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Everything posted by DavidN
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I'm getting into this now :) I ran the important bits of the WAD through a difftool - some were discoveries that were already made, some are new. Here are all the differences between the version I first downloaded (dated March 30th but may have been uploaded much earlier) and the current version released on April 16th...
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Something else that strikes me as I explore the map is that it often does things in ways that are sort of awkward/obsolete - for example, there's a lot of Boom floor transferring and moving sector floor/ceilings around to show and hide things instead of just replacing line textures. It's particularly noticeable with the artifact pictures on the living room wall, which are a multitude of tiny little sectors that have to be managed. True to the timeline, this suggests that the map was made by someone who was familiar with Boom mapping and was gradually exploring more ZDoomy approaches - or someone who is doing a very good impression of one! I imagine that "Veddge" is an old account of someone else in the community that they revived specifically for this, and that they're watching this thread with some amusement... or are even one of the posters in it!
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Where was the phone box in the old version?! That sounds interesting... I was poking around with the public phones at the Shell station this evening but there's nothing there of significance. I wonder if there would be any value in comparing just the TEXTMAP lumps from the old and new wads? I'm not sure if there would be anything interpretable in it, but maybe if there's an added/moved/deleted Thing here and there... There's a tool I've been using https://new.wordsmith.org/anagram since anagramming all my teachers' names for my school yearbook in 2002 :) Among other things, it came up with HOUSE SANK, JIMMY-STYLE when I forced it to include the word "HOUSE"... I wonder if that brings it closer or further away from the solution. Edit: MYHOUSE JILTS MY SNAKE
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How do I use the Counter Variable Script more than once ?
DavidN replied to PITTSBURGH PENGUINS's question in Editing Questions
It sounds like it might help if you went through an introduction to ACS scripting so that you understand what’s going on with your script and your variables here - Chubzdoomer is a very prolific tutorial maker! You’re getting “double defined” because you’re trying to define two scripts with the same name - the second would have to be called something like “Enemy Death Monitor 2” and use its own variables so that it doesn’t clash with the ones you already have - int totalenemies2 and int killcount2, for example. -
I've started a deep-dive on this incredible piece of Doom work, analyzing how it performs its tricks with clever use of UDMF/GZDoom's features :) (Heavy spoilers, obviously - so don't watch if you haven't played it, or if you want the mystique of the game to be preserved)
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What a great summary and guide :) I’ve tried GZDoom in VR as well - this is quite an old video by now, it’s likely changed a lot. I have exactly the same problem with motion sickness - I thought I’d have no problem as I’d been playing games for 30 years, then walked four inches and was sick everywhere. Playing like this mitigates it a bit, taking on the role of Doomguy in his rocket powered electric wheelchair. It also makes Doom intensely frightening again - being in the environment with the monsters feels like 1993 again when Doom was the most realistic thing ever seen!
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This is a nice summary of the backstory - looking forward to the playthrough :) This is a fascinating, terrifying thing - after my own playthrough I’m working on a video about how the map is altered as the level goes on, mostly so I’ll be less afraid of how bloody mental it is
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E1M3 was a sudden introduction to the things that Doom could do :) I always used to get a massive jump on E1M4 as well, with the key on the ledge poking out into the acid, where you turn around and there’s a pinky right behind you!
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How are you loading them - drag and drop, command line or a launcher program? The MIDI pack needs to be loaded after the maps WAD so that the first wad’s MIDIs are overridden. Also if you load the MIDI WAD alone, do the alternative musics play over the Doom 2 levels?
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RAMP - Rabbit's All-Comers Mapping project [DONE!!]
DavidN replied to DavidN's topic in WAD Releases & Development
It was intended as a joke for people who played it on Nightmare, but if you can beat him, more power to you! And thank you so much for the Cacodemon bush - it was a perfect fit for here :) -
Does she play games otherwise? The weirdest thing to me about the comparison to escape rooms is that they came from much more puzzle-focused games before they existed in real life :) An escape room is a mini puzzle solving adventure game brought to life... I can only imagine someone comparing Doom to an escape room if they were unfamiliar with other games that are much more like escape rooms than Doom is! Something I find interesting is that my daughter Penny thinks of Doom as a game about building things, sort of like she does with Minecraft. And the way I and many of us use it, it sort of is - I spend far more time with it making new things than doing the actual demon-slaughtering.
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Well done for getting this to the finish line :)
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What a nice thread :) Thanks to everyone who submitted maps to this year’s RAMP, who thought that my opinions on their maps were worth anything and that just enjoyed making something in Doom this year!
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For someone born in 2022 your keyboard skills are very advanced! :)
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RAMP - Rabbit's All-Comers Mapping project [DONE!!]
DavidN replied to DavidN's topic in WAD Releases & Development
I can’t really remember - I think it was something to do with not being able to say where all the assets came from and if they were copyrighted -
At which year, could Doom be played Multiplayer the first time?
DavidN replied to Technicolor's topic in Doom General
Yes - also worth mentioning is that the 17th Feb 1994 release also introduced the ability to play Doom on an IPX network without obliterating the whole rest of your network :) https://doomwiki.org/wiki/Broadcast_packet_meltdown -
RAMP - Rabbit's All-Comers Mapping project [DONE!!]
DavidN replied to DavidN's topic in WAD Releases & Development
My server had a hiccup and I've had non-covid pneumonia so I haven't had the energy to track down why D: I'll get it working again soon - thanks for sharing the WAD around in the meantime :)- 522 replies
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i am in desperate need of some ideas for my map...
DavidN replied to LuVo's topic in WAD Releases & Development
Where you've got plain walls just now, add zig-zags to make them look like natural outdoor crags, put a sector behind them and pull the floor upwards to make nooks where you can put monsters that throw fireballs at you from afar... the room at the end looks good, experimenting more with angles! -
Here you go! Thanks for maintaining this list, it’s great for new and old mappers alike :) Active/Partial Playtester: Active Preferred difficulty: Easy to mildly stressful Number of maps in a set (Max/Min): No map limit but I try to play about an hour maximum per video Genres don't like: None Preferred souce ports: GZDoom Refused source ports: None Demos|written comments| youtube| Twitch: http://youtube.com/@DavidXNewton Contact (Personal forum thread/ Private message): Submit requests at https://doom.teamouse.net/request Notes: Am a rabbit
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As there are so many possible colours (256^3) compared to the number of flats/textures you would realistically have in a Doom WAD, maybe each of the R, G and B values could correspond to something different - like a normalmap Edit: On closer examination of the reply to my first post, this is already exactly what it's doing!
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This looks like it could lead to some interesting things :) I'm interested in how it works! Is the PNG just the image we see, or is there more encoded into the metadata as well (like which colours correspond to which textures)?
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Questions About Cameras and the Plausibility of an aRPG Mod?
DavidN replied to Slayer's topic in Doom Editing
You're right, my server wasn't forwarding HTTP correctly - use https://files.teamouse.net/doom/wads/phobianodysseydemo2.pk3 ! -
I was certain the area with the nukage and cross-shaped bridges in E1M6 was open to the sky as well, but it’s entirely indoors! It’s hard to remember that details weren’t all that clear on the screen the first time around in 1993…