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Everything posted by iddq_tea
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Doom III: IDKFA Edition | Project
iddq_tea replied to iddq_tea's topic in WAD Releases & Development
Alright, thanks for the info. -
Doom III: IDKFA Edition | Project
iddq_tea replied to iddq_tea's topic in WAD Releases & Development
We might consider it if we run into issues, but we're managing just fine so far. How many sourceports would it be compatible with if we did that? -
Doom III: IDKFA Edition | Project
iddq_tea replied to iddq_tea's topic in WAD Releases & Development
That's the plan :) -
Doom III: IDKFA Edition | Project
iddq_tea replied to iddq_tea's topic in WAD Releases & Development
The only problem is actually implementing a weapon like that while sticking to the unmodified Doom II engine. Modifying it would mean losing compatibility with pretty much every sourceport out there, and depending on which sourceport we decide to modify, some players would be dissatisfied. Thank you! I appreciate the support this project is receiving! -
Doom III: IDKFA Edition | Project
iddq_tea replied to iddq_tea's topic in WAD Releases & Development
Love your work, I'd love to have you on the team! Join the Discord server if you're able, we can discuss any further progress on there. Otherwise, you may send me a PM, but that might make communication slower. -
Doom III: IDKFA Edition | Project
iddq_tea replied to iddq_tea's topic in WAD Releases & Development
Sure thing, join the Discord server, if you're able, so I can keep track of everyone contributing to the project more easily :) Yep! The idea is still very fresh. Currently, I'm only recruiting contributors and working on two maps for which I have the designs finished. I will be making some maps for the megawad myself, so I'm not just looking for people to do all the work for me, but since I don't have much skill outside of mapping, I will be needing all the help I can get. Once we have some progress to show off, I will update the thread with screenshots. I'd need someone more familiar with Doom64 to post references, since I have only watched gameplays and not played it myself. And thank you! Exactly that, lol. Doom The Way id Did is a big inspiration. The whole idea is to make it not look like Doom 3, so Doom 3 textures are out of the question. It's supposed to look and feel like a direct Doom II sequel, using the same abstract level designs and textures. -
Doom III: IDKFA Edition | Project
iddq_tea replied to iddq_tea's topic in WAD Releases & Development
I don't have any ideas myself at the moment. I always found the rocket launcher to be superior to the grenade launcher in Quake. If we're going to add a weapon, it should be something that revolutionizes the gameplay as much as the beloved SSG did, but it should also be within the range of a vanilla-compatible .WAD or .DEH file. And It shouldn't stray too far from the vanilla Doom feel, as it's supposed to feel like a sequel rather than a mod. A grenade launcher would be an interesting addition in the way that it adds a second use to the rocket ammo. Every typo of ammo has two weapons assigned to it in Doom II, except rockets, so that's something to think about... We have an idea sharing channel on the server, everyone's welcome to share theirs! :) -
!!IMPORTANT!! This thread is severely outdated, if you somehow managed to dig it up from the depths of Doomworld forums, you probably need to find a hobby. Anyway, here's the new thread, all further updates will be posted there. The IDKFA Team thanks you for supporting us! Doom Refired --- When I first heard of Doom 3 as a kid, I predicted it would look like Doom II. I was disappointed, but still enjoyed the game. But a question arose - What if Doom 3 had followed in Doom II's footsteps? What if it was, in fact, Doom III - a Doom II sequel released in 1995? Our goal is to make a PWAD running on the Doom II engine with the following expectations: 32 new maps 22 new midi tracks new textures new monsters We're looking for contributors to make this happen in the near future! If you wish to join, we have a Discord server right here - https://discord.gg/nZwgYzwTtZ Once we have a decent amount of contributors, this thread will be re-organized and every contributor will be listed and credited :) -- Currently looking for: mappers (both designers and builders) spriters (new monster sprites) modders (to implement new monsters) texture artists (walls, flats, and misc. graphics) midi artists (map tracks and text/title/intermission screen music) writers (text screens and storyline ideas)
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8 Simulated Types Of Colorblindness
iddq_tea replied to iddq_tea's topic in WAD Releases & Development
Thank you for this. The wad has been updated! -
See Doom through the eyes of a colorblind person, be it for entertainment purposes or to test your custom textures' visibility to everyone. I made custom palettes for Doom, simulating 8 different types of colorblindness. Each is in a separate WAD file. Works with both Doom and Doom II, tested with Chocolate Doom, so it should be compatible with any sourceport. -- UPDATE: Fixed the screen tint for damage taken, item pickups, and rad suit powerups. If you find any other mistakes, let me know! CBDOOM.zip
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Do share! Oh, and I tried Eternity Engine, it's really good! I'm going to use that to test my maps during casual gameplay and RUDE to look for very specific, minor graphical glitches.
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Alright, I see your point, I should've clarified lol The infinite heights are optional, I'm looking for a port that doesn't touch the visual bugs. I'll give it a shot. The ghost bugs are always a surprise to encounter, why would anyone try to fix them?? I know wads that will purposely create ghost monsters (Hell Revealed, for example), and that's an awesome "feature" c;
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Wym? Infinite height is not a bug, plus, it was removed in Heretic. The colored blood and higher resolutions are just a nice touch, they don't affect the gameplay. By "modify the gameplay" I mainly meant that the physics should stay the same, since GZDoom modifies those, and I want the bugs to remain purely for map-testing purposes.
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Tried it out, I had no idea this existed! Always happy to discover a lesser-known gem. Gonna miss the colored blood and infinite height removal, but this'll suffice for now. I'm up for more suggestions, if anyone has any! As for PRBoom+, I have it, but the mouse controls feel off for me.
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I've been using Crispy Doom up until I found out that it fixes several visual bugs, most notably the HoM, which I need in order to pull off a mapping trick. Chocolate Doom won't suffice, because I need a limit-removing port. I want a port that only removes the limits and doesn't touch the bugs or modify the gameplay in any way. Being able to adjust to higher resolutions would be nice too. Does such sourceport exist? I tried compiling my own but had issues along the way, so if anyone could instruct me, that would fix my problem too! (I have basic programming knowledge but I've only ever made small personal projects)
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What are your personal pet peeves in mapmaking?
iddq_tea replied to KeaganDunn's topic in Doom Editing
Unobtainable weapon pickups. You kill a group of blocked-off hitscanners, but there's no way to get their ammo. -
What are your personal pet peeves in mapmaking?
iddq_tea replied to KeaganDunn's topic in Doom Editing
Bad item placement. A medikit in front of a switch when the map is hella hard but you're at 98% health? You just wasted 23% of health right before triggering a difficult battle! Also, multiple health or ammo items in the same spot, and stuff like placing a soulsphere in front of medikits with no way to walk around it.