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Everything posted by The Royal We
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AMALGOOM (OST) needs Composers
The Royal We replied to Johnny Cruelty's topic in WAD Releases & Development
I was paralyzed for a long while staring at the screen reading your message, @leejacksonaudio. If you sent me a one-note song, I'd already be happy. I'm very grateful for your art, which has permeated my entire life. My idea is a calm version of the music from Doom's E2M1 map, with atmosphere and instruments from the music of Duke Nukem 3D's "Future Military Conquests". I'll wait as long as it takes. Thank you very very much. -
Okay, here's my review! Note: as I said, I tested it without having played E1M10 (but I already knew about the bad reputation). I'll watch the Decino video you recommended before testing any future versions of your map. It's also worth noting that I haven't played much of map 10 in my life, so I may have missed some references. First, a few specific points: - There seems to be a missing texture here: - I got stuck in the final part of the level by accident (the last battle was great, though!) Now, the pros: - What a beautiful map! Very well done and detailed. A treat for the eyes: even though it was confusing at times, I didn't mind going back to places I'd already explored because they were so well done. - The map is difficult, but well balanced. I feel it's at the same level of difficulty as the original (of course, slightly updated for those who have been playing Doom for 30 years). - Loved the fireblu cracks. - Here's a point that could also be in the cons, but which may have been your intention: the map is a bit confusing. However, so were the originals. You've chosen a very difficult job: to unite a confusing and adored map with a confusing and despised one. It might be interesting to give it a little more direction, but not too much: bewilderment is in the DNA of both original maps. - The iconic moment of the room with several zombies has been reinvented in a very balanced and creative way. It might be worth playing with the light and shapes a bit more, but as it is, it's great. The cons: - Perhaps because there is so much detail, some areas are ambiguous as to whether they are secrets, points to reach, or part of the map route. I only found one secret out of the five. - At first I was a little confused by the buttons and elevators in the open area with rocks on the map, although it became clear later what they were for. It ended up distracting me a little at the start of the game. - I liked the fight with Cyberdemon, but I found it unrewarding in the end. - At first I didn't understand the purpose of the blood trail that leads to the exit of the map. I went there (and died) a few times looking for secrets or a way out. I only realized it was the exit because there was a radiation suit in the final battle area (which is very, very beautiful, by the way). - Some areas are easy to deal with by running away and letting the monsters fight each other. That's it! As the map is still in version 0.2, I imagine there are still things you're working on. It can be improved, but the way it is, it's already great.
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I'm going to play it again and make notes. When I played it for the first time I was in a hurry. Unfortunately I never played E1M10 to get the references, though. :( Dear Project Leader, perhaps this is a time to learn from Tom Hall's mistakes and understand that there are stories that are better left out rather than trying to mix them all together with pieces that don't quite fit.
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Eh I guess we could use my idea but keep it simplified in carmack methods, like just simplify the story Carmack was gently tricked by Sandy Petersen when it came to that quote. After Tom Hall left id Software, hiring Petersen gave Doom another (and unique) 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. Aware that in Lovecraftian stories horror lies in what is not seen, in the indescriptive, Petersen used and abused the play of light and shadows, abstract textures, mysterious layouts that transform the map into the monster itself. Doomguy himself was, as in the cosmic horror novels, a blank character in which the player could 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. I think John Carmack's quote is much more of a fed-up response to Tom Hall's verbose "Doom Bible" than anything else. Sandy Petersen got the message, and masterfully created a story based on the strange, the disturbing, the loneliness, which became a key element in creating a believable world that the player could enter and experience .
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AMALGOOM (OST) needs Composers
The Royal We replied to Johnny Cruelty's topic in WAD Releases & Development
If anyone is willing to make a song for the map that combines the E2M1 and M11 maps, I have some ideas. Spoiler: my idea is inspired by a beautiful song composed by the one and only @leejacksonaudio. If he's interested in doing it, Jesus, I'd be the composer of my childhood writing songs for my adulthood. The circle of life would be complete. However, I know I'm asking too much, so I'm open to anyone who speaks up. -
A few addendums: 1 - “much easier” 👹 (If there's a little angel and a little devil on @DoomGappy’s shoulders, I'm the devil. Or demon). 2 - This was the last part implemented on the map, so it is, as the poet would say, “FUCKING RAW”. 3 - This part is also in the testing phase. That's why your feedback is so important. Thank you, @Cutman! 4 - It's already on the to-do list, it just hasn't been done yet for lack of time (as simple as it is). 5 - That’s a bummer, man. That’s a bummer. I repeat my friend's words: thank you all for your feedback. It means a lot to us!
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Amalgoom, Combining Doom 1 and 2 (nonsense split)
The Royal We replied to Crankywankynarancia's topic in Doom General
You scared the poor kid, man! Nobody's going to ban you for asking "why?". Just as no one will ban you for making a sprite that looks like a pistol wearing a condom. Living, learning, abiding. -
I hope you enjoy it! All criticism, suggestions and gameplay videos are welcome. I partially agree with your words. I think that in fact the project lead has more say than other project members; on the other hand, as we are talking about a collective work, the conversation and exchange of ideas is also very, very important. Knowing how to hear "no" when the guidelines are clear is important, it's a way of growing and knowing how to deal with limitations. However, questioning what isn't clear, making suggestions that may arise during the creation of the maps, that's all part of the process too. It's up to the project lead to know how and when to listen as well, and to be flexible when the context allows (which I don't think is the case when it comes to including new sprites, as it's outside the scope of the project).
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Amalgoom, Combining Doom 1 and 2 (nonsense split)
The Royal We replied to Crankywankynarancia's topic in Doom General
I ask myself this question every day, man. -
First of all, I must be clear: IT'S A DRAFT. That said, since the idea of the project is to unite Doom 1 with Doom 2, I made this sketch thinking about how the Doom 1 title screen would look with Doom 2 monsters and skyboxes. I'm aware that I didn't go with the idea of the various Cyberdemons, but if you guys like it, I can continue:
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I was ill for the last few days and ended up delaying the work. The map is already playable from start to finish, but there's still a lot missing. I'd say it's about 50% done. I believe @DoomGappy is going to post some images today, and we'll make it available to test very soon. M11 and especially E2M1 (the first doom map I ever played, at the age of three) are two very special maps for me, and we're making this combination with a lot of affection.
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Maybe it's Sandy Petersen's "fault", but Doom is as difficult to turn into a movie as Lovecraft's cosmic horror stories. When the invisible and the indescribable is revealed, much (if not all) of the magic is lost. Doom is strange, abstract, with a hint of mystery that goes beyond the representable. What's more, if we take into account the context in which it was released, then Doom was the most bizarre and mysterious world a child (or even an adult) could virtually wander through. Everything was new and unknown, and this underscores the game's charm — which echoes to this day. It would take a lot of creativity and effort to transpose this feeling to the big screen.
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Oh, and I don't think I've added any extra secret levels, I just have put as a secret one or two maps that wasn't a secret because it didn't seem to fit in with the logic or narrative of the original games. And just to reiterate: the name Amalgoom is great, I just suggest putting a "Doom 1 and 2:", "Doom 1+2:" or "Doom 1&2:" in the name. It would be a bummer if such a marvelous megawad idea wasn’t noticed by those who don't know much about comics.
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All right, then. It was just an idea to organize the maps, and I think there's still plenty of time to create secret exits (I tried to choose maps from Doom 1 and 2 that lead to secret exits). Besides, our map is looking a lot like the beginning of an episode 2, and there will be an super surprise area that would make a good secret passage to another level. I had no idea what amalgamation meant. DC x Marvel? Sorry. My cup of tea is Tsuburaya x Toei. Hehe And, uh, of course, yeah, well, you know, that was all my opinion, man.
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Since you're thinking about episode names, I'd like to make two suggestions: Firstly, I think it might be more interesting to divide Wad up like the episodes of the original Doom (and also because they're all being made with pistol starts in mind), but maybe with a few more secret maps. Here's my ideia: EXMY.ZZ: EX refers to Doom 1. ZZ refers to Doom 2 maps. PlutoXX refers to Plutonia maps E1M1.01 —> E1M10.10 E1M2.02 E1M3.03 E1M4.04 —> E1M9.09 E1M5.05 E1M6.06 E1M7.07 E1M8.08 E2M1.11 —> E2M9.19 —> E4M9.20 E2M2.12 E2M3.13 E2M4.14 E2M5.15 —> 31.Pluto31 —> 32.Pluto32 E2M6.16 E2M7.17 E2M8.18 E3M1.21 E3M2.22 E3M3.23 E3M4.24 E3M5.25 E3M6.26 —> E3M9.28 —> E4M2.29 E3M7.27 E3M8.30 Finally, a suggestion regarding the name of the project: I understand your idea of making a reference to Marvel and DC, but I don't think Doom 1 and 2 have the same rivalry as the comics — Doom 1 and 2 were made by almost the same team. I suggest a name that makes it clear what the project is about. Doom 1&2. Doom 1 and 2: Combined. Or, if you've already created a lot of appreciation for the title you've already come up with, something like Doom 1+2: Amalgoom. Cheers
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Doom Mapping Crash Course [Absolute beginner mapping workshop]
The Royal We replied to DoomGappy's topic in Doom Editing
I don't think I've ever had this problem because I've always started with ctrl + D. Little mistakes that go unnoticed for some reason or other. Despite the colleague's slightly annoyed tone (yet justifiable), it's a very valid point and it's worth noting. The devil (or demon) lives in the details. -
Doom Rats [MBF21 Community Project] [Open slots]
The Royal We replied to DoomGappy's topic in WAD Releases & Development
You can count on me! I'd like to take one of the first maps, try to make a gameplay of easy to intermediate difficulty. The (provisional) name of the map will be "Surprises at grandma's house".