Jump to content

Arsinikk

Members
  • Posts

    987
  • Joined

  • Last visited

Everything posted by Arsinikk

  1. The official 200 Line Massacre Infopack is now on /idgames! Just a note that the WAD itself is not included in the Infopack. The actual megawad is available here (/idgames).
  2. Playing Grime and other cool Doom WADs! http://twitch.tv/arsinikkdm
  3. I did send you a discord link DM for my next project, that you can make an ENDOOM for. (starts with 123) Yes, all my projects that have "Line" in the title refer to "Linedefs" i.e. 100 Line Massacre, 200 Line Massacre: The Slaughtering, 100 Line Christmas, etc.
  4. Finishing [crosses fingers] Deadliest Dem(o(li)ti)on (Blind UV MAP10-MAP??)! http://twitch.tv/arsinikkdm
  5. I kept forgetting to post this, but here's the ENDOOM for the community project 100 Line Christmas:
  6. Introducing the 200 Line Massacre infopack! Better late than never, I always say! /idgames: Download Infopack ---- What is an Infopack? Early 90s WADs like Memento Mori, Requiem, and even Hell Revealed would include separate applications that were not only aesthetically pleasing, but also included detailed information about the WAD and its maps. Most of these were DOS applications, as that was the format back in the day. What does the Infopack include? The 200 Line Massacre Infopack includes an in-depth map-by-map commentary with some insights into the WAD's development history. How to run the Infopack? The 200 Line Massacre Infopack strives to bring back the spirit of infopacks into the more modern age. While it keeps the same nostalgic feel as older infopacks, it instead runs on modern Windows systems (XP and above) for easier access. Infopack Screenshots: (If you downloaded the "Infopack and WAD package" previously, we've made the decision to keep both the WAD and Infopack separate for clarity and file size considerations)
  7. Yes, because there's totally a full in-depth bloody wiki page that explains exactly what limit-removing is. If you think I didn't look in-depth for an explanation for limit-removing before making this post, you are sorely wrong. I don't really see it as poking holes. Though it'd be delusional to think that limit-removing as a non-complevel doesn't have a clear definition. As a mapper, knowing exactly what limitations I have to work with is both extremely beneficial for the mapper and player. I don't mean to grill you so much, but why are you adamant about not removing overflows for limit-removing. There aren't any downsides I can see to removing these limits. The only small thing I could think of is if the map specifically exploited the spechits overflow, but that's honestly the exception and not common at all. Is there something you have against clarifying an actual definition for limit-removing. While it is true there is a history with Doom modding and limit-removing, tradition does not always mean things can't be improved or clarified. I don't see how adding a parameter and definition would ruin playing older limit-removing WADs. Woof-based ports also have options as well. ZDoom ports also remove these limits. Only ports that still keep these would Vanilla, Chocolate, Crispy Doom, and possibly some older ports that a majority of doomers do not use.
  8. While this may be true, those are highly user-unfriendly parameters to use every time I make a limit-removing map, that I want to remove overflows from, especially compared to something like -lr. I hope you don't expect me as a mapper to say that to play my map, users need to use a long list of specific parameters to run my WAD correctly. I'd rather focus not derail this thread on a technical mishap, and instead focus on defining what "Limit-Removing" should mean and perhaps implementing a new parameter for both ease and solidifying the definition of the non-complevel.
  9. The overflow settings in DSDA Doom / PrBoom Plus would disprove this. Having an extra -lr would solve this problem. You could just use -complevel 2 to run it the old way. This is why I made this post. It caused issues in expectations for both the mapper and project leader in a project I was in. I don't see how having an official definition for limit-removing would cause any issues for old or new projects. In addition it would solidify the confusion that is about the subject. I don't think it's ever been a parameter for ports. It is in the compatibility settings for DSDA Doom / PrBoom Plus, but there's no way to force those settings like when using -complevel 2. They must be manually changed. I see this as a win-win for the community and speedrunners alike.
  10. While I agree it's too late to change complevels, perhaps a new parameter like -lr could be added in addition to specifically disable overflows and such, if an official definition of Limit-Removing was decided upon. I do see that like you said, there's a bit of confusion on the subject. Tbh I don't see any issue that would affect any existing limit-removing maps to just disable overflows with like an extra -lr parameter. This way you could keep the "limit raised" thing by just loading with complevel 2,3,4. But also make it clearer for the community and speedrunners that a map is limit-removing.
  11. I would assume this includes Spechits Overflow as well? Not sure what it does, only that it supposedly breaks Vanilla demo recording. In my opinion, this makes no sense to me that you'd separate both VPOs from spechits overflow. Both of them are static Vanilla limits, and to say removing one is ok, while keeping the other is strange to me. I would personally argue that overflow bugs affects my mapping style just as much as VPOs do. Depending on if a definition for limit-removing is made, the outcome would literally determine whether I wanted to make a 30K limit-removing slaughtermap or not. Since Intercepts Overflow would most likely trigger immediately. I really do think that the problem is that the term "limit-removing" doesn't have a proper definition. From my point of view, still having Intercepts Overflow isn't really removing Vanilla limits. What is the point of having a "limit-removing" compatibility with some limits enforced? (disregarding new boom features, since those are added and the absence of them shouldn't be considered "limitations" by definition.)
  12. What Does Limit-Removing Actually mean? This may seem like a simple question, but in this post I'll elaborate that it really isn't, in fact. Doom Complevels As most of the Doom community knows, classic WADs are designed to be compatibile with specifical complevels. Here are some of the most notable ones: Complevel 2 - Vanilla Doom and Doom 2 Complevel 3 - Ultimate Doom Complevel 4 - Final Doom (Plutonia, TNT) Complevel 9 - Boom Complevel 11 - MBF Complevel 21 - MBF21 For the sake of simplicity, complevels 2-4 are pretty close to the same, with some minor differences (complevel 4 having teleport to ceiling, etc.). The differences between Vanilla (cl 2-4) and Boom are quite big, besides the addition of extra line actions and dehacked codepointers. Not only does Boom remove most, if not all, mapping limitations that Vanilla had, it also changes how physics work in Doom (ex: monsters getting stuck on ledges, etc.). What is Limit-Removing? And so here comes limit-removing as an extra complevel...? Or well not really. As far as speedrunners are concerned, they still record demos for these maps in complevel 2. Let's lay down what limit-removing is. The idea seems to have surfaced as a way for mapping for Vanilla, but without the restrictions that Vanilla mapping entails. That means that there is no HOMing when there are more than 256 lines on screen, no Visplane Overflows, with many of the other static Vanilla limitations mappers would have to work with complevel 2. According to the Doomwiki page, Limit-removing should remove all limits that were present for Vanilla mapping. Limit-Removing Example Here's where things get muddied for me. What static limits are removed for a map to be considered limit-removing? I was working on a map for a community project that was limit-removing, and the maps were being tested in Crispy Doom. In my mind, limit-removing would mean that all static limitations and complevel bugs would be removed. The project leader said that while it was limit removing, they encountered an Intercepts Overflow or "all-ghosts" bug in my map and it had to be tweaked. My question would be doesn't limit-removing mean that Intercepts Overflow would be fixed. Does that mean that Spechits Overflow is also not fixed in limit-removing? Limit-Removing Confusion I haven't even touched on some of the added features that some limit-removing projects use such as sky transfers and musinfo lumps. As far as speedrunning goes, limit-removing maps much be run in complevel 2, right? Should some of those Vanilla bugs be ignored for runs? It seems really hard to say because it doesn't seem like there's a fully defined definition of what limit-removing actually means. Another minor question would be, would you consider Crispy Doom a limit-removing port? Because I'll tell you that right now there's no option to turn off intercepts or spechits overflows. And I know someone's gonna say it, but the answer isn't to just use Boom instead. Boom changes how some of original Doom actions and physics work. There's a reason why some mappers like working with complevel 2 over complevel 9.
  13. Continuing through Deadliest Dem(o(li)ti)on (Blind UV MAP04-MAP??)! http://twitch.tv/arsinikkdm
  14. Playing more Quake: Dissolution of Eternity and then more Doom WADs! http://twitch.tv/arsinikkdm
  15. So interestingly enough, I think I'll combine a few WADs into categories to help illustrate what about them inspires me. I can't exactly say that everything about these WADs appeal to me, but there are definitely influences I've implemented into my own work. While I'm relatively new to the Doom community, I have been playing PWADs for as early as 2009. --- Void (2003) - Cyb Believe it or not, this was the very first PWAD I ever played after playing the IWADs first. While I think some parts of the WAD don't quite age well (the platforming and falling off without dying), I would argue that the WAD's music and atmosphere is unmatched. I love the neon changing sky with the contrasted black and white checkerboard aesthetic. The map itself is truly a journey and is still one of my favourite ZDoom WADs of all time. I remember being fascinated by a Doom WAD actually having a beginning cutscene. --- Scythe (2003) - Erik Alm / Deathless (2018) - Jimmy It's interesting that I find these WADs awe-inspiring. One might argue that the maps aren't that pretty and that the general short length of the maps makes these WADs lesser than other bigger map WADs. I think that both these WADs prove that punchy gameplay and short maps can create a type of WAD experience that you just don't get with WADs with longer maps. I like to replay Scythe almost every year since the combat and bite sized maps are quite easy to get through, but give me that quick adrenaline fix that other WADs can't provide. Deathless was one of my favourite WADs released recently, and while the maps are short and simple, it really does remind me of the length of original Doom 1 maps. It would be remiss to not point out that Deathless is the first WAD I played that halved the Lost Soul health pool, and that is one of the best decisions that Doom Community has made. --- Going Down (2014) - Mouldy / Doom Zero (2019) - Christopher Golden Some of y'all may be confused on why both these WADs were placed together. While I enjoy Doom maps in general, there are certain mappers that tend to make maps differently than everyone else. Both Going Down and Doom Zero approach Doom mapping in a different light with both level transformation and interesting progression. Both WADs look at what Doom players expect in a Doom map, and approach it from a different angle. Going Down tends to do this by taking a certain arena and changing the arena while the player runs through it, making the levels feel like an enemy in of itself. Doom Zero does something similar with obscure progression and level design. It's worth noting that both these WADs also have map lengths on the short side. --- Combat Shock 2 (2012) - dannebubinga / Stardate 20X6 (2013) - Ribbiks This is just something about how Ribbiks and dannebubinga design combat that just appeals to me. I would assume that most people would point to Sunlust as being a big inspiration. While I do think Sunlust is quite a good WAD, personally I prefer Combat Shock 2 and Stardate 20X6 over the WAD. It might have something to do with the short set of maps for both these WADs that I think fares better than the full megawad format. An issue with a full megawad is that you're bound to have a few maps that just don't stack up to the rest of the set. These are the two WADs that got me invested into Slaughter, and there's something about the simplicity the combat setups that just appeals to me. --- Micro Slaughter Community Project (2021) - Various / Haste (2021) - Various It would be a mistake to at least not mention these WADs. One of my biggest pet peeves of Slaughtermaps was having to deal with the clean up after surviving the horde onslaught. These WADs proved that it was possible to both keep the difficulty, hordes, and intensity of Slaughter without the tedium that can come afterward. Micro Slaughter as a genre has become my favourite WAD genre. --- Valiant (2015) - Skillsaw / Eviternity (2018) - Dragonfly These two WADs are both amazing in both presentation and consistency. Not only that, they inspired me with their impeccable use of additional DehackEd monsters and weapons. I have played hundreds of ZDoom type WADs that have included new monsters and/or weapons, and quite often they feel like they don't belong in the overall combat flow and tend to stick out like a sore thumb. Both Valiant and Eviternity do a great job of integrating new DehackEd while also keeping that classic Doom feel. In addition, both WADs have a great presentation with new graphics and story. The set of maps for each feel like they fit in a complete package. I also give bonus points to both for utilising the episode structure with varying themes. I always loved the episode structure of Doom 1, since it cuts the experience into chunks giving stopping places for the player, while also making them feel like they achieved beating each episode. --- Eternal Doom (1996) - Team Eternal/TeamTNT / Hell Ground (2009) - Eternal Finally we get to these last two WADs. First off, let me clarify that specifically for Eternal Doom, I think that the WAD is flawed in some places. Usually when I say that Eternal Doom inspires me, it's more about the Vanilla Doom tricks and creative puzzle aspects that I look to. I think that the WAD falls a bit too much into the cryptic and tedious side of map design at times. As for Hell Ground, like Eternal Doom, many of the maps feel more like a journey rather than just a single map. There are some really interesting Boom tricks used in the WAD, and the atmosphere and journey results in an experience that many other WADs fall short in making. I think it's the pushing of the both the Vanilla (Eternal Doom) and Boom (Hell Ground) engine features that inspires me to further push Doom mapping to it's limits. --- So this ended up being kinda long (sorry). I do think that you can see traces of these inspirations in my own works as well. With 100 Line Massacre and 200 Line Massacre (with NinjaDelphox) using the short Scythe-style maps with some slaughter-ish combat puzzles. And with my WIP project Boxcutter that combines Scythe style maps with the puzzle aspects and textures of Eternal Doom. I guess I sorta feel that a lot of my inspirations are looked down upon in the Doom community (Alot of Doomers seem to like long and expansive maps) and felt that I should try to justify my Doom inspirations.
  16. Playing more Quake: Dissolution of Eternity and then more TNT: The Way We Remember It! http://twitch.tv/arsinikkdm
  17. Playing more TNT: The Way We Remember It! http://twitch.tv/arsinikkdm
  18. Starting Mission Pack 2 (Dissolution of Eternity) of Quake and then playing a bunch of newer small Doom WADs! http://twitch.tv/arsinikkdm
  19. Finishing Mission Pack 1 (Scourge of Armagon) of Quake and then playing PUSS XXIV: Lover's Quarrel - RC1 (UV MAP01-??)! http://twitch.tv/arsinikkdm
  20. Playing more Mission Pack 1 (Scourge of Armagon) of Quake and then possibly finishing Corruption (UV MAP26-??)! http://twitch.tv/arsinikkdm
  21. Playing Mission Pack 1 (Scourge of Armagon) of Quake and then playing more Corruption (UV MAP21-??)! http://twitch.tv/arsinikkdm
  22. Playing Episode 4 of Quake and then playing more Corruption (UV MAP19-??)! http://twitch.tv/arsinikkdm
  23. The new DSDA Indexed OpenGL renderer is quite the feat and I love how close it gets to software Doom lighting and even seems to pull from custom palettes and colourmaps. However, I have a question that regards how the new Indexed OpenGL renderer deals with custom colourmap areas (i.e. like deep water and the like). I have a map (Hellcinerator) that uses a custom colourmap section, that the new renderer seems to have some odd irregularities with it (DSDA Doom v0.25.6). For context, here is the main WAD colourmap juxtaposed from the "deep water" section colourmap: As you can see here, the reds show more brightly in the dark, and the purples are changed to red, with the greens swapped with purple. What's really strange is how the new Indexed OpenGL renderer deals with the colourmap: As you can see from the above images, the Indexed OpenGL render is using the new colourmap... and it's even changing the green colour to another colour. What's really strange though, is how it's swapping it with the wrong colour (in this case, red instead of the intended purple). I guess my question is why is it different, and would there be any way to correct it to use the right colourmap colour swap?
  24. Hellcinerator now has a new Definitive Edition! [not yet on /idgames] - Debating whether to upload it as a separate release or just update the old one. As some of you may know, the Megawad Corruption that the map Hellcinerator was made for has been released to the public. The version of Hellcinerator that was released standalone had some old visual/audio resources and DehackEd from Corruption. Therefore, I thought it would be appropriate to update the standalone map to better represent how it is in the final megawad. Download Definitive Edition! Here are some of the list of changes for the Definitive Edition: Sprites, sound effects, and DehackEd have all been updated to match Corruption. Some enemies such as the Revenant, Imp, and Hell Knights now have "rage modes". When they fall under a certain amount of health, they become more aggressive and/or shoot more damaging projectiles. Some minor texture offsets and game-breaking bugs have been fixed (i.e. the red keycard not teleporting in is now fixed) Some of the map's progression has been overhauled to avoid confusion (i.e. shortcuts open in the brown building automatically now, and the blue keycard puzzle has been redesigned for simplicity sake) The map now features a Deathmatch arena for multiplayer. Note that the Definitive Edition does not yet have a Zandronum / legacy ZDoom patch yet. A patch is currently in the works, but the added MBF21 DehackEd is quite difficult to get working in old ZDoom ports. If you'd like to play the map in Zandronum, please download the original edition since a patch is included there.
  25. Playing Episode 3 of Quake and then starting Corruption (UV MAP33-??)! http://twitch.tv/arsinikkdm
×
×
  • Create New...