-
Posts
179 -
Joined
-
Last visited
-
How would you describe your mapping philosophy?
Tiramisu replied to NiGHTS108's topic in WAD Discussion
Absolutely agree here, this is actually something I've been thinking about myself lately, but couldn't quite put into words! Both monster and player teleports have their place in map design (f.eg. for slower enemy dispensing and creating purposely confusing layouts), but you are imo absolutely correct that it is far more satisfying to rely on efficient map geometry, both from a player's and mapmaker's perspective. -
I thought about this earlier today and I actually had a bit of a hard time coming up with anything - most of the (few) things that actively annoy me in a map (such as overly spacious areas, inconsistent switches or being 100% linear) are better described as either flaws or personal preferences, rather than "tropes". But I think I finally have something here - namely, I don't like it when a map has you collect a key, and then promptly teleports you right in front of where you need to use the key. Most will agree that it's no substitute for a well-designed loop, but I personally would even prefer backtracking over it - it just feels too convenient and video game-y, to the point where it takes me out of the map, so to speak.
-
Is it just me who dislikes Spectres?
Tiramisu replied to Critter with Rabies's topic in Doom General
I feel like the people who discount Spectres as "just plain pinkies but invisible" underestimate the impact of not being able to see an enemy clearly. If you can focus your attention on spotting them then sure, it's not that big a deal - but if it's during a tense battle, then I feel like even a couple Spectres in a dimly lit room can make a huge difference! Though I may be a bit biased here because I personally really like Spectres overall - I always thought they were a very clever idea, from the moment I first saw one in DOOM 1. I also like what Xaser described and what many people hate about them - hearing that sudden bite sound or bumping into an "invisible wall" in a dark room, especially when fighting a whole group of them. Having to rely on sound and collision during a fight is a novel experience, and I swear that the latter almost makes me feel a sense of "touch", something I've never got out of any other video game! One thing where I feel the Spectres are a bit lacking is that it's kind of difficult to come up with unique uses for them for more involved combat puzzle scenarios - though like someone said already they make a good "rocket launcher denier" (something I feel like stand-alone Lost Souls are also good for btw, but that's another story). -
Quick answer is to fix the blockmap, as that's where her main woe (being blocked by infighting monsters) comes from. If I'm not mistaken it would also allow her to actually reliably block corridors of the same width as she is without Doomguy randomly slipping past (a baffling weakness, honestly). If fixing blockmap is not an option, then she should prevent enemy retaliation like the Archviles. Either way like people said her hitbox itself should also be reduced a bit to match the sprite better. If we're talking something more unique, then I just had an idea on how it would be funny to give her an "overdrive" mode, where after a few seconds of chasing she stops for a second, does a rev-up sound and suddenly becomes 2x faster, skittering around like an actual spider. This would certainly make her a lot harder to ignore - once you hear that stomping in overdrive you have to keep your eyes peeled to see where she pops up next. EDIT: Wait a minute, this is basically an Archvile lol BFG weakness should be kept as it is, one-shotting masterminds is one of the funniest things in DOOM :p
-
If it helps, I am 99.99% sure this pose originally came from a sunday strip where Garfield and Jon have a contest of who can eat the largest piece of food in one bite, and end up at the vet's with Jon looking like that (don't remember what happened to Garfield). If it was in the cartoon then it must have been in one of those between-episodes segments where they adapted the sunday strips (though I'm not sure if I actually saw it there myself, it's been a long time since I last watched the cartoon). Btw you should probably be doing your 46 assignments instead of pondering about Jon pics :P
-
who here is excited for the next doom or quake game?
Tiramisu replied to nathanB404's topic in Doom General
New Doom game - not really, like others have said already I don't think there's a lot more they can do with Doom barring a reboot, and it's still a bit early for a reboot. New Quake game? Now that's more like it - I hope that's where they go next because I'm seriously curious to see how they re-design the monsters, locations and story (especially the story, seeing how all over the place it was in the original) -
What were the first three PWADs you downloaded?
Tiramisu replied to Dusty_Rhodes's topic in WAD Discussion
Don't remember the third, but first two were definitely Alien Vendetta and Sunlust. Still haven't completed the latter :p -
[RC2] - Die Rowdy - 44 Maps, Boom Format
Tiramisu replied to BluePineapple72's topic in WAD Releases & Development
@Scionox Even though I really enjoyed Nowhere to Hide on HNTR when I played it a while ago, I'd be lying if I said I didn't want to see an UV demo, too. Honestly cannot begin to imagine what that would even look like lol XD -
Following Goku's tried and proven method of training, you must apply training weights onto your Doomguy - using Dehacked, gradually reduce his speed until you reach 10% of the normal value. With that, train on Plutonia until you're able to beat it, then remove your training weights, and bam - you can go straight to Sunder and Okuplok! ...Okay, sorry I'm kidding ofc :P What I actually wanted to say, is that something specific that I feel helped me improve a bit recently was deliberate running - as in, walking most of the time and only running when I actually think I need to (EDIT: in combat I mean, not like, for travel obviously lol). I'm not saying it's a viable strategy long-term (probably not), but it certainly makes you think a lot more about tactics in combat - so I feel it is a good learning experience, at least for people like me who tend to run around a lot for the sake of it.
-
How to make a GooD DooM wad with at least 10 maps???
Tiramisu replied to Homer_hardware's topic in WAD Releases & Development
Yeah sorry, couldn't resist the pun :P But seriously though I feel like your question is a bit too general, my advice to you for now is to keep playing wads you like and studying how they do things. And posting your maps to get feedback is not a bad idea either - I don't promise I'll actually play them myself, but in my experience it's pretty easy to get feedback around here especially as a beginner. -
How to make a GooD DooM wad with at least 10 maps???
Tiramisu replied to Homer_hardware's topic in WAD Releases & Development
Step 1 - make a DOOM map. Step 2 - make a DOOM map. Step 3 - make a DOOM map. Step 4 - make a DOOM map. Step 5 - make a DOOM map. Step 6 - make a DOOM map. Step 7 - make a DOOM map. Step 8 - make a DOOM map. Step 9 - make a DOOM map. Step 10 - make a DOOM map. You can stop here or continue if you want. Oh, and remember to make them good. You're welcome!- 19 replies
-
11
-
If you think about it, almost every single game can be classified as an "RPG" because you play some sort of role in it 🤔
-
give me scenarios where stupid dumbass barons don't completely suck
Tiramisu replied to roadworx's topic in Doom General
@Lila Feuer Yeah, I kind of figured out that low-ammo thing by myself at some point. It does make balancing for the actual fights more troublesome, but it does its job especially for a map's early-game. @plums I ran around in that map for a few minutes with IDDQD, and yeah - that's pretty much the kind of Baron not-shooting action I was talking about! I agree that the execution could've been a lot better though, the creator runs into a lot of mistakes such as: - obviously like you said there cannot be too much ammo and there's got to be a RL/plasma/BFG at some point, - there shouldn't be places where you can get easily boxed in by the barons with no way out, or dead ends that do not clearly scream "DEAD END" at first glance - you should ideally still be able to move around without waiting for Barons to go somewhere first, f.eg. leave a narrow hallway that leads to another area, or slowly clear out a room that's completely full of them. -
give me scenarios where stupid dumbass barons don't completely suck
Tiramisu replied to roadworx's topic in Doom General
Well for starters, like I said in the other thread shooting them would make bullet puff particles (like the ones from hitting a wall) instead of blood particles - but now that I think of it that would probably not be enough, you make a good point that it would be difficult to properly communicate this!