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Dragonfly

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Everything posted by Dragonfly

  1. Exacty 1000 lines used. Vanilla compatible. Built in 7 hours (14 if you include sleep).
  2. Out of the box this is already supported - just name your high resolution/widescreen graphic as TITLEPIC and it will work. If this is intended as a "GZDoom Extra Feature" for an otherwise boom/vanilla compatible set, you can do one of a few things. Option 1. Release a secondary wad that you load alongside it when playing in GZDoom. Option 2. Include the high resolution version alongside the vanilla one, and wrap it in HI_START and HI_END markers. Note that this keeps the original aspect ratio, so while it's higher resolution, you're still bound to an 8:5 aspect ratio. Example in screenshot below: Option 3. Bypass this by making a TITLEMAP. Best example of this I can give is my own work - just open that up in your editor of choice and look at how TITLEMAP was made. I'm sure there's more methods available, first that comes to mind is to try using a TEXTURES lump, but I've not done this one personally so don't feel fit to explain. Long story short though, there's multiple ways to achieve this already, so a new method is certainly not needed. :)
  3. Watching your drummer play is such a joy to see. Awesome piece lads! 🤘
  4. I for one think Supplice holds a very strong identity of its own and needn't be compared. ¯\_(ツ)_/¯
  5. Hype! I'll check this out when it's ready for sure. :)
  6. All you're highlighting here is a personal preference; it's literally a matter of fact that a portal workflow is better when you're working in a complex setup, be it one or several layers of stacked portals. Your point here only validates what I said - 3D floors are better in a simpler situation that is low-detail, yes. Absolutely not true for a much more complicated map. I wouldn't dream of using a portal where just one or two 3D floors would suffice, but if I was going to map out a large exterior area or wanted an entire cave system underneath the map, or hell, both (as I've been working on here), then I would use portals and hope for anyone's sanity's sake, they would too. Since we're hellbent on examples that aren't Heartland, take a look at Order of the Odonata and explain to me how that would be easier with 3D floors. Disclaimer - it's definitely not. And that's only one layer of stacked portals. If you can identify this then stick to this. They asked for advice about portals. Not 3D Floors.
  7. That's definitely a debatable statement. The tedium element is almost purely determined by how much detail one is using, and with more detail comes more benefits for a portal workflow over a 3d floor one.
  8. Aside from the obvious "Vanilla doom .exe in DOS" response, use Chocolate Doom. https://www.chocolate-doom.org/wiki/index.php/Chocolate_Doom
  9. Double posting to provide a link with a wad showing this technique off for you. https://www.dropbox.com/s/gdhzfw8tiaql8d7/double-stacked-sector-portal.wad?dl=1
  10. I wrote a tutorial for stacked sectors here - https://www.dfdoom.com/gzdoom-portal-tutorial/ Just repeat the process again, but treat the sector which was your upper portal as the lower portal, with a new set of control lines.
  11. Can't help but notice a lot of misalignments when using your own custom textures...
  12. Compiled with whatever settings we had at the time in UDB / GZDB-BF. Honestly though, again, this is a question for another thread such as this one - I needn't keep saying we're not here to support running / compiling / whatevering this wad for ports it was never intended for.
  13. This definitely did not feel the case when playing without gameplay mods that drastically change gameplay. I took a shot at this. How's this? 3x upscaled for previewing better: This is already in the doom palette.
  14. Are those leaves on the right made from distorted, upside down dead player sprites?! Good lord.
  15. Abolutely fantastic, unsurprisingly! 🤘 Keep 'em coming!
  16. Just played through this set, and I am honoured to have my music in this! From start to finish this was a blast to play through. I thoroughly enjoyed the gameplay (for the most part, I'll touch on that further down the post), and the aesthetic beauty of this wad is outstanding. MAP01 served as a good introduction to the wad. With a beautiful take on the familiar techbase theme, it has it's challenging moments but definitely felt easiest in the set. MAP02 has a fantastic interconnected layout that sees you revisiting areas briefly to progress, the gameplay here ups the ante but it's still fair. I did blow a rocket up in my own face but that was my own doing, heh. MAP03 features great use of gothic textures and has an interesting few encounters. highlight was the intro fight for me, with the mad scramble for the rocket launcher while being bombarded left and right. I couldn't solve how to get the BFG, I assume it's a secret, but you get one later - I have to wonder if that later BFG is really needed; would make the secret more rewarding in my opinion. MAP04 was for me the lowest point in the set - not to say it's a bad map, but the symmetrical wide open corridors coupled with the high amount of detail did make finding the one non-key-locked door difficult to find, I think either having that door open initially or doing something else to provide the player with a pointer in this direction would do wonders. The also symmetrical battles for the yellow and blue keys felt uninspired; I'd look to change one of these fights in such a way it plays differently enough from the previous fight. The final room's combat was great however. MAP05 - What a view! I don't agree with others that this needs to be made smaller and/or have more monsters. What I think instead is perhaps some added geometry (rocky areas, ruined structures, whatever really) to fill in the empty space would tackle the "problem" here, as well as provide more surfaces for players to bail revenant rockets into. Beyond this though I had a good time here and the map felt somewhat like a parallell to Scythe II's MAP28, with it's hellish landscapes and imposing structures. I think the only moment I felt any frustration here was with the upper area of the fortification, where I assumed the doors were red and yellow key locked, but they weren't. Perhaps a switch to open these doors, or even having them open initially would help here. I feel this wad would benefit from would be some ammo rebalancing; some difficulty and fun-factor can come from ammo management, so starving the player of ammo in certain situations can be good for the map(s), but once you get about 50% way through any map, even from pistol start, you're armed to the teeth with guns and ammo. All in all though, this is a fantastic set so far, and look forward to seeing more maps soon!
  17. I wish my existence was that easy; sadly I have all the same basic needs as you. 😅
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