling. It'll help excuse the different themes the maps will likely have, and it's a very 90s megawad story haha ayo that's fucking cool, i like this idea. 5 minutes ago, Astronomical said: you can't make the chaingun never accurate. The Refire code pointer resets the fire state and increments the refire value to make it more inaccurate. *cough* 3 minutes ago, 7Mahonin said: But it would be better if it were its own thing and not a rehash of another popular old Megawad. this was my original plan - have it be it's own thing but with the 90's "hehe funny quirky" 0 Quote Share this post Link to post
Ludi Posted February 10, 2022 Should we retexture one of the keys to be a battery? I can make a switch texture for a empty slot in the capsule thingy that you put the battery in, like a key switch kinda deal. If y'all like this, we should replace the yellow key since that one isn't as striking as the red or blue imo 1 Quote Share this post Link to post
forgettable pyromaniac Posted February 10, 2022 Been thinking about it, and I think the idea of the whole teleporty thing would be really cool, with Doomguy getting Daisy's soul back from the demons to bring her back from the dead. Plus the title idea I had, "Memento Vivere", would work really well for that I think. Does this mean the place you start is also where you end? Or does doomguy start essensially anywhere? 3 minutes ago, Sr_Ludicolo said: Should we retexture one of the keys to be a battery? I can make a switch texture for a empty slot in the capsule thingy that you put the battery in, like a key switch kinda deal. If y'all like this, we should replace the yellow key since that one isn't as striking as the red or blue imo That could work, yea. hitting the button causes a door to open to hit the "warpspeed" button or whatever and keep going through the wad. 0 Quote Share this post Link to post
Ludi Posted February 10, 2022 Just now, forgettable pyromaniac said: Does this mean the place you start is also where you end? Or does doomguy start essensially anywhere? That could work, yea. hitting the button causes a door to open to hit the "warpspeed" button or whatever and keep going through the wad. Yeah. Maps should be made with the idea that you have to go back to the start in mind if we use this concept 1 Quote Share this post Link to post
Dusty_Rhodes Posted February 10, 2022 Count me in for at least one map. Juggling vanilla limits is a lot of fun. 1 Quote Share this post Link to post
forgettable pyromaniac Posted February 10, 2022 now, do we also need deathmatch/co-op? I think at least deathmatch, since people in the 90s LOVED it, but should we do the effort for all that or leave it as is and focus on singleplayer? 1 Quote Share this post Link to post
Ludi Posted February 10, 2022 Just now, forgettable pyromaniac said: now, do we also need deathmatch/co-op? I think at least deathmatch, since people in the 90s LOVED it, but should we do the effort for all that or leave it as is and focus on singleplayer? I think including 1 or 2 DM maps might be a good idea. I suck ass at DM so I'm not the person to consult on this topic haha 1 Quote Share this post Link to post
Dusty_Rhodes Posted February 10, 2022 7 minutes ago, forgettable pyromaniac said: now, do we also need deathmatch/co-op? I think at least deathmatch, since people in the 90s LOVED it, but should we do the effort for all that or leave it as is and focus on singleplayer? Alien Vendetta included separate arenas for DM in a lot of the maps. Could be a cool thing to do. As long as they're in the void, they won't affect visplane or drawseg limits. This is a great thread, I'm glad you tossed the idea out. 2 Quote Share this post Link to post
Ludi Posted February 10, 2022 (edited) 1 minute ago, Dusty_Rhodes said: Alien Vendetta included separate arenas for DM in a lot of the maps. Could be a cool thing to do. As long as they're in the void, they won't affect visplane or drawseg limits. This is a great thread, I'm glad you tossed the idea out. THAT'S a good idea. Let's do that. We should decide how many maps this will be, and who will do what map. I can design the capsule, and make a couple battery textures. Edited February 10, 2022 by Sr_Ludicolo 2 Quote Share this post Link to post
roadworx Posted February 10, 2022 (edited) 4 hours ago, forgettable pyromaniac said: I was gonna say vanilla but maybe a soft limit of 80 since I do wanna allow some bigger plains areas and encourage outside areas as opposed to corridor shooting throughout. 80-90 allows for bigger plains areas. go look at something like artifact.wad - it goes at most up to 95, and iirc @Kor (tagging you so you can correct me if i'm wrong about this) said that wad made his computer lag quite a bit back in the day 2 hours ago, forgettable pyromaniac said: to build off of this, the only name I could up with for this idea was "Memento Vivere", which is the opposite of Memento Mori. how about "morior invictus"? it means "i die undefeated". it'd be good if you go with the daisy idea and yes, making dm maps alongside singleplayer would be really fun!! 1 hour ago, Zaxxon said: I also don't mind some light-slaughter elements, if they don't overstay their welcome. If there are a few big encounters in some of the maps by the end, that's fine by me. But i don't like it when the answer to what endgame difficulty should be, are maps that are slaughter from start to finish with no room to breathe and explore. lmfao just wait til you get to map24 i do agree, though, that slaughter should probably be kept to a minimum. some slaughter is probably fine tho Edited February 10, 2022 by roadworx 3 Quote Share this post Link to post
forgettable pyromaniac Posted February 10, 2022 59 minutes ago, Dusty_Rhodes said: Alien Vendetta included separate arenas for DM in a lot of the maps. Could be a cool thing to do. As long as they're in the void, they won't affect visplane or drawseg limits. This is a great thread, I'm glad you tossed the idea out. im glad y'all are listening to a dumbass with too much spare time xD 58 minutes ago, Sr_Ludicolo said: I can design the capsule, and make a couple battery textures. I had a small idea for the capsule already, we can both throw out our own ideas, but ima need to wait until class ends since my final teacher of the day is strict as hell with phones (I'm in the bathroom atm lul) 56 minutes ago, roadworx said: ...80-90... how about "morior invictus"? it means "i die undefeated". it'd be good if you go with the daisy idea and yes, making dm maps alongside singleplayer would be really fun!! i do agree, though, that slaughter should probably be kept to a minimum. some slaughter is probably fine tho i was thinking "less than triple digits" as a good rule of thumb. that could work as well! I dunno for sure since we're JUST getting things off the ground right now. dm maps it is then. any co-op support or just dm tho? "slaughter" is kind of unspecific. can say no slaughter and clarify in it's own thread for the wad. 1 hour ago, Sr_Ludicolo said: We should decide how many maps this will be, and who will do what map. I'm gonna make a thread for this as soon as we figure out the texture wad (including the battery/switch, im thinking we replace S1/2 pipe since nobody really uses that) and dehacked shenanigans so people can imediently start mapping. we can figure out who's doing what map once we get that all settled. 0 Quote Share this post Link to post
Kor Posted February 10, 2022 1 hour ago, roadworx said: 80-90 allows for bigger plains areas. go look at something like artifact.wad - it goes at most up to 95, and iirc @Kor (tagging you so you can correct me if i'm wrong about this) said that wad made his computer lag quite a bit back in the day Hmm. I have no recollection of saying this. Are you talking about Paul Schmitz' revised artifact.wad for Boom? Yes it did make my computer lag. I had a Pentium 75mhz (could have been 133 mhz; don't remember when I upgraded it) when I first played that. And I remember giving Paul a hard time about how over-detailed it was. lol. 1 Quote Share this post Link to post
Deleted Account Posted February 10, 2022 Id love to make maps for this project. I appreciate the vanilla stuff and reverting back to basics 1 Quote Share this post Link to post
roadworx Posted February 10, 2022 (edited) 8 minutes ago, Kor said: Hmm. I have no recollection of saying this. Are you talking about Paul Schmitz' revised artifact.wad for Boom? Yes it did make my computer lag. I had a Pentium 75mhz (could have been 133 mhz; don't remember when I upgraded it) when I first played that. And I remember giving Paul a hard time about how over-detailed it was. lol. yes! that was what you were talking about. i'm sorry, my memory is complete and total ass xd Edited February 10, 2022 by roadworx 2 Quote Share this post Link to post
Ludi Posted February 10, 2022 9 minutes ago, Puncher_Sponge said: Id love to make maps for this project. I appreciate the vanilla stuff and reverting back to basics I've never done real vanilla mapping, but I have tons of Boom experience. This should be a fun challenge :^) thank you visplane explorer <3 1 Quote Share this post Link to post
forgettable pyromaniac Posted February 10, 2022 @Sr_Ludicolo here was my idea, of course a bit more polished, bit more understandable, bit nicer looking, and in the doom engine rather than my sketchbook, of course - 0 Quote Share this post Link to post
Ludi Posted February 10, 2022 5 minutes ago, forgettable pyromaniac said: @Sr_Ludicolo here was my idea, of course a bit more polished, bit more understandable, bit nicer looking, and in the doom engine rather than my sketchbook, of course - I had a much smaller capsule in mind, but I actually like this idea more! It reminds me of the elevator in that one trippy SpongeBob episode. 2 Quote Share this post Link to post
forgettable pyromaniac Posted February 10, 2022 (edited) 10 minutes ago, Sr_Ludicolo said: I had a much smaller capsule in mind, but I actually like this idea more! It reminds me of the elevator in that one trippy SpongeBob episode. not what I was trying to do but I fuckin love that I managed to do something like that :) would need a texture for that key and switch tho before i consider creating it in doom directly, though. If you make a patch for the battery opening, I can make the texture itself while doing the other textures for the wad. Edited February 10, 2022 by forgettable pyromaniac 0 Quote Share this post Link to post
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