myk Posted December 13, 2013 Fernito said: Speaking of it, I ALWAYS thought that that face that appeared on the texture MARBFAC2 was very similar to the Arch-vile, but thought it was just "coincidence", as the texture appeared in Doom 1. Now John Romero just confirmed it actually was the Arch-vile. Well then, Romero might just want to discuss that with Romero! 0 Quote Share this post Link to post
Fernito Posted December 13, 2013 myk said:Well then, Romero might just want to discuss that with Romero! Well then... that's pretty confusing lol EDIT: just for the record, here's a screenshot showing what Romero said on Facebook: 0 Quote Share this post Link to post
The_MártonJános Posted December 13, 2013 I didn't even know those are curving bones/facial horns and not even part of their cheek. 0 Quote Share this post Link to post
Scottland89 Posted December 13, 2013 Cell said:LemmenohowshelIputit Wait Shotgun don't use cells and Plasma rifle doesn't use shells? Look a penguin..... *quickly hits edit to cover up spelling error* 0 Quote Share this post Link to post
LigH Posted December 13, 2013 The correct quote would be: "Look behind you, a three-headed monkey!" At least when quoting from computer games. In this case, Guybrush Threepwood. 0 Quote Share this post Link to post
Scottland89 Posted December 13, 2013 LigH said:The correct quote would be: "Look behind you, a three-headed monkey!" At least when quoting from computer games. In this case, Guybrush Threepwood. How appropriate, you fight like a cow! 0 Quote Share this post Link to post
Diamhea Posted December 15, 2013 I know that Romero was a huge metal fan back in the late 80's 90's. I noticed that on the album cover of Overkill's "Horrorscope" (Released in 1991) there is a green sphere with a face in it. Maybe the inspiration for the soulsphere? 0 Quote Share this post Link to post
myk Posted December 15, 2013 That's not impossible although, in any case, it's derived from the Wolfenstein one up. 0 Quote Share this post Link to post
The_MártonJános Posted December 15, 2013 myk said:That's not impossible although, in any case, it's derived from the Wolfenstein one up. That is true, because an earlier conception would've suggested Doomguy having lives such as Blazkovicz, with the Soulspheres being one ups. 0 Quote Share this post Link to post
Guest Unregistered account Posted December 15, 2013 Diamhea stated an interesting point: ...There is a green sphere with a face in it. Maybe the inspiration for the soulsphere? Or it might be the Invulnerability Sphere. 0 Quote Share this post Link to post
Avoozl Posted December 15, 2013 Diamhea said:I know that Romero was a huge metal fan back in the late 80's 90's. I noticed that on the album cover of Overkill's "Horrorscope" (Released in 1991) there is a green sphere with a face in it.It's a crystal ball to be exact, although I doubt the demons would have those. 0 Quote Share this post Link to post
The_MártonJános Posted December 15, 2013 Whatever it is, might get exact better if ask the Master himself. 0 Quote Share this post Link to post
Dragonsbrethren Posted December 15, 2013 Joe667 said:Or it might be the Invulnerability Sphere. If it inspired anything, it would've been the soul sphere. Invulnerability was a blue potion in the pre-beta, sorta like a giant health bonus, while soul spheres looked the same as final. I think it's probably just coincidence, though. 0 Quote Share this post Link to post
Kontra Kommando Posted December 16, 2013 Diamhea said:I know that Romero was a huge metal fan back in the late 80's 90's. I noticed that on the album cover of Overkill's "Horrorscope" (Released in 1991) there is a green sphere with a face in it. Maybe the inspiration for the soulsphere? http://upload.wikimedia.org/wikipedia/en/2/27/Horrorscope.jpg I've seen Overkill like 5 times in the past, they put on a great show. 0 Quote Share this post Link to post
Jayextee Posted December 17, 2013 > designing arena with 3 Cyberdemons on plints over teleport spots so monsters warp in and walk off them when Cybies are killed > works perfectly on Chocolate Doom > tests in PRBoom+ > Cyberdemons easily knocked off plinths, destroying my setpiece Even on compatibility setting "Doom 2 v1.9". Grrrrr. I don't know what to do, I feel like giving up here. :( 0 Quote Share this post Link to post
Memfis Posted December 17, 2013 You're not really playing with Doom 2 v1.9 compatibility if that is happening. What are you doing to set the compatibility level? 0 Quote Share this post Link to post
Jayextee Posted December 17, 2013 Oh, silly me. Should I use -complevel 2 when I'm testing via DoomBuilder? Second question though, will other people play as intended? I doubt I could force it, kinda ruins the setpiece I'm working out. 0 Quote Share this post Link to post
Guest Unregistered account Posted December 17, 2013 Oh, yeah. I remember... 0 Quote Share this post Link to post
LigH Posted December 17, 2013 You obviously never played "Monkey Island"... 0 Quote Share this post Link to post
Memfis Posted December 17, 2013 jxt: Uh yes, if you want Doom 2 v1.9 compatibility then you need -complevel 2. :) Most regular prboom-plus users know about complevels I think so they should do it right. For zdoom you might need to force some compatibility flag via mapinfo if that's even possible... 0 Quote Share this post Link to post
myk Posted December 17, 2013 Jayextee said: Second question though, will other people play as intended? I doubt I could force it, kinda ruins the setpiece I'm working out. I think that the best way to go is simply to recommend using vanilla compatibilities in the text file (and perhaps add a corresponding lump, such as MAPINFO, so it's applied in engines that support these) and then map for the people who are going to do that. Just pretend the others (people using weird settings or cheaters) aren't really there, except maybe in terms of correcting fixable issues in some non-vanilla behaviors, if you're notified about them. 0 Quote Share this post Link to post
scifista42 Posted December 17, 2013 Jayextee said:> designing arena with 3 Cyberdemons on plints over teleport spots so monsters warp in and walk off them when Cybies are killedOr you know, cyberdemons are very tall compared to other monsters. You can set up ceiling obstructions to prevent cyberdemon from falling down, while these obstructions won't block a swarm of cacodemons released after he's dead. With the use of self-referencing sectors, these ceiling obstructions can be invisible. Just an idea for a foolproof solution. 0 Quote Share this post Link to post
Jayextee Posted December 17, 2013 I did not think of this. That is awesome, I know Revenants can (bizarrely) crawl through 64-high tunnels, so it's a great solution. I'm on it. :D Thank you so much. EDIT It works perfectly. Again, thanks. :) 0 Quote Share this post Link to post
LigH Posted December 17, 2013 YUCK!!! As if the body is splitting into more demons. Nice horror effect. 0 Quote Share this post Link to post
The_MártonJános Posted December 17, 2013 LigH said:You obviously never played "Monkey Island"... Version Chernobyl? 0 Quote Share this post Link to post
Tristan Posted December 18, 2013 In UDMF, using a scale factor of -1 on a sidedef will flip it in the appropriate axis. Perfect for having the UAC logo on transparent windows. 0 Quote Share this post Link to post
Shadow Hog Posted December 19, 2013 Apparently when you shrink the screen size, your weapon gets brighter, according to the COLORMAP lump, than it would be at larger screen sizes. 0 Quote Share this post Link to post
schwerpunk Posted December 19, 2013 Shadow Hog said:Apparently when you shrink the screen size, your weapon gets brighter, according to the COLORMAP lump, than it would be at larger screen sizes. You mean shrinking by pressing "-" on the keyboard? Gonna have to test this out. 0 Quote Share this post Link to post
Shadow Hog Posted December 19, 2013 Yeah, that. I'd made a new COLORMAP that ramped up the saturation of colors for levels 0-3 (reassigning level 4 as "fullbright" and working down to pitch-black from there), as an attempt to emulate the whole "overbright" thing Quake has. Tested it in Chocolate Doom, and noticed that my weapon was using progressively brighter levels the smaller the screen got. (BTW, don't actually try the overbright thing. It, predictably, looks awful.) 0 Quote Share this post Link to post
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