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Remilia Scarlet

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Everything posted by Remilia Scarlet

  1. lol not in the slightest, except in games that are meant to be hyper realistic.
  2. K8Vavoom supports 3d polyobjects, but I don't know if any other ports do yet or not. They're extremely similar to normal polyobjects, and can be controlled via some new ACS functions. Some examples:
  3. They're the same thing, just with a different name. With a 3D floor you create a control sector, give one of its lines type 160, set up some tags for it and the sector you want the 3D floor to appear in, maybe adjust the flags, and the result is it's essentially rendered "inside-out". UDB has a special mode for it, but I've never used it. I always did mine by hand. You can also do RoR with portals, but I avoid portals like the plague.
  4. Not really, then it would just stray further from what Doom is to me. I think what's possible now with UDMF is fine, if maybe a bit overkill in places. Then again, I prefer architecture components that are blockier and use fewer faces to greater effect. All of this is probably why my maps feature very few super-curvy walls and very few slopes and why I switched to Eureka as my editor of choice. 3D floors are a godsend, however.
  5. Well my modifications of DEU weren't huge additions or anything... they were small workflow tweaks mainly. I turned it into my own editor called KillEd, but I don't think I have the source for it anymore. Maybe someday I'll find it tucked away in a .tar file.
  6. Doom has always been pretty important to me as far as what it's gotten me into. In the old DOS days, it's what taught me the command line, .bat scripting, and also introduced me to a little bit of programming by modifying DEU. It also is how I got into writing music on a computer. So really, where I'm at today with programming and Linux and my music is entirely due to Doom, directly or indirectly.
  7. I don't have any of my very first WADs anymore, but they were all just edits of a few Doom 1 or Doom 2 maps to turn them into what were essentially slaughter maps. This was all around 1994 or 1995, and I was just modifying built-in stuff because I didn't understand how to properly close sectors yet (remember, this was the time of DEU) or understand that I needed to build the BSP nodes after saving. But I could still change some things. The earliest map I still have saved was from later 1995. It still didn't have properly closed sectors, but I at least figured out how to build geometry. It was originally going to be the first map in some series about demons invading a mining operation called "Trouble in Shaft 9". In reality, this ended up being the secret map in episode 1 of my Kill megawad, included as an homage (with fixed sectors) of where I came from:
  8. I had someone tell me my anxiety isn't actually a problem and to "just get over it". Then he started in with toxic masculinity stuff. I kicked him out and never spoke to him again.
  9. It isn't too bad, and being in a pool for it is actually fun. I actually feel quite good after doing it. I'm sure I'll be in and out of PT from here on out since it's for fibromyalgia.
  10. I get to go into a pool again at physical therapy today. I love doing PT in the pool.
  11. Zee in most cases, except when I say "ZX Spectrum", which is "Zed Ex Spectrum".
  12. Heretic mapping in Doomsday Engine <3 Also done entirely with Eureka.
  13. Get back into mapping by releasing this small Heretic map set I started Do some more Heretic maps Fix the damn renderer and gamesim in my CrDoom port so it's playable.
  14. More Meretic mapping. Mapping in Doomsday is fun, I have to do more with less. (the texture offset on the pillar was already fixed btw)
  15. Texture filtering, truecolor, dynamic lights, no mods at all, mouselook, and a bit of extra gore from the engine itself.
  16. It's a tie between Doom 64 and Doom 3 for me.
  17. As a gay woman, this is basically the vibe I bring to my maps. I mean, have you seen the in-game story text for Freaky Panties 5?
  18. I've uploaded some of my stuff to archive.org before. Seems to work nicely.
  19.  

    Alternate link for those who want a privacy-respecting interface: https://invidious.slipfox.xyz/watch?v=hXLCDDVdFQg

     

    This is not ACS or Rube Goldberg BS (aka voodoo dolls/conveyor belts).  This is in Doomsday and is using nothing but XG line types.  The layout is a VERY rough draft implemented quickly, so just a simple blockout with just enough implemented to test the core mechanic.  So expect temporary textures, enemy placement, sector movement timing, etc.  There's still work to be done, detailing to be done, optimizing, and I need to fix the sounds.  Also ignore the snake dudes seeing you right off the bat >_>

     

    Just excited to do this.  I've never used "ticker" and "mobj_gone" line types before.

     

    Sometimes I'm just reminded how much I love Doomsday.  Yeah, it isn't the fastest engine (especially with the current renderer), and yeah it's missing some things... but damnit, I love it.  I want to see more stuff for it, too, because it deserves it 🖤

    EDIT: yes I use Eureka and Rakefiles for my Doom projects.  I have for a while now.

  20. Pretty much every year since 1) transitioning, and 2) getting married. Also 2004 when I was in Japan.
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