-
Posts
332 -
Joined
-
Last visited
About Higo Doragon
-
Rank
do you like caco?
Recent Profile Visitors
1362 profile views
-
Higo Doragon changed their profile photo
-
this COMPLVL expantion probably should only target ports that already support vanilla version diferences like prboom+/dsda-doom/woof, if a port isnt focused on version/demo compatibility, this kind of thing already doesnt work exacly as expected ( mainly involving more obscure behavior/ bugs/ hacks ), in such ports it should be fine to use the geral vanilla compatibilty mode that they support. it's unfair to ask for more especific/ demo compatibility to ports that focus on others things like adding their own advanced feature-set/ changing especific behavior to improve player experience and/or extend modding for the game. if the mapper depends on a certain especific vanilla behavior, they should especify the player to use version/demo-compatible sourceports. or if they want to support non-version/demo compatible ports, they should add the feature themselves using the more advanced featureset of the port ( scripting, umapinfo, zscript, etc ). personally i recommend mappers that like messing with vanilla hacky stuff and/or obscure behavior ( like myself ) just stick to doing the former and focus on ports that support our needs. better to stick with ports that were made to support our stuff, instread of "fixing" for ports that doesn't.
-
I WILL NEVER GIVE YOU ANY THING [MBF21 + UMAPINFO]
Higo Doragon replied to Maribo's topic in WAD Releases & Development
i cant overstate how much i love this kind of visual, be curruption or other sureal kinds of sureal distortions. for this kind of agressive curruption, it feels like how the brain stores fuzzy memories. melting away yet everything having such strong sence of place and feel for it, this wad is a really fun technical display too. i finished the first two maps without cheating but had to cheat on the third one. im excited to improve in doom and slaughter maps to the point of being able to return and play the last ones + your previous work! -
the way doom decides what kind of item to pickup when the flag MF_PICKUP is on, is not not by checking the "doomednum" on the actor's proprites, but checking for it's sprite value on the current state! https://github.com/id-Software/DOOM/blob/master/linuxdoom-1.10/p_inter.c#L367 this means that doom decides what you picking up by how the thing looks and not by what it is in the game's data. this is very funky ( and hackable >:3c ) i discorved this by studing "VRandomizer" a vanilla dehacked patch that randomises pickups by changing the pickup's state to a diferent pickup per game tic. https://www.doomworld.com/idgames/combos/vrandom
-
What small tweaks to Doom's gameplay would you have suggested to id?
Higo Doragon replied to janiform's topic in Doom General
improve or remove the vanilla stiff horizontal autoaim, it usualy gets in the way and makes you miss some rockets/ cells. -
im definity not 3 kobolds in a trench coat nuh uh
-
you forgot the step of circling the star statue 256 times
-
1k1k - A COMPACT Doom 2 Community Project [RELEASED]
Higo Doragon replied to Yop's topic in WAD Releases & Development
@Yop hey, sorry for the late response, map 31 uses miko-portals a quirk of how the original executable uses it's values to store the player position on the code. it's a integer overflow, it should work on demo accurate ports. it works on DSDA if you use complevel 2, works well with crispy and chocolate. but on gzdoom miko-portals wont work and never will be officially supported because they really hate this kind of stuff. -w- it can be patched in with zscript at least. without miko-portals it's impossible to replicate the doors opening on the right timing, but the the invisible walls can be replicated with lowering floors. the teleporting monsters is easy to replicate too. i feel i could try to remake the map to avoid using the quirk, but if you don't wanna use the bug on the wad, it's better to leave it alone and cut it. i can try to make other map or just leave to somebody interested on the slot. -
1k1k - A COMPACT Doom 2 Community Project [RELEASED]
Higo Doragon replied to Yop's topic in WAD Releases & Development
@ABearInThaWoods hey, i got some problems and couldn't watch the rest of the stream. thank you for playtesting our maps! i worried that my map31 may be a little rng heavy, with the berserk damage and with monster infighting, and a little too lunatic too. with the 2 cybers and teleporting archviles. also im thinking in changing the final battle to give the plasma rifle or bfg. killing cybers with rockets is always a little too slow. your map looks very very cool! and the secret dispensers are a awesome idea. and i like how you are designing it to make use of all the space and still doing a progression though it. -
1k1k - A COMPACT Doom 2 Community Project [RELEASED]
Higo Doragon replied to Yop's topic in WAD Releases & Development
don't worry, we have a lot of time still for the project. i wish things get better in your side buddy, sorry for your dog. -
1k1k - A COMPACT Doom 2 Community Project [RELEASED]
Higo Doragon replied to Yop's topic in WAD Releases & Development
here is the MAP31!!! a japanese dojo owned by a cyberdemon and his brother! get punching! like my previous map, it has custom textures. it's all packed together inside the wad. important thing: this won't work on gzdoom, but it's possible to patch the trick in using this mod. it works in any other demo-compatible ports though, even on DOS. it uses vanilla conveyor belts, and that's not naturally supported by gzdoom. slot: MAP31 name: " Dai Akuma no Dojo " big demon's dojo in japonese lol song : "TWANGO" by "msx2plus" texture credits: "sgt_mark_IV" "jimmy" "doomer board projects" "mechadon" / "box o skies" some texture rips from "shadow warrior" Screenshots: Download: https://www.dropbox.com/scl/fi/9mdn27zv72cenohlmicrn/1k1k_map31_v3c.wad?rlkey=kzm1e7okvzpkbkr8r6yo6njt0&dl=0 -
1k1k - A COMPACT Doom 2 Community Project [RELEASED]
Higo Doragon replied to Yop's topic in WAD Releases & Development
yeah, also unique final levels are quite better for this kinda of project!~ -
1k1k - A COMPACT Doom 2 Community Project [RELEASED]
Higo Doragon replied to Yop's topic in WAD Releases & Development
i mean, do we reallyy need the icon of sin? -
1k1k - A COMPACT Doom 2 Community Project [RELEASED]
Higo Doragon replied to Yop's topic in WAD Releases & Development
just played, gameplay is better then the previous version! good improvements, i also love the final ambush, the only thing i would personally do is make the pain elemental + cacodemon encounter start when you press that switch to lower the wall, or just make that wall lower faster, i usually kill all enemies before pressing that switch. and make this door start opened, or add a switch texture to the openable side. it can be very slightly confusing to make this door openable with the similar and previous one having to be open with a shoutable switch even with that you did a good job! -
congratulations on the release guys! very cool and inspiring to see you all so excited and passionate for mapping! i the DBPs are a big part of my dooming these days, i love them very much. the maps and themes only get better and better! i wish everyone behind these the best.