Jump to content

faad3e

Members
  • Posts

    43
  • Joined

  • Last visited

1 Follower

About faad3e

  • Rank
    Green Marine
    Green Marine

Recent Profile Visitors

1064 profile views
  1. its always xmas whenever cacoawards are released :) thanks to everyone who contributed to writing them this year, and thanks to everyone within the community
  2. perhaps it'd be wise to stress test your cpu on stuff like looped Cinebench r23 and see how high the temps get. If they get too high, you might have to consider investing on a better cpu cooler, there are many good options nowadays for like $20 usd on amazon
  3. Category 1 Difficulty: UV Dead on: MAP03 Time of death: 32:16 Time on entering MAP03: 23:09 Port: Gzdoom 4.10 Ill be sure to join in next month too :)
  4. Yeah SoSMap32 runs on my gpu (6700) but its not playable since it barely runs at 19fps on gzdoom (23 on dsda) with my sistem, and thats on 1080p, not my actual 1440p res. Running something is one thing, another thing is for it to be playable. And like i said previously, you will run onto situations as a creator where you have a vision that wont be able to realize without compromises, which you'll have to take due to the performance restrictions. Those compromises may or may not end up hurting your initial vision of your project. Sunder wouldnt be sunder without the massive vistas or haunting landscapes it has.
  5. In a way, for map makers its hard to know what are the limits of the engine, their hardware or someone else's hardware. Not everyone has the technical knowledge of what makes a certain port run well or what doesn't. When I started mapping, the second map I was working on was a very ambitious project, which had a big coastline, with many explorable buildings and whatnot, huge lines of sight. Eventually, gzdoom performance prevented me from developing it further, since with my system at the time (fx6100, gtx950, 8gb) I wasn't getting good performance. Around 20 fps on many places. Because of this i had to learn how to optimize, i had to cut down many parts and deviate from my original vision, which eventually killed my motivation for making that map, and led to that project being dropped even after having spent around 2 years of work on it.
  6. i've been waiting 10 years for this, its gonna be a fun weekend
  7. whoaaaaa looks awesome, great work!
  8. Id love if you could play through my wad bruin keep, link here Its a single long map (35+ min, 1300+ monsters), with action-packed slaughter like combat and a difficulty akin to grade a- or b+ using mtpain27's scale. Difficulty settings are implemented. Its only the second map i've released, try going on hmp or hntr, the last two fights are kind of devilish. Its made for prboomplus/helion/gzdoom cl -9. I tested it mostly with gzdoom. Cheers
  9. Second this, its very important to state whether you have to crouch/jump/use freelook/ what compsettings/port etc
  10. Enemies 1. No, we've been playing against the classic enemies for 30 years now, its real nice to get new stuff 2. No, aesthetic changes are good, but i prefer separate entities if you modify their stats 3. No Armoury 4. Its cool, I like getting a little description of them in the text file though, like the damage i can expect and stuff 5. No, its nice getting faster chainguns for instance 6. Nope, also good with it Mechanics 7. Im ok with it as long as the core gameplay loop is preserved, reloading can be a nice addition 8. Errrrrrr kinda??? It depends on how cleanly its done, and its nice if it doesnt deviate thaaaaaaat much from the original ui 9. 10. Slaughtermaps, love em, but its nice to get more adventure themed stuff, or narrative maps. If its too grindy i might consider skipping it. Example: Hellground is one of my favourite mapsets of all time, and its clearly not slaughter, but im also a really big fan of stardate 20x6 and Tetraptykon. 10. Im totally fine with it 11. Im totally fine with it 12. Im totally fine with it 13. They're good, it adds variation to otherwise completely combat based maps 14. See 13 15. See 13 Textures 16, 17, 18. All new textures can work well depending on how they're implemented, its awesome when something clearly deviates from the norm Advanced Features 19, 20, 21, 22, 23, 24. All advanced features can work very nicely, though i mostly enjoy the maps which retain a bit of the classic style, see winter's fury for instance, its very much a modern mapset, but it sprinkles modern stuff here and there and creates an awesome experience with it ------------------------ One thing that kinda prevents me from playing is stock doom2/doom1 music, i've heard them too many times by this point. Im ok with tnt/plutonia midis but custom music is ideal. Its nice also seeing ogg/mp3s. Regarding ammo starvation it depends on the style of the map, if its a slaughter map with more than 1k monsters then it doesnt really make sense to have ammo starvation be a core part of it, but on more atmospheric maps it totally fits. Having a clear vision of what emotions you want to evoke on the player should help you decide whether you want to include ammo starvation or not as a part of it. I think there's also kind of like a line between stuff that is too modern for my taste, for instance, i'm not really a fan of stuff like brutal doom, yet stuff like Major Arlene's Technicolor Antichrist Box is completely fine for me. If the gameplay deviates too much from typical doom it might also be a turn off, think stuff like major gameplay conversions, like making doom into a cover shooter or a hack and slash game.
×
×
  • Create New...