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Everything posted by esselfortium
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Thanks, that's pretty much exactly what I was hoping to achieve with the 32in24 palette! If I remember right, I originally set it up when we were doing a capture-the-flag themed 32in24, which is a theme that (of course) relies heavily on the reds and blues. I wanted to keep them looking reasonably Doomy, but make them easier on the eyes when the entire map is painted with them. And to explain a bit more, the red range isn't actually tinted (as far as I can remember), but it is adjusted to fade much closer to black instead of tapering off at a medium-brightness shade like the vanilla palette does, so as a result it's able to avoid the red-to-brown color glitches that you get with the vanilla palette. The same red range modifications are also in the BTSX palette.
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Playing through Punish2.wad 28 years after making it
esselfortium replied to DCasali's topic in Doom General
Woah, welcome back! This is a fun watch, the sound effects are great, haha. -
Historically the Mordeth award has prioritized projects with lengthy and public development-hell sagas, and projects that were anticipated for long enough to become a punchline, like TNT2, or Mordeth itself.
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That's correct :) The versions you heard in the demo are my arrangements, but in the final release we plan to have a switch for the MIDI versions so you can get those if you prefer. Glad you're liking the soundtrack! We really wanted to do something different from the standard approach here and give Supplice's music a unique feel that could be recognizable as Supplice's own sound. It's not planned to be the first level of the game.
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Doom Builder X 2021.1 (September 20) - map editor
esselfortium replied to anotak's topic in Doom Editing
Thank you for the patch! It's good to see you again. -
Ultimate Doom Builder with DeHackEd support - feedback wanted
esselfortium replied to boris's topic in Doom Editing
That sounds great. I think for adding metadata fields, the safest and most guaranteed-to-not-cause-compat-issues route is probably to use # comments in the deh patch. Also, I would love to see this backported to DBX and/or GZDB-BF, since UDB refuses to run on my computer... -
Let's not play games about what "really" constitutes hatefulness. To use an example that was brought up above and has since been debated to death for some reason (why?? go outside or something), the belief that LGBT people are immoral does not belong on this website, period. This thread has clearly run its course (and then some), so I'm locking it.
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Source Ports Doomworld Uses [adding up later this month]
esselfortium replied to baja blast rd.'s topic in Doom General
Eternity Engine: 6 Chocolate Doom (really, Chocorenderlimits): 2 GZDoom: 1 -
Action Doom 2: Urban Brawl Reloaded
esselfortium replied to Scuba Steve's topic in WAD Releases & Development
Nice, congrats on the release! -
Portals for multiple floors/Several stacked rooms
esselfortium replied to LavaWave's question in Editing Questions
Building a bunch of floors with 3D floors is easy, sure, until you want to make them all different overlapping shapes and detail them. Heartland is a good example that's full of maps that would be a complete nightmare to build with 3D floors. -
Interesting, looking forward to hearing what you do. "BTSX Arrange" is what I've been calling my own project to do new arrangements of some BTSX tracks:
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Awesome, thank you Lüt!
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I love caco.
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SoftFX, or Bigger and Badder Software Lighting FX!
esselfortium replied to Muusi's topic in WAD Releases & Development
32in24-15-tex does use a modified palette and colormap, importing BTSX's red range fix to prevent red stuff from abruptly turning brown, as well as a slight change to the blue ramp. -
How Heavily Do You Weigh Gameplay Vs Visuals?
esselfortium replied to Alfredo's topic in Doom General
It's kind of hard to pick just one aspect out as more important, since the most memorable Doom experiences are thanks to the effective combination of both aspects (plus music and other factors). That doesn't necessarily mean that modern visuals are a must, since even an IWAD-styled map can be atmospheric. And at the same time, Doom's basic gameplay loop is fun enough that you kind of have to go out of your way to really screw it up. But, if the gameplay feels like a slog, I'm probably not going to enjoy playing it no matter how nice the visuals are, so I have to lean towards that. -
Ancient Aliens, for sure. Absolutely iconic opener.
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If you liked D2TWID, check out Doom 2 In Spain Only. No End In Sight is also a good pick if you want more along the lines of DTWID (with much more of a NaturalTvventy/Xaser twist).
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The Unity Port Thread - PS/Xbox/Switch/IOS/Android
esselfortium replied to Eurisko's topic in Console Doom
Glad to hear you're enjoying BTSX! The new Doom port is indeed really great. -
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When I've done UDMF or Hexen format mapping, I've always ended up getting stuck on setting up line actions. In Doom format, you know that action 1 gives you a simple repeatable door that behaves like Doom doors do. In UDMF or Hexen format, you now have up to five parameters to define every aspect of that door and have to remember which settings are standard. Maybe this has changed since I last did UDMF mapping, but it would be great to have a picker of customizable presets for common actions so you don't have to think about it every time.