ScarlettTheRav Posted November 21, 2023 status bar faces, midi music and cacodemon. what do you guys love? 4 Quote Share this post Link to post
RjY Posted November 21, 2023 (edited) Sector lighting and shadowcasting. Especially when it tries to approximate reality, but fails to grasp some essential point. It can be as natural as the designer can make it, or it can violate the laws of physics with reckless abandon. For example, when a single strip of wall lights can cast a beam across a huge room like a laser, completely ignoring the inverse square law, while leaving the rest of the area in pitch darkness, as if ambient reflection did not exist. It is exquisite. Source (for those who do not wish to play an impromptu game of Guess the Map): Fava Beans E1M7 Edited November 21, 2023 by RjY 20 Quote Share this post Link to post
ScarlettTheRav Posted November 21, 2023 yeah i agree that does look really nice 0 Quote Share this post Link to post
Shepardus Posted November 22, 2023 I like that the set of colors the game uses is just data that can be replaced like any other lump. You can achieve all sorts of cool effects and drastically change the mood of a scene with just a change of PLAYPAL and COLORMAP. Combine that with dramatic sector lighting like what RjY shared above, and you get artistic compositions that you don't really see in games that adopt a more realistic lighting model. 7 Quote Share this post Link to post
SupremeBioVizier Posted November 22, 2023 Facing the fact that there is no hope once you step into the pit on Phobos. 1 Quote Share this post Link to post
LoatharMDPhD Posted November 22, 2023 (edited) // the 90's sass... your time Sucks bro... Edited November 22, 2023 by LoatharMDPhD 1 Quote Share this post Link to post
DoomGappy Posted November 22, 2023 14 hours ago, RjY said: Sector lighting and shadowcasting. Especially when it tries to approximate reality, but fails to grasp some essential point. It can be as natural as the designer can make it, or it can violate the laws of physics with reckless abandon. For example, when a single strip of wall lights can cast a beam across a huge room like a laser, completely ignoring the inverse square law, while leaving the rest of the area in pitch darkness, as if ambient reflection did not exist. It is exquisite. Source (for those who do not wish to play an impromptu game of Guess the Map): Reveal hidden contents Fava Beans E1M7 This is so fucking cool and even though you just explained how it doesn't make a lot of sense, it can be so atmospheric. Damn. 2 Quote Share this post Link to post
LadyMistDragon Posted November 23, 2023 On 11/21/2023 at 11:43 AM, ScarlettTheRav said: They can't hug you but who cares? 2 Quote Share this post Link to post
TasAcri Posted November 23, 2023 The sprawling, complex labyrinthine man-made structures that don't try to be realistic (in the sense of supposedly being "functional" or "practical" in real life) but to be fun to explore and look aesthetically pleasing. 0 Quote Share this post Link to post
Redneckerz Posted November 23, 2023 On 11/21/2023 at 10:51 PM, RjY said: Sector lighting and shadowcasting. Especially when it tries to approximate reality, but fails to grasp some essential point. It can be as natural as the designer can make it, or it can violate the laws of physics with reckless abandon. For example, when a single strip of wall lights can cast a beam across a huge room like a laser, completely ignoring the inverse square law, while leaving the rest of the area in pitch darkness, as if ambient reflection did not exist. It is exquisite. Source (for those who do not wish to play an impromptu game of Guess the Map): Reveal hidden contents Fava Beans E1M7 I am so bummed out that this kind of lighting is barely used in most maps. Heck, even Official Doom does these hard shadows a lot better. Vanilla-based sector lighting is one thing i wish mappers would do more with. Level design is impeccable, but i absolutely adore this kind of lighting. 21 hours ago, Shepardus said: I like that the set of colors the game uses is just data that can be replaced like any other lump. You can achieve all sorts of cool effects and drastically change the mood of a scene with just a change of PLAYPAL and COLORMAP. Combine that with dramatic sector lighting like what RjY shared above, and you get artistic compositions that you don't really see in games that adopt a more realistic lighting model. And this too. COLORMAP and TRANMAP abuse can lead to amazing things, see TRANMAP-FX. However, it is inherent a software renderer option. But you can get pixel-shader esque effects if done well. But again, sadly, so few actively use these to their advantage. 2 Quote Share this post Link to post
Lila Feuer Posted November 23, 2023 Yes yes a thousand times yes, you saw a lot of lighting like that in the early days of Doom, dramatic lighting I call it. We also had a hard on for light gradients to the game's strength as stylization as opposed to realism, a good example is Sector 666. 0 Quote Share this post Link to post
Sonikkumania Posted November 23, 2023 My favourite is when you lose a lot of health (from a Cyberdemon's rocket blast for example) the screen fades out from red vision much slower. I always thought it was cool and I'd like to have that feature in modern source ports. 0 Quote Share this post Link to post
ScarlettTheRav Posted November 24, 2023 you all have really good replies, thanks for making me appreciate this great game more than i already do 2 Quote Share this post Link to post
Treehouseminis Posted November 25, 2023 (edited) On 11/23/2023 at 2:51 AM, Redneckerz said: I am so bummed out that this kind of lighting is barely used in most maps. Heck, even Official Doom does these hard shadows a lot better. Vanilla-based sector lighting is one thing i wish mappers would do more with. Level design is impeccable, but i absolutely adore this kind of lighting. Ive been trying to do more lighting like this. I guess so far it's not as stark as the above example but playing with sector lighting is one of my favorite things to do. A ceiling light will have 3 or more sectors around it for lighting gradients, most of my maps start at 140 or a little higher to make it easier to brighten with stuff later. etc. I will try to play with extremes like above cuz you're right as it does look awesome. Edited November 25, 2023 by Treehouseminis 0 Quote Share this post Link to post
The Doommer Posted November 25, 2023 Linedef triggers Haven't seen something like this in later games, especially ones where you passing a line would open a door 1 Quote Share this post Link to post
Maximum Matt Posted November 26, 2023 I like how the corpses of your enemies stay on the ground, and don't disappear like in other games at the time. It gives a sense of satisfaction, of how you just came in and f***ed up the joint like a boss, and it also serves as markers of sorts in more complicated levels (evidence that you've been in a particular room already). An Id Software staple, as this also happened in Wolfenstein 3D and even the Commander Keen games. 3 Quote Share this post Link to post
Azafran Posted November 26, 2023 That enemies are not bullet sponges for the most part, and that there are tons of them. Mowing doom an entire room full of shotgunners, zombies and imps with the gatling in 10 seconds feels amazing. In contrast when I played Quake if felt way worse to shot 3 enemies in a room for a full minute to kill them. 1 Quote Share this post Link to post
Async Unicorn Posted November 26, 2023 (edited) Aesthetic - (especially when using lower resolutions) Freedom - (you can explore every single piece of map) Community - (replayability) Simple and fresh, yet understandable gameplay Edited November 26, 2023 by Vanilla+Unicorn 1 Quote Share this post Link to post
rita remton Posted November 26, 2023 my favourite is the imaginative ways vanilla textures are used to create new fantastic architecture and deco. truely boggles my mind. coming from an initially udmf mapper's perspective, i also adore the tricks used for special effects in vanilla/limit-removing maps - water with depth, water with reflection, slanted shadows, 3d bridges made out of self-referencing sectors, etc. these effects are relatively easy to produce in udmf, but strangely gratifying to learn and reproduce in vanilla/limit-removing maps :) 0 Quote Share this post Link to post
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