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Everything posted by The Royal We
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Doom Mapping Crash Course [Absolute beginner mapping workshop]
The Royal We replied to DoomGappy's topic in Doom Editing
I have a challenge for you, my dear @DoomGappy! Here's an old version of the new E1M2 + MAP02 from Amalgoom project that I had a problem when I was trying to fix monster closets and voodoo dolls. I'd like you to record the following video, if you feel like it. But, please, follow these steps: 1) First, open the map, without knowing what the problem is and, uh, try to play? DON'T RECORD THE VIDEO AFTER OPENING THE MAP. Your surprise is part of the fun. 2) Next step, try to figure out what the hell I did. I've already fixed it and I have the answer. Hint: the map broke because I left something to fix later (but I did it in a lazy way). Here is the broken map: MAP02_Dam 0.67 WTF.rar -
Post your Doom video! [but don't quote video]
The Royal We replied to DuckReconMajor's topic in Doom General
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Apart from all the wtf things involving Amalgoom, I feel a burn out from having burn outs when I can't express myself in English sometimes when I need to. Often I get frustrated with a situation, I try to express what I feel in English and I can't, I get nervous and angry, and I get further away from what I wanted to say. It's a very important learning process, especially having to deal with so many people from so many different places. I know that one day it will be easier. But I feel exhausted. P.S. I'm also doing a Japanese BA at university. My head is in three time zones.
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Post your Doom video! [but don't quote video]
The Royal We replied to DuckReconMajor's topic in Doom General
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@Mystic 256 Feedback map 26: - First of all, this is a Doom 2 map that I don't remember very well, so my feedback will be more focused on Doom 1. - The first impression of the map is great. I really like the use of fireblu and how the aesthetics of the maps fit together. Given the number of monsters, I think it will be a balanced map. - What a treat to play something inspired by Mt. Erebus without that frenetic music from the original playing in the background. - The ammunition was tight at times, but I think that's because it's a GTA Doom-style map. - 11 minutes of gameplay and I still haven't found a key (but I'm not bored either). - This is a map that would look great with a skybox made for the project. - Waterfall textures have already been implemented in the project as well. You can use them. - I don't know if it's the only way to get there, but in the corner with the ips and revenants, is it only possible to get there with a strafe jump? If so, it's not an idea I like very much. - The secret with blue armor leading to a megasphere doesn't make much sense, since the megasphere gives the player 200 armor. - Wouldn't it perhaps be interesting to give the rocket launcher to the player a little earlier? - The map is very much in line with the size and style of the other maps I've played from episode 3. - The final area was rough, but I liked it. Verdict: I liked the map as a whole, I thought it was well balanced, with great references to the original maps. However, I think more feedback is needed, especially from someone who really likes map 26 from Doom 2. Very good.
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Hello again, @PinkKittyRose! I've just played your map in its entirety. It yielded not just one, but two videos, as I couldn't play in just one day. I'll have to take my time before I post the videos here and write a review: I loved the map and i'm going to suffer when the time comes to be critical (soon). What I want to say in advance are two very, very important compliments: 1) I could feel the soul of the two maps that were delivered. Every reference was a delight, whether in relation to Doom 1 or 2 (as well as the experimentalism of the originals). What's more, this is the most beautiful Amalgoom map I've playtested so far (and I've seen some very beautiful maps in this project!). 2) Now to talk about the map alone, without comparing it to the originals: I found it inspiring. Really. I'm redoing map 2 for the project and at a certain point I got burned out. Because I know that playing your map made me want to open Ultimate Doom Builder and continue my work. Every little detail, every moment, I found it all extremely creative, and the events on the map were meticulously calculated. Breathtaking. That said, I'd like to talk with you and @DoomGappy whenever possible, as I think some changes to match the project guidelines would go down well. It's a map that I'm going to squirm over when it comes to pointing out issues that I think fall outside the scope of the project, because as a whole, your map is marvelous.
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A cat hiding inside Doomguy's suit!
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A cat!
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what
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I always thought: "Why did they use the Doom 3 engine for Quake 4 and not Hexen 3 or Heretic 3?". It would be so poetic. I mean, up until that point, Quake had always been an improved version of the Doom engine, and not a kind of re-skin of the previous game (as Heretic and Hexen were). Reading the discussion here, I conclude: "ok, the hole was waaaay deeper than I thought". P.S.: I'm glad Heretic 2 was in third person because it ended up becoming the prototype for the majestic Jedi Outcast and Jedi Academy. What's more, I used to find it sensational that parts of Corvus' body were bloodied after being attacked.
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What would Doom 2 be like if Tom Hall stayed and made maps?
The Royal We replied to Grungo's topic in Doom General
I don't think I was clear when I criticized Tom Hall, because I thought more about the outcome than what could have happened. I don't think Tom Hall is a bad mapper at all, and his contributions to Doom and Wolfenstein 3D were fundamental. His contribution to the use of shadows in the first Doom is something that inspires me to make my maps. What I think is that he had a LOT of ideas at the time they were working on Doom, many that couldn't be executed the way he wanted. I imagine he could have done some beautiful visual storytelling like he did in Wolfenstein 3D, but I feel that many of the ideas he had would be cut out and fitted into an instruction manual. And that would have been frustrating to the point where I can't imagine him doing a job willingly. Working at id at that time must have been hell for him. -
Hi there, @PinkKittyRose! Yesterday I playtested the beginning of your map. I recorded an unpretentious gameplay in Portuguese, because I was simply amazed at how beautiful and faithful the map is to the originals. Today I'm going to play it in its entirety. However, I already have a few observations to make beforehand: - As I said, the map is beautiful and, as far as I have seen, faithful to the originals. It's perhaps one of the most stunning maps in the entire project. - I really really like how you've kept the experimental style of both original maps. - However, the map is HUGE. Whether in size or in the number of monsters. It's true that The Chasm is a large map, but at least as far as the number of monsters is concerned, I'd cut it in at least half. - I LOVED the reference to pentured bodies in E3M4. However, I would remove the body of the Baron of Hell, since it fulfills a very specific narrative function in the original maps in which it appears, and here it seems completely out of context. - I fell backwards in my chair when I entered the open area that is reminiscent of map 24 in Doom 2. Absurdly beautiful. So beautiful that I suggest you remove all the monsters there, at least for when the player arrives. I really wanted to stop and just contemplate the structure you've built, without shooting anything, and the imps and hitscans got in the way of my vibe. It was, in fact, the moment when I decided to stop everything and start the map again to record a video, because I wanted to record my surprise in my native language. I'll have more comments to make today, and maybe I'll subtitle the videos in Portuguese. The first impression was great, but the size issue is something I think should be adjusted. Here's the video in Portuguese of the partial gameplay of map 24:
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This image made me sad. It made me think of an old pet, toothless, weakened by time and age. Jesus. I almost cried.
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What would Doom 2 be like if Tom Hall stayed and made maps?
The Royal We replied to Grungo's topic in Doom General
After Tom Hall left id Software, hiring Petersen gave Doom a great makeover, both in the aesthetic and narrative sense. The game has very much set aside the militarized aura based on the movie Alien and has taken on a cosmic horror feel. A Lovecraft fanatic and aware of the game's technical limitations, Petersen still gave the game a very narrative tone, even without the use of cutscenes or supporting text (as Tom Hall wanted). Lovecraftian horror lies in what is not seen, in the indescriptive, so Petersen used and abused the play of light and shadows, abstract textures, mysterious layouts that transform the map into the monster itself. Doomguy is, as in the cosmic horror novels, a blank character in which the player can incorporate his own feelings. Doom is a narrative told in images and empty spaces that instigate the player's imagination, and for this reason (and many others) it is a game that has much more story than many players realize. A few examples: - Halls of the Damned (E2M6), by Sandy Petersen, is possibly based on Lovecraft's short story The Nameless City (1921), which also places the player in an environment where the main danger factor is darkness. - Tower of Babel (E2M8) is another of Peterson's parallels with Lovecraft. At the end of At the Mountains of Madness (1936), the narrator finds mutilated bodies of creatures he previously thought were responsible for the deaths of his companions; in the last level of the second episode of Doom, the player immediately comes across torn-up bodies of four Barons of Hell, indicating that a bigger monster is lurking around. - Mt. Erebus (E3M6) is a direct reference to Mount Erebus, site of the magnificent lost city in At the Mountains of Madness. I think everything went in the right direction: Tom Hall's ideas were incompatible with the technology at the time (and remained so for years, as we can see in Rise of the Triad). If Tom Hall had continued and Sandy Petersen hadn't been hired, the game would probably have been an improved version of Wolfenstein. The game would have possibly been more focused on science fiction (with a grand, meh narrative), while the cosmic horror would be noted more for indirect references to Lovecraftian works such as Alien, Evil Dead I & II and Dungeons and Dragons. -
@DoomGappy saying thing likes: "Oh, caralho". "Coisa estranha". "Peraí que agora tô... concetradíssimo". "Uah 50 bala, e agora esse brother aqui a gente mete de tiro". "Carââlhoouu!!". "Esse mano aqui é irritante aqui, amigo". "Chega". "AsHowauh". "Ah, tem uma chaingunner aqui". "Perdoável". "Esses archviles aí com pouca... uh... Munição tá foda aqui". "Puhcaraih". "Aaaah!" "Quase". "Me mata". "Os cara se metendo a porrada aqui". "Ah não, nem fodendo". "Aqui, desgraçado". "Morri". "Qual foi, meu querido?" "Daí quando acho bala tem mais bicho pra matar". "Porra isso aqui nunca foi tão cobiçado". "Tem um esqueleto aqui, meu deus do céu". "Qual foi? QUAL FOI?". "Comi um fogetão na cara". "Agora sim, agora a gente tá conversando. Ai". "Ah, nem fodendo, pegou no meu PÉZIN". "Se aquele pilar fosse no meio ia ficar do caralho". "Uma arma nada mais é que um mecanismo de pau com que você pode bater nos outros". The best one: "Vamos pensar que sou um primata avançado. Eu tenho mecanismos de defesa".
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It's a great idea, but it takes me ages to make even a draft map. Not to mention that when I start, I'm so focused that 30 minutes turns into 3 hours without me realizing it. I'm looking forward to seeing what comes out! And the name of the project made me think of Iron Maiden. Watch out you don't get sued (Ion Maiden joke).
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what are you working on? I wanna see your wads.
The Royal We replied to everennui's topic in WAD Discussion
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The royal we you know the editorial
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@DoomGappy, you can take my name off map 02. Even though it was a pleasure to work with you to untangle that mess (and I'm proud of the results of our work) I don't mind if all the credit goes to Johnny since he made the scrap. I'm very happy to have had the opportunity to work with @DoomGappy on map11 and @tamara mochaccinaon map 05, and I'm proud to be credited alongside both of you. That's good enough for me.
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Sorry, but you didn't even want to play map 2 when @DoomGappypresented his changes to you, not to mention that you were extremely rude, disrespectful, among other things that aren't worth commenting on. You had your chances and you spat on them. Several times. I don't want to have my name associated with you on any map. Also, map 03 has practically been redone from scratch. We're still juggling a lot to solve various problems you've created, as well as trying as much as possible to keep your ideas credited to the final project.
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What's up, @GermanPeter! I'll summarize the issue for you and take the opportunity to clear up the confusion here on the forum about MAP01/ E1M1. After Johnny left the project, we thought about replacing map 1, since it had a lot of problems and the author didn't want to make any changes. A new map 1 was made from scratch (Johnny was aware of this), but at the last minute we thought it would be disrespectful to Johnny to take away the map he had already made. To our surprise, after the launch, the person who asked for the map to be replaced was Johnny himself, who said that a new version could have a better flow. So yes, at the request of the previous leader, we intend to change map 1 from the previous version to the one that is already in progress (but not finished).
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I loved it. Even more so now that I've discovered it was released the day after my birthday. Thank you for this gift. The map taunts without failing to explain, already in the title, the (perhaps) greatest adversity that the player has to face. Perhaps, in fact, a little more ammunition would be welcome. But only a tiny bit.