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Everything posted by slugger
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- Make a fight that's too hard - Play it fifty times until I figure out the ridiculous strategy that makes it survivable - Done, release!
- 23 replies
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what are you working on? I wanna see your wads.
slugger replied to everennui's topic in WAD Discussion
UH-OH.WAD -
Semantics are irrelevant here. The only worrying part is that it sounds like you don't have an artist in mind and you plan to figure that out later. Developing a working relationship with an artist can be frustrating, expensive, and time-consuming. They will expect a clear timetable and reasonable remuneration. If your artist bails, you have to start all over. If you're friends, it might mess up the friendship. If you're strangers, it'll be even more expensive and confusing for both of you. I strongly urge you to do the art yourself. Even if you suck at drawing, it will be: - more interesting for readers - more flexible and direct (i.e. you rewrite something and need to make changes, you think up a visual and execute it instead of saving it to be executed later) - quicker - cheaper And drawing will strengthen your skillset, which is good for your ego and health. edit: Oh, you already have an artist -- rock on!
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Here's one simple in-universe reasoning: It uniquely shoots an infinite supply of rockets, so there must be something in its torso capable of mass-manufacturing explosives. All that material cooks off when it dies.
- 34 replies
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What is the secret behind the longevity and popularity of Doom?
slugger replied to DoomBoomer's topic in Doom General
Besides the positive traits that everyone's mentioned, Doom has fewer factors that alienate people. The big catches are gore (but clay monsters and toy soldiers exploding is mild and friendly compared to the brutal drawn-out torture that you see in genre horror) and demons (but even strictly religious people tend to like killing demons). So it's a scary game that even squeamish people can stand, and it's a religious morality tale that atheists and theists equally enjoy. Most games have much more limited audiences. -
Nothing suspicious here.
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Serious Sam's levels are beautiful and they feel great to move around in. I wish I could live in the grassy ruins from SE. Calling Serious Sam a "run backwards and shoot simulator" is no more insulting than calling Mario a "run right and jump simulator". That is how you play the game, and it's spectacular and super fun.
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what are you working on? I wanna see your wads.
slugger replied to everennui's topic in WAD Discussion
A little embrasure for a caco to shoot at you -
Megawad - Project Electricity
slugger replied to Bloody_tubesock's topic in WAD Releases & Development
That's actually map02, which he explained was unfinished. The zip file has two WAD files which both replace MAP01, so if you load it in GZDoom you'll start on the project's MAP02. I know this because I just did the same thing as you. Both the maps actually look quite good, even the broken one with no lighting. My maps don't fit this style so I can't contribute but I wish OP all the best. I hope people don't judge this project harshly due to miscommunication. -
Secrets Guide 1. 2.
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When is linedef action 140 used? (raise floor by 512)
slugger replied to slugger's topic in Doom Editing
Oh, that's it! I bet that's the only IWAD use. There are so many strange little bespoke specials with peculiar effects. -
I meant to say that taking the upper exit after you get 100% kills is the most involved route. The trick is that I screwed up. The shotgun is supposed to be right here: I changed its position after my choco runthrough, and I didn't realize it would make it inaccessible. It's in the proper position in GZDoom, but in choco-render it catches the nook, which I did not know was possible. (The math on centering objects must be different?) So you played a much nastier unintended version of the map where you have to go tyson except for a rocket launcher - I'm glad there was still sorta some fun! Let this be a lesson to test vanilla maps thoroughly. The exit rooms also needed more attention. I admit I really half-assed my vanilla testing on this one, I've learned more about the limitations now. When you said platforming, I was confused, because I thought the map didn't have any platforming. After a playthrough I realized what happened: there's a shootable switch on the inside of the entrance to the "crate room". This raises the pit and makes it safe to walk in. Believe it or not this ridiculous obscure trick is supposed to be mandatory. I didn't realize you could even make the jump without it. (That's what the annoying grating is for, I thought that would block the exit all the way off until you raised the pit.) That's not fun, I would get rid of that twist if I made this level again. Again, I'm thankful you finished it even despite it being much more broken than I intended. Also, the vine door confused me even though you explained it in your post and I made it myself. So yeah, too cryptic. I think at some point it was going to open automatically and spook the player with a monster closet. That was my favorite level in the JCP and it's a look I have leaned into since my first map, thanks very much for noticing. Cluttered and mishmash are actually some of the exact words floating through my mind when I made it. It makes my maps look even more amateurish than they already are but I don't care. I actually started off making enormous 15-minute maps with this style of detail. It works a lot better in cramped areas. Another wad with bizarro-texturing is YELLOW.WAD, a real mystery of a map.
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Special action 140, in the set of Doom 2 vanilla actions, is "S1, Raise floor by 512 units". It might be obvious, but I can't remember when the IWADs do this. Which maps use it? Also, anyone know some PWADs that use this effect?
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Rev taking a nukage shower in his tiny apartment. (Trimmed to remove homs from noclipping)
- 765 replies
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Thanks so much!
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That sounds like a good idea, although 10 is brutal, since a player who missteps once into a pit would lose to a player who missteps 9 times into rockets.
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How well do Doom 2 monsters infight? An experiment & analysis
slugger replied to SCF's topic in Doom General
If I'm reading this right, with 1v1 slow monsters, arachnotrons are the strongest non-boss infighters. Is that correct? It sounds right to me, since they fire so much more quickly and heavily than the other slow monsters. Really neat work and it's awesome to see this visualized. It's cool that Doom feels so fair, yet incorporates so much RNG that you can have wacky longshot outcomes like demons tanking chaingunners. -
In my experience, GZDoom and choco-render-limits (and by extension Chocolate Doom) can be reliably expected to play whatever MIDIs you throw at it, even if the drums aren't on the normal channel (which I believe is a problem in some of the midi files I've downloaded). As for the vanilla EXEs, I cannot help you there. They use the MUS format, for the conversion of which you can use the tool MIDI3MUS (see below). As Borg explained you can also use mp3s in the ports which support it.
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Temporary noclip as a powerup. If it runs out in a void, you explode.
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“Grandmaster Levels” community project – interest check
slugger replied to SMG_Man's topic in WAD Releases & Development
Finally, a monster with a color scheme that matches FIREBLU! Looks super awesome. -
Thanks a ton!! The random Nazi is funny, any monster I put on that square goes inactive for some reason. It's not tagged deaf. You can actually teleport in and get up in their faces and they won't activate - I don't know why. Some kind of spatial anomaly? I put the oblivious SS there as a joke but it obviously confuses people and adds nothing. The exit door is all kinds of fucked. It opens on its own when you step over a linedef to get the red key, so the red key is more of a red herring. That was a design oversight on my part. I can't remember whether I put the blue key into the map or not, but if I did, it's useless too. The "water" room was going to be an obligatory blue key room but it ends up being an optional opportunity to get a plasma gun. Overall this map has very confusing progression, I'll definitely work on that. I agree that the lifts are annoying. I got annoyed by waiting for lifts to the point where I put a hidden crevice/walkway in the right bloodfall (clockwise from where you teleport in after the waiting), with an ammo cache, letting you skip the lifts to go clockwise, but in retrospect I shouldn't have hidden it. The second screenshot is from that vantage point. I'll put some stairs in. This feedback is super helpful to me, so I really appreciate everyone's response. I obviously need to make the exits clearer. Everyone ends up hitting the goals really quickly and getting surprised. I don't mind a level that lets you leave early, but unless you see it coming it's sort of a kick in the ass. The original plan for the ending room was going to be a loooong lava run where you have one chance to grab the radsuit and haul ass across a damaging floor, but it felt too mean and bizarre to put at the end. My objective for making maps is "tight and weird" so I'm really overjoyed that that seems to be the consensus (barring confusion and imbalance). I'm especially proud of the baron/pinky trap, I consider that the map's most solid fight, easily the funnest part. I've beaten it several different ways and it's very tense each time.
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No worries, I copied that over without thinking. There's not much verticality in this one so it shouldn't make a difference. Thanks a ton for checking it out and for the kind words! I had a blast following along. The difficulty is nasty on UV, but that's ultraviolence for you! The other difficulty levels should be much less obnoxious, and the cyberdemon fight and the pinky trap are much easier (i.e. there is no cyberdemon, lol). I'll record my own run soon so I can show the way I approach them.
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DOWNLOAD SPUD 6 NOW (WadHosting) Requires: doom2.wad 1-map. Replaces MAP01, RSKY1, and D_RUNNIN Vanilla compatible Doom 2 format Tested on GZDoom, choco-render-limits, and DOOM32.EXE No jumping or crouching No vertical aim Classic software rendering engine Difficulty settings: all three Music: Megadeth - 99 Ways to Die Plot Cave base on the hell moon Hydra. Russet brown like a nutritious potato, with lots of ketchup. UV-MAX PAR time is 6 minutes. Screenshots