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Everything posted by GermanPeter
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I'm so glad neither of those ever got realized. Even Doom 2016 came dangerously close to being a generic military shooter at times (like the cover), but going the exact opposite direction and leaning more into the classic gameplay was the way to go. And we all see how Croteam's idea ended up being, with Serious Sam 3: BFE. Not a terrible game, but definitely lacks the charm of the previous ones. It'd have likely killed the Doom franchise if they had gone through with it.
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Always wanted to read them, probably will at some point.
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Oh, that's good to know, actually! Thanks for linking that :)
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Yeah, the stealth mechanics of Wolfenstein were removed for a reason. I'll be honest, I've never liked stealth in any of the Wolfenstein games. It feels barebones and gimmicky at best (MachineGames) and downright frustrating at worst (RTCW). Shooting will always be way more fun. I might look into Duke 3D, but I don't really have a strong feeling for that game. I'll keep it in mind, though! If anything, I'd talk about Duke Nukem Forever, the 2D game that got turned into a different game entirely.
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In this video, I wanted to take a look at Tom Hall's Doom Bible and see how different the game might have been if it had been implemented. And then I wanted to show a few games that did bring Hall's visions to life after all... This topic is probably an old hat for some, but not for me. I never found the time to read the Bible and I certainly never had this much experience with Doom in general. I'd really like to hear what you guys think. Would it have made for a good game, or was it better they scrapped it?
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[1/31/2024] Doom Delta v3.0.1! (new weapon... AND MORE!)
GermanPeter replied to DrPyspy's topic in Mods & Resources
I keep thinking about this mod, I love it so very much. Would it be possible to add an option to enable alternate weapons, like the 0.5 versions of the rifle and the machine gun? I think that might be kinda neat. Would also be cool if Pinkies had their old death animation where they explode/burn up (?). Maybe as a gib animation? By the way, I'm in love with the Wolfenstein SMG, the fact it's based on the Jaguar sprites but still uses the DOS sounds AND lacks bullet puffs is wonderful. That weapon alone makes the secret levels worth visiting, in my opinion! Also please add an option to replace all textures with "JULES SUCKS" and "TOM IS KING" please thanks -
You can just copy them from Plutonia and add them to the WAD file using Slade. You need to create a "TX_START" marker somewhere, then a "TX_END"-marker immediately after it, and inbetween you put all the textures. Just create these with "New Entry", which defaults to the marker, and then type in those names exactly. These let Doom know where the new textures begin and end. You should also copy and paste the "PLAYPAL" and "COLORMAP" from Plutonia so all the colors show up correctly. It's very simple. I think you also might be able to find a WAD that's JUST the textures from Plutonia, so you could just drag all those files into there that way. I think it's necessary, because considering this mapset is literally about Doom 2, it's odd that it'd need textures from something that's unrelated to the maps you're remaking. Not a dealbreaker, but feels like a weird change (especially since not everyone has those IWADs). Including them in the WAD itself is a better option.
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Ah, seems like a strange choice for a WAD focused around Doom 2 in particular.
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Oh man, how did I not see this, this is awesome! I played the first map before but took a quick look at the others, very impressive. There are a few missing textures though, like the waterfalls (I assume), and many in the other maps. Doors you can't open normally should also use a different texture than those you can open, just makes it less confusing. Incredibly cute interpretations, though. Very creative, and all maps put their own spin on the originals. I especially love seeing an actual train yard, that's so adorable! And I love how you actually get to experience the proper hallway in the Waste Tunnels before it crashes down. A+!
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Doom 2 in Song only - Release (update)
GermanPeter replied to Scileboi's topic in WAD Releases & Development
Sounds good to me, thanks. -
Doom 2 in Song only - Release (update)
GermanPeter replied to Scileboi's topic in WAD Releases & Development
To clarify: I only pulled out my two maps because I didn't agree with how the project manager (not Johnny) handled things for the Amalgoom project. I let them know that as long as they and the co-manager were in charge of this project, I didn't want to be associated with it. If you're the current lead and you're still interested, I'd be fine with submitting my two maps as well. I'd be more than happy to, because I'm fairly proud of them, they do things none of the other maps in the project do, and they got me into Doom mapping again. I think they'd be a good addition to the project, to bump up the level count. If not, then I absolutely understand and you don't need to elaborate further. I'm really happy this project saw the light of day either way, because there's a lot of really interesting ideas here. My personal favorite is "Between Levels", actually. -
[WIP] Doom 64: Unseen Evil - Run it back, Doom 64 style!
GermanPeter replied to DrPyspy's topic in WAD Releases & Development
Legitimately excited for this one! I didn't know you were gonna refurbish all the Doom 1 and 2 stages, I thought it was just graphical changes or a new levelset entirely! I'm genuinely curious - how do you plan to do the Wolfenstein SS? And the Romero head? Ohh, or the Keens? Now I'm very curious. -
[1/31/2024] Doom Delta v3.0.1! (new weapon... AND MORE!)
GermanPeter replied to DrPyspy's topic in Mods & Resources
I might have decals disabled, yes. But I assumed you used the +FLATSPRITE flag for the Blobs, which I think would fix this issue. What could work in regards to powerups would be adding them to the HUD itself. I only have the helmet in mind, but there's a few places where you could put an icon to indicate a powerup is being used. And if you want to balance the Dark Claw, a gimmicky way of going about it would be that souls only drop from gibbed enemies. Would keep it consistent, but would mean the player can't get more souls back just by using the Claw. Would also buff the explosive weapons and Berserk. Also, I think the only weapon I truly don't like so far is the minigun/chaingun. It's super powerful, but the wind-up makes it VERY hard to justify using more than once in a while. It's balanced this way, but I feel it goes against Doom's fast-paced nature too much. There's a few ways I think you could address this, the simplest would be allowing the player to rev it up without firing by holding M2, maybe even slowing them down while doing so. This isn't very "vanilla" though and I can understand if you wouldn't want to do that, as not even id did. The way I'd go about it would be completely foregoing the revving mechanic and treating it more like Wolf3D's chaingun, with the caveat that there's a delay after firing, similar to the Plasma Rifle (so a wind-down, essentially). I think that's how id would have done it too, in my opinion. If you want to reduce its effectiveness, you could make the spread even larger than it is now, more like the SSG's. People will already be tempted not to overuse it because it chews through ammo and prefer the SMG instead, much like in Wolfenstein. Alternatively, you could give the powerhouse Dimitri the ability to reduce the wind-up or combine it with my suggestion to make the spread tighter again. Up to you! By the way, could you make melee weapons silent? In the Doom Bible, they were hinting at a sort-of stealth mechanic, that you could backstab certain enemies. You don't have to do that of course (that'd be awful lol), but I think it'd be in spirit with the original concept to use melee to not give away your position at least. But yeah, a pretty amazing mod so far! When are you adding Buddy Dacote though? 🥺 P.S.: your Doom 64 stuff is mindblowing too, your skills really are a gift for the Doom community! -
[1/31/2024] Doom Delta v3.0.1! (new weapon... AND MORE!)
GermanPeter replied to DrPyspy's topic in Mods & Resources
Yeah, that helped a little, but wasn't enough. Like I said, it's an unavoidable side effect and I'd rather have the full helmet than bullet casings, just a bit unfortunate. -
[1/31/2024] Doom Delta v3.0.1! (new weapon... AND MORE!)
GermanPeter replied to DrPyspy's topic in Mods & Resources
This is an incredible mod, and I'm loving every second of it. Very faithfully recreated, while adding a bit of your own spin to make it fun and unique. I am especially impressed by the minimap, that's just insanely useful and well-implemented. I never thought you could actually have that in a Doom game! I did notice a few errors and bugs though: And some feedback: Overall, super amazing mod that I don't even think needs more added onto it (aside from unique levels perhaps). This is as finished of a mod as there can be, and that's seriously impressive, especially considering it's based on cut content (as those famously never get finished). 10/10! -
To clarify: I'm not affiliated with this project, I just said how I would have done it. I'd like to use the UDMF format and its portals to create rooms that are physically impossible otherwise, and the 3D floors to add rooms over rooms. What OP plans on doing with it is up to them. Personally, I don't see the criticism this project is receiving. What's wrong with adding a bit of detail to existing maps? If you think it's boring or uninspired, then don't join it. Nobody complains when people post their baby's first Doom maps on here either (or at least shouldn't), not everything has to be a bombshell. Again, I'm not part of this project whatsoever.
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Yeah, I'm fine with establishing rules and such, but I just can't lead the project either. Once someone volunteers to keep track of submissions, enforce deadlines and perhaps even create a Discord server to discuss things, we're golden. I'm also perfectly fine with "playtesting" maps, I just can't do the rest of the bulk. You know, the important work :P
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I could make a post about it (to give the project more of a face), but I really don't want to be the one actually organizing things, that's my main issue. I'm fine with giving input and feedback, but not with keeping track of who does what and deadlines and all that guff. If someone volunteers to do that, I can come up with rules and such. Another issue is where we draw the line. As I said in the video, some of the later maps like Nirvana are definitely city maps that were pulled into hell. So where do we put those? Do we bring them back to Earth and de-hellify them? What about maps like Gotcha, which are pretty much entirely destroyed? Do people just add their own buildings everywhere? What about the actual hell levels which don't really need any changes, like The Spirit World or The Living End? There's nothing those maps are implying that they didn't manage to pull off, so it's not like there's anything to "remaster" there. Do we just leave them out? So I think I'd focus more on the "Hell on EARTH"-part and basically just show how these maps were SUPPOSED to look like before they went to hell. That'd scrap only a few of the later stages, anyway. And the levels would be mostly intact, though enemies and items could still be added, with the option to disable them entirely on Easy. So if you just wanna go sightseeing, then you can do that, but if you wanna keep playing normally, then you can do that too. Keys would always be present, to ensure that the map flow doesn't change, but teleporters and such would need to get swapped out with more sensible means. This would unfortunately mean that we couldn't really do things like "Doomguy has to tear down the wall with his hands" or "Doomguy breaks through the floor", but I feel like it's more interesting to see what these maps could have actually been.