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About Nootrac4571
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Not massively exciting, but the key-door textures are all a bit techbasey, even the skull ones, so I made versions for marble, metal and brick:
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Slightly silly, but I've always thought the EXITSIGN texture is really useful in techbase maps, but it's annoying that there's no equivalent for other themes. So: Just don't ask why some demon took the time to carefully carve the word "EXIT" into a little box of flesh in his nightmare realm of eternal suffering. He's just trying to be helpful.
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Judging by the death frames, the second column. I think the confusion is that the "eye' isn't in the centre, which personally I think is fine.
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Wood5forLife: a map with only a single texture
Nootrac4571 replied to Pistoolkip's topic in WAD Releases & Development
Gorgeous level! I am a WOOD5 convert. -
Do You Believe Challenge Is The Core Of Video-Games?
Nootrac4571 replied to DSC's topic in Everything Else
I've always thought the problem here is that we call them "videogames," which implies they're a subset of "games." It's a misleading name: the videogame space is a wide church, which meshes together games, narrative, visual art, music - and a host of other things - into an incredibly diverse medium that we somewhat unfortunately decided to call "videogames" before it was mature enough for us to understand the wider potential of what it can be. The "game" part of that word is no more important than the "video" part, and neither parts fully describe what the things we're talking about actually are. Each videogame places importance on different aspects of the gigantic grab-bag of media that make up the medium: Some videogames place emphasis on challenge, some on narrative, some on art, some purely on creating an emotional experience, and so on. They're all videogames! Doom is a videogame, and so is (for example,) Dear Esther. They just place importance on different aspects of the things that make up the medium. Challenge is a popular thing for videogames to put emphasis on, but Elden Ring's difficulty doesn't make it "more" of a videogame than, say, Animal Crossing. Just a different one. -
Maybe... I mean... you could add a cacohole or two round the back?
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Mapping process: when to build vs decorate environments?
Nootrac4571 replied to Burgish's topic in Doom Editing
I'm not the most prolific mapper so take my advice with a pinch of salt, but I do try to cram as much detail in as possible. My technique, for what it's worth, is to block out the entire level using only the default editor textures. There was a playable start-to-end version of Demonastery that was 90% STARTAN before I went to town on texturing and architectural detail. That's not to say I didn't have an idea what I wanted it to look like: I knew the visual theme I was going for, and had a vague idea of what each area was going to look like. But I didn't bother spending any time on detail or texturing until I had a working map that was fun to play through. -
Since id told Romero not to release any more of his personal archive of Doom development assets a while ago, I've always wondered how much stuff there is still locked away that we won't get to see. From Romero himself: "I have tons of unreleased assets for Doom. I only picked a few things when I released those many years ago, but yeah I have tons of stuff that's not released. I can't release them because id told me not to." Hmm. That's a shame, I really hope they can find a way to share all that stuff in the future - there's a lot of us that would love to see more. I also just read Life in First Person, and he mentions still owning Adrian Carmack sketches and early hand-drawn mockups of the renderer.
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From the Intellectual Property Guidelines page of the GW website: "Games and apps – individuals must not create computer games or apps based on our characters and settings. These are only to be created under licence from Games Workshop." https://www.games-workshop.com/en-SE/Intellectual-Property-Guidelines Edit: To clarify: It's possible they wouldn't notice or care about a mod for a 30 year old game, or maybe they'd even be happy about it. The latter seems unlikely after the release of Boltgun, but who knows? The point is that their policy guidelines specifically prohibit unlicensed 40k games, and regardless, they're absolutely within their legal rights to slap the banhammer on anything that appropriates their IP without permission (excepting certain country-specific laws like Fair Use in the USA, which absolutely wouldn't apply here.) The bottom line is, the moment the mod got popular enough to get noticed by GW, its fate would rely entirely on how they felt about it at that point in time. And I think that's too much of a risk to sink any significant time or effort into a project. Others may disagree! And I hope so, because I still want to play the game I imagined in 1999, in which you play as an Ork Boy stranded on an Imperial Forge World just at the exact moment Hive Fleet Kraken invades.
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GW has in the past swung wildly between turning a blind eye to copyright infringement and aggressively defending it. Personally I wouldn't spend any significant effort on any 40k fan-project simply because their IP policy is unpredictable. Regarding 40k Doom mods, I've seen a few projects, and always been tempted to get involved. -I've wanted a 90s-style 40k FPS since, well, the 90s - but I've held back because I knew I could work for months and GW might still crush whatever I made on a whim. And that was before Boltgun came out. Now that there's an actual, licenced 90s-style Boomer Shooter, a 40k Doom mod would literally compete with a product they're selling. I wouldn't touch that hornet's nest with a ten foot pole.
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I think part of it might also just be that Quake 1 already existed with an established modding community. Having already made the massive jump from Doom to Quake, I suspect a lot of modders felt less of a pull to move to learning yet another game, especially when the differences between Q1 and Q2 were less obviously massive than those between Doom and Quake. Then Half-Life came out less than a year later - based on the Quake engine, but extended to have a much bigger feature set than either game.
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Early 1994, when I was a teenager. It'd been hyped in the videogame magazines for months. I don't remember how I got hold of it (maybe the shareware version was on a coverdisk? - either that or I copied it off someone at school,) and it didn't run amazingly fast on our low-end family PC, but it totally blew my mind, I played Knee Deep in the Dead over and over again. I really wanted the registered version, but phoning a number in America to buy a videogame via international mail order seemed prohibitively difficult/expensive at the time - I'd need permission from my parents and it was certainly not the kind of thing they'd understand, so I never even considered it. But a few months later my local videogame store got a bunch of boxed full versions, which I assume they'd ordered from the US and put on the shelves with a significant mark-up. I seem to recall it was around £30, (about £75/$100USD today accounting for inflation,) which was a lot of money to me at the time. I saved my Saturday job money for a few weeks and bought a copy, terrified they'd sell out in the meantime; by far the most expensive piece of entertainment I'd bought at the time. I've still got the original skinny box and floppies in the attic somewhere.
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I'd like to! But it's a heck of a lot more work than just painting over some existing sprites.
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The Red Demon from id's early game Catacomb 3D is clearly an artistic ancestor of Doom's demons, so I had a go at giving it a Doomy makeover. Only front-facing sprites sadly, since Catacomb 3D didn't have rotations. Original: Recolour (Doom palette:) Size reference:
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