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Showing content with the highest reputation on 05/05/24 in all areas
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The Intolerance and Rejection of New Mappers for Base Doom
SF - The Dark Warrior and 30 others reacted to Obsidian for a topic
Okay, I got a little curious and looked at the recent movements of our OP. From what I can tell his previous posts on Doomworld have been to do with a project called "Arena Survival Doom": some interesting screenshots, maybe a little visually busy but nothing much beyond that. I then went to our handy dandy IdGames Uploader (shout-out to Xymph) to look at the most recent rejects and, sure enough... So I decided to download the aforementioned Arena Survival Doom and what did I find? Surprising few, I found all of the resources from TNT: Evilution bundled into the wad. I am not remotely surprised that this was rejected from the archives. @Whizzy the Elephant, you do not need to include IWAD materials in order for your projects to work: if the end user has their own IWAD copy (which they usually do, it's not like the old Doom games are expensive these days), then their source port of choice will load it alongside the custom wad file and all the resources will be present during gameplay. It is ultimately unnecessary for anyone to include IWAD materials in their wad (barring rare exceptions like BtSX) and the folks that do are usually newbies who haven't yet gotten to grips with Doom modding as a whole. The archive maintainers aren't quelling the sprouting talent of prospective mappers, I promise you.31 points -
The Intolerance and Rejection of New Mappers for Base Doom
SF - The Dark Warrior and 25 others reacted to Death Bear for a topic
I don't think you actually realize what this means? They're not rejecting wads that are stock asset in nature. Check this out. Don't copy the base iwad assets directly into your pwad.26 points -
Map31 UV-MAX in 01:58 lv31m158.zip24 points
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[/idgames] 4bwad.wad - 6 Demo Sync Maps (cl2) - Happy Birthday 4shockblast!
netcurse2000 and 19 others reacted to Ravendesk for a topic
@4shockblast happy birthday!! To celebrate your birthday and also your pretty decent achievement of lv01p in 4 seconds we made some maps that are beaten by your most notable demos (including lv01p itself of course). All maps have coop support and most have coop-exclusive gameplay, so have fun with that :) The demos are cl2, so the wad should be played in complevel 2 as well. Map list: Map 01 - 4entryway by Ravendesk - Doom 2 Map 01 UV-Pacifist 0:04.97 demo UV-MAXes this map Map 02 - 4 shock tank action by Billa - thissuxx Map 16 UV-Stroller 0:08.94 demo UV-Tanks this map Map 03 - here be avjs by Ravendesk - Doom 2 Map 01 NM-Speed 0:05.23 demo is also a NM-Speed demo for this map Map 04 - this still suxx by Ravendesk - thissuxx Map 06 UV-MAX in 0:10.66 also UV-MAXes this map Map 05 - stop fucking making obstacle courses and call it a map by besus Map 06 - 4shots and a blast by besus - Doom 2 Map 01 UV-MAX in 0:37.43 makes a UV-MAX movie for maps 05 and 06 Download: https://www.doomworld.com/idgames/levels/doom2/0-9/4bwad The zip includes the original demos and also demos with map slot edited to be played back with the 4bwad.wad. But here is a video with everything viddumped (including side-by-side) for everyone's convenience: Credits: Lots of love!20 points -
What's up with Obsidian Level Generator?
inkoalawetrust and 15 others reacted to Obsidian for a topic
JUST KEEP WHIPPING, DAMMIT16 points -
Laz Rojas - an old Doomer in trouble.
Apprentice and 15 others reacted to Laz Rojas for a topic
Update: I'm currently at the hotel, thanks to some very generous GoFundMe donations. Good thing too, as not only is another cold rainstorm moving in tonight, but I really need to be off my feet for a while to give them the chance to recover. Six months ago, I could run and jump and do any of the things I could do my entire life. Now every step I take hurts. If someone were to chase me like the lunatic who did last year at a Metrorail station, I wouldn't be able to get away. As for my lawsuit, the defense has asked for, and apparently been granted, more time. I don't know how long this is going to be dragged out. I can't believe they actually want to fight this. I don't see how they can possibly win or get off the hook, but maybe they're corrupt and arrogant enough to do it and risk a jury awarding me a record amount. So be it.16 points -
Lines, lines, lines... Hopefully to be done soon.12 points
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what are you working on? I wanna see your wads.
Nirvana and 9 others reacted to DoctorNuriel for a topic
Trying out a loosely Japanese aesthetic in a spirit world setting inspired by Tomb Raider 2's final levels.10 points -
Share Your Sprites!
Deadwing and 9 others reacted to SquigRattlehead for a topic
10 points -
Finally done this one! It's a large war-torn area set in a canyon. It features sector-linked 3D floor jets and hovertanks, (that bob up and down) craters everywhere - you can jump across the jets to get a BFG! Unnamed DM Pack: MAP??: CARNAGE CANYON: I'll have more maps done soon for this! This should be a fairly fun railgun level, too! :D10 points
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What's up with Obsidian Level Generator?
inkoalawetrust and 8 others reacted to Devalaous for a topic
I do love whipping Obsidian into making levels for me. You'd think he'd charge money, but no!9 points -
Doom Pictures Thread 2024
Walter confetti and 7 others reacted to Li'l devil for a topic
8 points -
Harry Potter. Books or movies, I was never that interested. And JK Rowling going insane hasn't done much to encourage me to get into them.8 points
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Attempting to level up the zombie dog of the previous page8 points
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8 points
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How to make a GooD DooM wad with at least 10 maps???
netcurse2000 and 7 others reacted to Tiramisu for a topic
Step 1 - make a DOOM map. Step 2 - make a DOOM map. Step 3 - make a DOOM map. Step 4 - make a DOOM map. Step 5 - make a DOOM map. Step 6 - make a DOOM map. Step 7 - make a DOOM map. Step 8 - make a DOOM map. Step 9 - make a DOOM map. Step 10 - make a DOOM map. You can stop here or continue if you want. Oh, and remember to make them good. You're welcome!8 points -
The Intolerance and Rejection of New Mappers for Base Doom
Peccatum Mihzamiz and 6 others reacted to Misty for a topic
Those rules were included, because archive maintainers don't want get takedown requests from copyright owners and get archives scrutinized or spammed with low tier troll levels. You don't need include entire doom2 textures and sprites within your megawad(texture1/texture2 and pnames already contains loading data for the game), since you will be loading doom 2 iwad anyway. Exceptions are for heavily customised palettes, since those render default textures and sprites badly without conversion. Slade has option to check for duplicated iwad resources, it's really helpful before uploading your project to archives.7 points -
Nostalgia demos [-complevel 2]
Dogmachine and 6 others reacted to Andrea Rovenski for a topic
d2all max 1:40:28 https://youtu.be/Z_YvgMs8gq8 noall-14028.zip7 points -
Another Bad Dream - A BOOM WAD based on a dream I had.
Jizzwardo and 5 others reacted to oneselfSelf for a topic
6 points -
Great demo skogsto, you have always been and still are one of the legends of the community, and you can never really compare across eras of anything very fairly, so great achievements back then are as impressive as great achievements now. Thanks for bridging the gap between the old days when I wasn't even born, to the modern age of 2024 in doom speedrunning ^_^6 points
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So...Why does DOOM use repeat songs?
Maximum Matt and 5 others reacted to Shepardus for a topic
The repeated music tracks are separate lumps in the WAD files, so they didn't save any space by repeating tracks. They could have reused lumps instead of duplicating them (and they did so for episode 4 as well as Heretic), but evidently space wasn't enough of a concern for them to do that for the first three episodes or Doom II.6 points -
6 points
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TLDR: The Master Levels suck, this utility fixes that. Have you ever played the Master Levels as their original 20 WADs? Ever notice how they suck ass? How they are a not fun experiences? Well, no longer. With the Masterpack for Doom II, you can now enjoy the works of the masters as they were meant to be. For a deeper history, read the inspiration behind this project. Download it on itch, learn to install on GitHub and rate us on IGDB. ====== ====== ====== ====== Aubrey hodges was kind enough to give his blessing for the use of his music on the PSX TC add-on. Get the PSX Doom and Final Doom Extended OST from his Bandcamp: ============ Any and all feedback, issue-reporting and otherwise way to help this project is welcomed, and encouraged. More bug fixes can happen as I find out about more problems. Prefer this thread for reporting anything, but if you can only use GitHub Issues, that too is fine. Screenshots: Special thanks to these folks: @OpenRift, @THEBaratusII, @Voidette, @ethel5691, @dusk-iv and everyone from the DOSBox Deathmatch Club and discord community, for being great friends, who supported me in hard times and encouraged me to keep working on this project. @LadyMistDragon for just listening to my insane ramblings on the various maps as I played them. @Xaser for making the most important map for me, it was the most cathartic gaming experience I've had, playing through his homage to Dr Sleep. @Amaruψ for being an amazing friend. Thank you, goober. And to all the creators of the incredible additions and improvements to the Master Levels, mentioned, or not, in this post, for working hard on making a better version of my personal favorite Doom WAD.5 points
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Sup! This time around I've built a really simple wad that anyone can play, beat and enjoy! There are no difficulty settings, but trust me, players of any skill level can have a good time slaying demons in this one. The concept of the map is pretty straightforward - you face a series of waves, and in each wave there's a different kind of monster and a distinct enemy placement. As you progress through the level, you slowly get access to the bigger weapons, and new enemy types start appearing. I find this is perfect for the casual player, as well as for a speedrunning competition. I wanted to go for 100 rooms, but found it a little too much for now (maybe only the real hardcore and dedicated Doom player?). So I decided to release two smaller versions, which should provide a quick run-and-gun experience, as well as a mid-length endurance test for the ones who think they have the time to go for. doom2.wad; tested in GZDOOM and DSDA-Doom; works on complevel 2, but for lost soul limit purposes, I recommend playing on cl-9; no jumping/crouching; only one difficulty setting; no softlocks/deathpits. IMPORTANT HINT: for every room there are two escape teleporters. The one to the left (silver pad) teleports you to the next wave. The one to the right (dark red pad) brings you to the "hub" room. In there, you can find teleporters to waves 1, 10, 20, 30, 40 and 50, provided that you already visited them before. In that room there's also extra ammo, in case you run out of for some reason - which shouldn't really happen, but you never know, right. DOWNLOAD 30Waves DOWNLOAD 50Waves SCREENSHOT5 points
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5 points
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How to make a GooD DooM wad with at least 10 maps???
Yousuf Anik and 4 others reacted to Kinsie for a topic
There's no shortcut or scientific formula that always works. The only things that matter are time, patience, and a willingness to learn.5 points -
So...Why does DOOM use repeat songs?
jerk-o and 4 others reacted to No-Man Baugh for a topic
Imagine trying to make two 30+ track albums back-to-back within a year of eachother It's been done before, but could that be reasonably done by 1 guy making a game soundtrack while also juggling the rest of the sound design all while being under constant threat of his boss barging in and going "Dude, I just had an idea"?5 points -
(The Ultimate) Return to Hadron (IDgames)
grothendieck1453 and 4 others reacted to cannonball for a topic
Hopefully this will be the final release candidate https://www.dropbox.com/scl/fi/1qptpjq26eedj5vu24kxv/uhadron.zip?rlkey=plqt8buq0dv2t8kk0e3ogmqhv&st=huxwcfou&dl=0 The only map tweak was for E1M3 otherwise unchanged. New title pic, tweaks to the status bar too. I will do demos for the IDgames release with anything else people spot before the end of next week.5 points -
5 points
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Share Your Sprites!
DevilMyEyes and 4 others reacted to Lone2401 for a topic
I'm surprised that this hasn't been done before, Hexen gargoyle statues with Doom's marble colors Doom pillars, these are a bit smaller than the Hexen pillar ones so they can fit on the pillars better- Hexen pillars, original scale to the Hexen sprites-5 points -
Stoked with how this building's turned out (though it looks a bit top-heavy here as I snapped this shot in software rendering mode)5 points
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5 points
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5 points
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What defines a good slaughter map?
Mr. Alexander and 3 others reacted to akolai for a topic
i've wanted to talk about this fight for a while. ode2impslayer is a shitpost megawad made almost entirely over the course of a few hours by dozens of contributors. all* maps were required to use map01 as a template, with no ability to add or remove lines - only move vertices and edit line/sector information. this is one of the most punishing set of restrictions ever devised, so it genuinely blew my mind to find such an interesting, nuanced, and dissectable fight slotted randomly in the back half. you have to start working on the cacos before they completely steal your platform space, but you can't focus on them safely while the revs are alive - so the challenge is to deal with them as efficiently as possible. there is a lot you can do to optimise this, but staying alive is already quite difficult. dodging the revs consistently necessitates that you constantly cross the gap, which means avoiding situations in which you're forced to dodge, since that's not an option while lining up the fairly tight jump. there's a fun contradiction here, moving quickly enough to outrun the revball, while spending enough time at each wing for the caco projectile spam to move away from the crossing so you can safely jump without losing half your health, or missing the jump due to knockback. something else that's not immediately obvious is that you have to move slightly towards the revs at each wing to allow enough room to dodge the revball on the way back. once the revs are dead, pick a side and go to work. finding a moment to get rid of the revball can be awkward and you risk losing control of the space if you're not careful, so i like to use it to my advantage and bait it into cacos for extra dps. space management if one of the most important aspects of a good slaughter fight, and this map pulls it off in a complex fashion. you might also notice i don't spend much time dodging individual projectiles in this run - many slaughter fights (but not all - up to preference) do this, to place focus on macro-scale strategy, making broad decisions about how to handle the situation, rather than solely on a more conventional skillset. all this is to say, you can find slaughter in unexpected places. as a rule of thumb, if you find yourself suffocating to death rather than getting pelted and losing to atrition, it's probably a slaughter fight - and if you like the way that fight feels mechanically, take it apart. see what each piece does, try to think about what would happen if you got rid of each piece, or if you added one of your own.4 points -
The Intolerance and Rejection of New Mappers for Base Doom
Moustachio and 3 others reacted to Gothic for a topic
Simple If you're making a Doom/Doom2/Final Doom wad with duplicate contents from the IWAD it's supposed to run with, without editing them (see BTSX, it had to include Doom 2 sprites to fit a new palette), then it's not gonna be accepted. Unless the archive is prohibiting IWAD rescource interchange, then I understand being pissed off.4 points -
4 points
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It's great. I've always loved it though, from back when it dropped and people were telling me that DOOM64 was apparently "shit" and "old-fashioned" and GoldenEye was the better game. Hard disagree back then, harder disagree right now. It's a more atmospheric and considered romp than the DOS originals, but its own brand of fiendish fun.4 points
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IronEagle Competition 66: Kmega1
SleepyVelvet and 3 others reacted to SCF for a topic
Category: 1 Difficulty: UV Dead on: Map 2 Kills: 205/251 DWIE_24-05_Kmega1_SCF.zip Endless cramped corridor mazes Obtuse progression Barons everywhere Yeah, I was ready to throw in the towel before I even finished the first map, so when it gave me the choice between dying or sitting there firing rockets for 30 seconds, I chose death.4 points -
HISPANIC COMMUNITY PROJECT (RC4)
rita remton and 3 others reacted to IDDQDtheCacodemon for a topic
:O Si es que la hay, YO ME APUNTO AAAAA4 points -
why didnt id shaftware make a different texture for each wall jeez i mean we have the technology4 points
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IronEagle Competition 66: Kmega1
SleepyVelvet and 3 others reacted to Dimon12321 for a topic
Category: 1 Difficulty: UV Dead on: Map 2 Time of death: 14:35 Kills: oh, God, I had to remember it too? Consider it zero, because I deleted the wad as soon I quit it. You'll see why. kmega1uv.zip Well, if every map is that weird, I'd shut off the game around map 84 points -
How to make a GooD DooM wad with at least 10 maps???
Andromeda and 3 others reacted to RestlessRodent for a topic
Start small. Fill in every map you are working on with some small basic scenery or level geometry you are not too particular over. Then take a break. Once you get an idea or something you want to work on, work on the levels where it is applicable and continue to build them up. If you have one basic idea but not much on that, build up a level with that idea despite not being much even if it is just a dozen sectors. Also, poke people to try out your map and ask for honest constructive feedback, be willing to make some changes but not necessarily all changes. Good luck!4 points -
How to make a GooD DooM wad with at least 10 maps???
netcurse2000 and 3 others reacted to Tiramisu for a topic
Yeah sorry, couldn't resist the pun :P But seriously though I feel like your question is a bit too general, my advice to you for now is to keep playing wads you like and studying how they do things. And posting your maps to get feedback is not a bad idea either - I don't promise I'll actually play them myself, but in my experience it's pretty easy to get feedback around here especially as a beginner.4 points -
is chillax the hardest wad out there?
Pseudonaut and 3 others reacted to roadworx for a topic
...you're seriously saying that the stardate series isn't hard? and including it alongside skillsaw wads??? what4 points -
Loving the premise this year! I debated joining this for a while seeing as I still have unfulfilled commitments in other projects, but given the nature of the project and the stricter time limit per mapper, I think I'll be able to do something for this. Pen me in!4 points
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So...Why does DOOM use repeat songs?
ETTiNGRiNDER and 3 others reacted to DiavoJinx for a topic
Aside from other smart comments above... One thing I feel people in the 21st century are forgetting in discussions like the "Why didn't id do more????" is simply: FILE SIZE. Holy heck, on my family's 486 33Mhz, it had a 250 megabyte hard drive (megabyte, not gigabyte), most of which was filled up by Windows 3.1 & Windows programs... Doom 1 came on two diskettes for installation, installing at like 10-ish megabytes. I can't remember how many more diskettes Doom 2 came on atm (four total?), and installed to roughly 20 megabytes I think. They each took over 10 minutes to install, IIRC -- besides the install program copying all the files from each diskette as you were prompted to switch diskettes, when all that was done the program had to de-compress the package and I remember whenever I reinstalled a Doom game and it got to that point I'd go to the kitchen and make a sandwich... and eat it. ;-) Remember, in the 90s the world wasn't full of instant gratification with tech jazz like today. Disk space also was precious in the 20th century. See also: how Super Mario Bros 3 dealt with the NES cartridge limits (brilliant, smart color palette swaps) and go back further to how tiny Atari 2600 games are. From what I've observed over the decades, 21st century game programmers lost the art (as much an art as a science I think) of efficient coding & designing... as they're no longer concerned/constrained by disk spaces. Modern example on the extreme end: Jedi Survivor's install size is 155 gigabytes! Additional music tracks mean larger IWAD file size. To follow that line of thinking one way: larger install size might mean an additional diskette for the installation, which in turn increases production costs and thus cut into net revenue. Every little bit matters. In all my years playing both classic Doom games since their releases, the thought never came up for me that there was anything "wrong" about playing music tracks multiple times, because there isn't. I always just rolled with it, enjoyed what was presented. =) So anyway, don't look at things in the 90s through the lens of the 2024. Night & day here; different worlds. /rant ;-)4 points -
is chillax the hardest wad out there?
Yousuf Anik and 3 others reacted to roadworx for a topic
i wish people would just forget that chillax even exists, and i wish that it wasn't counted among actually well-made challenge wads whatsoever. it's a shitty wad full of plagiarized maps that adds fuckloads of monsters with little regard to balancing or encounter design. it's lazy, obnoxious, and honestly really stupid. still better than chillax, at least you yourself made the room lol4 points -
Traditional Wad Progression
Mr. Alexander and 3 others reacted to TimeOfDeath666 for a topic
Here's me complaining about traditional wad progression (video 1) after playing an episode with a horrible map01 (video 2): (bad language warning)4 points -
Why do doom games take so long to come out?
AtomIsTired and 3 others reacted to Obsidian for a topic
4 points