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Everything posted by Plerb
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NaNoWADMo 2023 - The month-long mapping challenge!
Plerb replied to scwiba's topic in WAD Releases & Development
So excited to start working on this. During the last week of September, I prepared six MIDIs composed by me for use in our project (three were songs I had written previously and I touched up on them, and three are completely bespoke for this project)! -
This morning I had a dream where I was playing a bizarre Doom map where you played as Duke Nukem. There was a ledge that you had to use SR50 to access, and on that ledge was a green armor (which was used as a "touch grass" metaphor somehow lmfao), and a bunch of Duke clones. One of them was chopped in half by the waist (I think he also had a shopping cart or something), and the one standing next to him was sobbing because of this. A bit later he put the dead one back together and pretended he was alive.
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Just about anything with starry night skies.
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Alright, following some of @nicolas monti's suggestions, I finally got around to making a third revision of my map. Unless any severe errors are discovered, this should be the final revision. Changes: -Fixed a minor error with the cacodemon and lost soul telecloset -Moved the pinky ambush in the plasma gun area to be further away -Made the final room more complex. There's a couple switches involved now and there's a baron in the exit on HMP and higher Also, I think this map could be titled "Observatory". 04_e1m10_plerb_v3.zip
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NaNoWADMo 2023 - The month-long mapping challenge!
Plerb replied to scwiba's topic in WAD Releases & Development
Me and @Melodic Spaceship have some ideas for an Ultimate Doom megawad. Assuming that a multi-person project is okay, sign both of us up! -
I love this WAD. It's rough around the edges, but it's super creative and the aesthetics are awesome. It's visuals have been fairly influential to my own work. The actual gameplay, however, is more of a mixed bag. There's fun parts for sure, but it's often hard to tell where you need to go, and some parts are just really tedious. I resorted to cheats on my playthrough more often than I'd like to admit. Overall I'd give it a 7/10.
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I love this channel. I don't always have the time to watch his videos because they're often so long, but they're always very fascinating.
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This is extremely cool! I've been wanting to see something like this for a while. Maybe solid colors could be used for all textures barring important ones like switches and doors. I'd love to see a CGA version of this and see it running on an IBM 5150 or Tandy 1000 :D
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http://mirsoft.info/ is another great MIDI/MOD music resource.
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What's one thing you would change about each Doom enemy?
Plerb replied to SPG's topic in Doom General
I would make the Pain Elementals not spawn an additional 3 Lost Souls when you kill 'em. Also I would make the Keens alive and well, though that's not really an enemy (except to Adrian Carmack). edit: i don't know why i posted this, pain elementals are fine and good actually -
I've had a few dreams where I'm playing (or sometimes making) some non-existent map. I usually forget most or all of the layout, but if I manage to remember any of it, I'll sometimes recreate what I remember (which is usually barely anything). Edit: I just remembered a Chex Quest related dream I had when I was about 5 years old. IIRC, I enabled No Monsters which was my preferred way to play when I was 5. However, the flemoids just went into real life instead. The keyboard got slimed up, and I forgot who in the dream said this, but there was a pun about Sticky Keys.
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That was completely unintentional, heh. :D Whenever I tested it I wouldn't kill the imps until I got a shotgun. That's pretty cool how it worked out that way. I followed a couple of these suggestions, though I didn't end up changing the shape of the room too much. I also kept the lockers, as while they don't contribute much, they're needed for activating one of the secret areas. Anyways, here's a new version of my map, following some of the suggestions of @ludicrous_peridot and @Faceman2000. (Also @Melodic Spaceship privately tested the first version of the level before I uploaded it, but I was in a hurry when I posted it and forgot to mention him. Sorry!) Changes: -I added more enemies to the final room -Fixed the tutti-frutti in the exit room -Replaced the staircase connecting the bunker to the start with a lift -Added some wooden skull pillars to the bunker room -Lowered the crushers in the bunker room -Added some trees to the outside area -Fixed some texturing oversights here and there Hope I didn't forget anything. 04_e1m10_plerb_v2.zip
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Alright, after working on this every day since this project started, I think my map is just about done. Difficulty levels, deathmatch spawns, etc are implemented. I tested UV with keyboard+mouse and lower difficulties with keyboard only (I didn't test Nightmare :P). I primarily tested it in DSDA-Doom and it was also tested in Crispy Doom and Chocolate Doom. Would appreciate some feedback. It uses the E2M1 slot for now. It's primarily E2 themed but there are bits and pieces of E1 and E3 in there. 04_e1m10_plerb.zip
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Yeah, stretching something to the wrong aspect ratio looks awful. I don't mind letterboxing, though. However I almost always play games in windowed mode on my computer anyways.
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Chex Quest 2 has some pretty neat city maps. They definitely look more like cities than Doom 2's maps.
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I looked this up and it looks interesting (I guess it's a web interface?). I prefer using tracker interfaces over piano rolls, thanks for the suggestion though!
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I made some more Doom textures out of Keen graphics. Four of them are from Keen 4, and the last one is from Keen 5. Most of these are more suited for wall textures, and should be repeated once vertically so they can be 128px tall. I'm planning to eventually make a Keen texture pack. There's still plenty of graphics ripe for Doomifying. I also thought about tackling some Catacomb 3-D textures but they aren't as interesting as Keen's (and don't tile vertically).
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Yeah, pitch bends had a tendency to break. I plan to eventually make my own .it to .mid converter, but that'll take a while.
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Wow, I thought I was the only one who used OpenMPT to make MIDIs! Though I haven't made .mid files for most of my tracker MIDIs yet. In my experience OpenMPT's MIDI exporter usually doesn't export the drum track properly, and might mess up some other things. Now I'm wondering if there's some way around those problems other than manually fixing them in a MIDI sequencer, that'd save a lot of work.
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Graphics Nihal's Pallette Collection - [Update 6.2] CGA Palettes!
Plerb replied to NihalRahman123's topic in Mods & Resources
The CGA palettes are great! I've always liked the color schemes of the CGA palettes, especially Mode 5's.- 97 replies
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It was initially titled "The Fight For Justice" but Quake was to be the name of the player character.