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Everything posted by Jayextee
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A setting for gameplay testing that can temporarily move the player start (or just add a new one, leaving existing ones as voodoo dolls) to a given location and give a 'loadout' (basically placing whatever items and keys right at this temporary player start) so a mapper can test scenarios mid-map; the idea is that the things placed for this will be for the compiled test map only and the change immediately reverted so they don't persist. I don't know if I worded that correctly, but it would be nice to be able to, say, test the last fight of a map with just two keys and a shotgun and rocket launcher with about 20 ammo for each, etc.
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Another ridiculous post about the future of Doom
Jayextee replied to Darkcrafter07's topic in Everything Else
Lost me here, honestly. Vanilla DOOM mapping is one of the pursuit's purest forms, truly the epitome of the mantra "limitations inspire creativity" -- if I wanted to make FPS levels that really had no limits, I'd be doing anything but mapping for idTech 1. Notwithstanding, as a player I love vanilla episodes and megaWADs -- the limitations mean less cluttered sector-soup detailing, smaller levels that don't fall into the 'magnum opus map' trap (to a degree -- exceptions exist where the author has completely disregarded the savegame buffer overflow), and a guarantee that I'll be able to play the map on one of the more-faithful source ports to preserve the very same gameplay that I've been fond of since the '90s. This and the rest of your posts basically amount to "GET BETTER TECH LOL" and, honestly, that's not why the majority of people are here. -
Why did id market Final Doom as the last Doom game?
Jayextee replied to Individualised's topic in Doom General
Chill out, it's a joke. I liked DOOM 64. ;) -
Why did id market Final Doom as the last Doom game?
Jayextee replied to Individualised's topic in Doom General
Yeah but until 2016 it was the last DOOM game... :P -
Crouch/strafe/jump are all assigned to the same button, with left/right giving the sidesteps, up giving the jump and crouch on down. Crouching can be used to dodge attacks to some small degree, but also to get shots in at a certain kind of small enemy that crawls on the floor; and the ceiling, which is where jumping comes in (jumping is also used to destroy the ceiling-mounted security cameras I described earlier).
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Fucking loved Zero Tolerance back in the day. I've beaten it a handful of times, although some of the backtracking through floors to kill every enemy (and thus be awarded a password) can get pretty old; although kudos for the game having a somewhat nonstandard level progression for its time. The game did a lot of ambitious things. Security cameras that had to be destroyed before they'd sound an alarm for reinforcements; elevators between floors that can go in either direction (or stairwells in the skyscraper episode); smoke-filled floors with fires that can be extinguished; a rooftop sniper seen on a building opposite taking potshots at you; the execution may leave a lot to be desired judging from modern standards, but its vision and scope can't be faulted. Just a shame the music's utter dogshit; a thing I'd personally not miss if it were replaced in a theoretical modern remake.
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What are your least favourite levels in the original DooM games?
Jayextee replied to IHave10Shells's topic in Doom General
Halls of the Damned is absolutely wretched and if I'm playing casually and die there, I will not retry. I will not play any more Ultimate DOOM for the rest of the day. It showed me its ass and I am done. -
It works for me. Not when I left-click it, but when I right-click and then 'save link as'. Even so, Chrome will tell me it "can't be downloaded securely"; but I click the drop-down and select 'keep':
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Without looking at their implementation, couldn't tell you.
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It wasn't that they couldn't figure it out. There wasn't the texture ram for either the Archvile's large number of animation frames or a whopping nine 256x128 patches for the IoS.
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What's funny is that Heretic *does* have 3D height checks for all entities, which is explored on one of the official iWAD maps (running across the tops of some barrels). A good thing, as without them the Wings of Wrath could've been utterly cursed to actually use. It's 3D. The proof is in Heretic, which uses the same engine. :P
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Make more, please. Your anxiety is likely lying to you about something, we generally love more DOOM content and can be quite forgiving about the quality of a developing mapper's work. :)
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There are height checks on most things that aren't player/enemy/scenery objects, these probably just to cut down cycles on collision checks so DOOM would run better on the average PC of 1993. Ergo, limited (or, my preferred term is 'selective') 3D about describes it. Really, try running under the fireballs from the imps on the high ledge in E1M1, it's completely possible. People who are still parroting the 'DOOM is really 2D' lie in 2023 deserve unusual and excruciating forms of punishment.
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As long as all these theoretical new mappers learn what "vanilla" means, I'm all for it.
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MegaWAD set in a Mad Max-like setting or DOOM-engine RAGE demake.
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Newcomer, willing to join Doom community. Any directions?
Jayextee replied to Croaker's topic in Doom General
oremor nhoj em llik tsum uoy ytinummoc mood eht nioj ot- 38 replies
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Warning to all: I don't think these maps had any meaningful real (as in, versus humans) playtesting. If I recall correctly, most of my testing was done in the DOS Legacy-based CajunBot, ZDoom's equivalent, and Skulltag (as mentioned in the textfile). They're probably really bad, but at the time I was playing a bunch of UT99 and Q3A on friends' computers and kinda thought DM maps might be fun to do? I did make like half a dozen more, unrelated to Murderous Intent, but they're lost to the aether on an old computer I haven't had for years; I was too broke to afford backup storage media, alas. As for idgames upload; I'm not against for preservation's sake, even if these maps aren't likely to be very good at all.
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The original Sonic the Hedgehog is the best game ever. No, you're wrong about Marble Zone. Even wronger about Labyrinth Zone. Wrong, wrong, wrong. It's the best.
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[CL-9] NapsNoWadMo [Now on idgames!]
Jayextee replied to Napsalm's topic in WAD Releases & Development
Yeah, this was great. The whole look of the thing took some getting used to, but after that I appreciated the gimmick concept-based maps, with combat encounters that got rough when they needed to be; if not too rough for my mediocre skills (played on HMP, a few bumps but no frustrating stuck points). Gonna love to see future endeavours, and the fruits of what you've learned from this exercise. :) -
[CL-9] NapsNoWadMo [Now on idgames!]
Jayextee replied to Napsalm's topic in WAD Releases & Development
Wait, that one dude I went to college with now makes DOOM maps? And they're gimmicky for the most part? (by the looks of it, from a quick playthrough of the first handful) Sign me the hell up! Will report when I've played through. :) -
I was joking about the defaults.