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Everything posted by esselfortium
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Is there a Source Port without the "No Platforms" Limitation?
esselfortium replied to SecularSteve's topic in Doom General
It can. You can pretty easily make an invisible (or visible) 3D floor in ports like GZDoom. It's not a trick or illusion. -
Room over room in orignal Boom/doom format? (Joke)
esselfortium replied to Natetheninja's topic in Doom Editing
It looks like you're using a hardware renderer to test the map. This setup likely isn't going to work the same way in software (i.e. in more classic ports). -
Just for fun: Subtitles for hypothetical pwad sequels
esselfortium replied to SiFi270's topic in Doom General
The opposite is true. The Doug Gillard eras are peak GBV. -
Oh, that makes sense then. It would be good if they were bigger.
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Seems fine.
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Are doors on 3d floors possible?
esselfortium replied to Waffendoomer's question in Editing Questions
It's possible, yes! You can use Sector_SetLink to attach a 3D floor's floor and ceiling to the ceiling movement of a control sector, then use a door action on the control sector. -
E1M1 was kind of a special case because we felt that for authenticity it needed to fulfill a similar function as Doom's E1M1, introducing certain game mechanics and showing off what the engine could do as concisely as possible, all without stepping too far outside the bounds of what Romero was making in 1993. It was a challenging tightrope to walk, and in retrospect there are some things I would have probably done differently.
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DTWID doesn't have any remakes of stock Doom maps in it. It is entirely new maps in the style of each episode.
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What is the appeal of the Evilution series
esselfortium replied to Gibbitudinous's topic in Doom General
I think adventurey maps are one of the big things that people think of when they think of TNT, so if you're looking for adventure maps with a generally techy theme, the community-made TNT sequels are a good place to look. -
You don't have to announce "I'm not interested in this topic", you can just not post and we'll understand.
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I adore this!
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How do I make an interpolation point move to another one tagged "256"?
esselfortium replied to memeboi's question in Editing Questions
I believe that limitation only exists in Hexen format, which in 2023 you should only be using if you're mapping for hexen.exe or a very very very old version of ZDoom. -
Is it possible to create a map with macOS?
esselfortium replied to aloysiusfreeman's topic in Doom Editing
??? Most community-made Doom tools are maintained primarily for Windows, it's just the way it is. -
Is it possible to create a map with macOS?
esselfortium replied to aloysiusfreeman's topic in Doom Editing
I would suggest getting in touch with @boris about this, as he's the lead developer of UDB. -
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"Author does/does not allow permission to reuse and modify this wad" has been standard doom community text file template stuff forever for a reason. When you make something here, you do it under the pretty safe assumption that other people here will respect your wishes for how and if you want it to be used. If you make something and don't want me to use it, you can say so and I will either find something else or make my own thing instead. If I see your "please don't reuse this" and use it anyway, that just makes me kind of a jerk. "Take whatever isn't nailed down" is one thing when you're talking about assets from a commercial product, made by people who were paid for their time, but this modding community is just people making things for the love of it. It doesn't cost much to be respectful of people's wishes when it comes to things they've worked on for free here. (And I don't think two replies is dogpiling...)
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I don't really get the appeal. It's very padded with self-referential nonsense along the lines of "Blue Eyed Main Character: Trope masterfully SUBVERTED!! Main character has green eyes!"
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Okay, I have to reply to this (and your post in the palette thread): Use whatever colors you want, obviously, but a playpal+colormap combination is a lot more than just "a certain set of colors". (Per-pixel colormap editing is hell.) Beyond that, it doesn't cost much to respect the wishes of the person who created the thing you like. "Grab all the shit that isn't nailed down, take it all on principle" is just spiteful bullshit that flies in the face of the mutual understanding of "respect when people don't want their stuff stolen" that this community relies on. The Doom community is pretty small and tight-knit, but you talk about it like you're ripping assets from a faceless corporation or something. (To be clear, I have no problem with people using any palettes and colormaps I've made. I just think you're being an ass about this.)
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Why would Id Software not use the original source for their re-release?
esselfortium replied to Zilch's topic in Doom General
It is still based on the Doom source. It's using Unity as a wrapper. -
Teleporting monster closet that doesn't rely on sound?
esselfortium replied to Murderous Owl's question in Editing Questions
If you use a conveyor-based teleport like this, though, make sure to set up a looping conveyor so that the monster can't be permanently prevented from porting in by blocking its destination. -
Real brutal hell is about 12-bar blues progressions played on cheesy synth guitars. Accept no substitutes.
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Why?
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3 small changes to the gameplay that would make the games better?
esselfortium replied to Zirbiss's topic in Doom General
I can't disagree with any of these. Being able to hear projectiles near you when they've been fired from far away is something I've often wished for as well.