-
Posts
108 -
Joined
-
Last visited
About ObserverOfTime
-
Rank
Below average
Recent Profile Visitors
285 profile views
-
Yep, that's good enough and is a very nice visual tool. It works exactly as I had assumed it would, getting the confirmation in an easy-to-grasp visual manner is still very nice though! Thanks for sharing.
-
I just found out there is no "simple questions simple answers" thread here on DW where people can ask one-off questions without having to start a new thread for it. The reason this came up is because I was wondering if there is a mod that makes the BFG tracers visible, perhaps with thin green lines or somethin, which would greatly aid in my comprehension of the weapon. And I don't want to start a new thread for a random and not all that important question over something banal like this.
-
For anyone struggling with ads on mobile devices, I can highly recommend getting Firefox for mobile and then installing uBlock origin as an adblocker. Works like a charm and you don't have to suffer through annoying ads. That being said, the fandom wiki is lacking a load of information, especially things like walkthroughs / secrets for hundreds of pwads. At least it was the case a little while ago, I'm not sure if anything changed there. I will not be visiting that website again regardless unless I misclick or something. The difference of quality in articles is quite noticeable, and I much prefer the clean MediaWiki layout over whatever fandom has going on. The video ads which stick to the top of your page when scrolling are completely inexcusable and were the reason I started looking for mobile adblockers to begin with.
-
What are some sourceport features you can't live without?
ObserverOfTime replied to Logamuffin's topic in Doom General
I've recently taken a liking to DSDA-Doom's "show living enemies" feature / cheat. It makes cleaning up the last stray enemies on a given map a much more straightforward experience. Have you ever gotten to the end of a map only to find that you killed 78 / 80 enemies, and just can't find the last 2 to get 100% kill completion? No problem, no more running in circles trying to find the enemies. This feature is obviously much more handy in large and non-linear maps compared to vanilla-ish maps, but hey, I love it. It also helps to identify broken or not triggered closets / teleporters and the likes as well. Maybe "can't live without" is a bit too strong of a sentiment, I can totally live without. But every time I play in another source port I'm wishing I had access to this feature, so there's that. It has made my random wadarchive adventures actually bearable because a lot of those ancient wads have a pretty random design philosophy, if they have one at all. Being able to quickly identify if I skipped a fight or two near the end of a map has become that much easier with this particular feature, and it allows me to go back and search for the trigger if I'm aware. It certainly beats having to open the map in an editor and doing some quick reverse engineering (though in some instances that's still necessary, because I'm daft). Then there's also the cheat codes that centre the automap around undiscovered secrets / enemies / items without directly revealing them, that's the kind of help I sometimes desperately need to get it done. AFAIK those are DSDA-Doom exclusive as well. All in all this source port supports me in the way I want to play the game, while running a fine line between IDDT (too much help) and no help at all. -
Things about Doom you still don't understand
ObserverOfTime replied to Sonikkumania's topic in Doom General
I still don't understand why Doom had proper, separate episodes you could select, only for that feature to completely disappear in Doom 2. It just feels different selecting a map halfway through the iwad from the proper menu compared to, say, idclev'ing to the urban maps in Doom 2. I guess the episodic nature of Doom lent itself to the the shareware model quite well, like you want the rest of the episodes you gotta pay up. That's all fine and well. I like how the episodes are roughly organized by theme and style and follow a progression of sorts, still don't understand why this was disposed of during Doom 2's development. Also, I understand that Doom's episodes are not the most flexible thing in the world and that adding support for a 5th and 6th episode in a vanilla port is not straightforward from a mappers perspective, but still. The episodic concept was great, I don't understand why it didn't carry on. -
things in doom that weirdly scared you back then
ObserverOfTime replied to nathanB404's topic in Doom General
The monsters in Doom 2 used to freak me out when I was a kid, generally speaking. The sound of heavy breathing somewhere always had me playing with the lights on and the door wide open, which didn't help because I was still sitting in the basement. Usually I grabbed a friend or two so I wouldn't have to be alone whenever I could. Of course none of us would admit it. We simply took turns playing after every death. I remember being unreasonably afraid of the Arch-Vile, he was always too fast and way too scary for me to the point where I'd simply close the game when I heard the wake-up sound. I used to scream like a little girl when that mofo came around the corner. Made me not want to play Plutonia because the game was full of 'em. And those freaking Cacodemons were thoroughly unsettling, it didn't help that they could fly. I never felt safe when they were around. I couldn't tell you exactly what year this was but it was in the late 90's. Gotta ask my dad when he got his first IBM PC, that would have been about the same time I played Doom for the first time. -
In Slade3 you would go "File" --> "New" --> "Archive", then select "Zip Archive" as the type when asked. After this point, do what you need to do in terms of adding resources and content. Once done in order to save you would go "File" --> "Save As", and under "Save as Type" you select ".pk3 file". Of course don't forget to enter a file name as well. That should do for the creation of a .pk3 archive. Or you could simply create a new file through windows explorer (Right click --> new --> text document), change the file extension to .pk3, open the file with SLADE and create the archive that way. Hope this helped out.
-
I do not need a pop-up telling me that I just did some sick stunt, I know that fact is true myself and the artificial external validation is at best a minor unnecessary annoyance getting in the way of me performing more sick stunts. I don't think the game would retroactively benefit from it. And besides, Doom already comes with something much better than an achievement system: The ability to record and share your achievements in a way that almost anyone else can see you recreate it exactly the way you did it! Want to share a serious achievement? Post the demo and anyone that cares can have a look! It doesn't get much better than that honestly, I prefer it to browsing a list saying "Username did X, Y & Z". I can load up demos from players that did a thing 20 years ago and marvel at the execution, and that beats looking at a static list. Sure, it requires the most superficial effort compared to scrolling a list but I think the qualitative experience is that much better. Consider the case of the following achievement: "Chopped Glutes: Player killed a Cyberdemon with a chainsaw". Would you rather read that text and move on with your life, or would you rather see the feat for yourself? The one thing an achievement system would have going for it is that it allows you to compare your achievements to those of other players. That point becomes rather moot however when the vast majority of Doom installs are being used to load the IWADs in third-party source ports without any achievements, therefore distorting the actual ratio of the achievements. That being said, if the official Steam / Whatever version of Doom came out with an achievement system tomorrow I wouldn't lose any sleep over it, I'd be happy that an old game got a new feature even if it's not for me, turn off said feature, and move on with my life.
-
Let’s analyze the problem step by step: For any three demons, there are two who aren’t of the same enemy type. This means that there are at least two different enemy types among these three demons. For any four demons, there will always be two who are of the same enemy type. This implies that there must be at least one pair of demons with the same enemy type. To maximize the number of demons, we want to minimize the number of different enemy types. Let’s consider the following scenarios: If we have only one enemy type, we can have at most three demons (since any four would violate the second condition). If we have two enemy types, we can have at most two demons of each type (total of four demons). If we have three enemy types, we can have at most one demon of each type (total of three demons). Therefore, the maximum number of demons in the map is four. This can be achieved by having two demons of one type and two demons of another type. Any additional demon would violate the second condition. Hence, the answer is four demons. Edit: Only now I realize I probably did your math homework for you lmao
-
If you don't want the player to be able to play a safe game you simply have to deny him safety. This can be done a number of ways: 1. Exposed ledges with enemies placed outside the effective autoaim range, meaning you can't linger or have to eat the chip damage 2. Damaging floor everywhere and a measured amount of radsuits. You can play with this by offering non-damaging spots to stand on, but you should ideally also apply the first point to such spots. 3. Teleporting a measure of monsters a little further behind an already cleared out area, so that if the player retreats he will still run into resistance. Of course you should make sure the player knows there are monsters there to take out as to not miss them by accident. 4. If you really don't want your player to stand in the doorway and just pick off monsters one by one, a little ceiling or floor crusher can work wonders to get the player moving. Ideally activated after a sufficient delay. 5. Locking the player in an arena is simple and effective as it prevents the "Just Leave™" strategy and forces the player to confront the monsters. 6. Careful ammo balancing can force the player to have to forage into unsafe territory for supplies. If you keep the ammo short but sufficient and scatter what is needed throughout the arena for the upcoming fight, you can motivate a player to venture out of the doorway out of sheer necessity. I honestly wish there were more types of doors that close after a certain time has elapsed. Those 30s perma-closing doors are pretty fun to muck about with but I wish there was more flexibility about the total time before closing. You could design little reward closets you get to for finishing an area extra fast and taking a risk. These are half a dozen ideas that come to mind. Should you force the player to play in an aggressive and risk-taking manner? That is entirely up to you and what experience you are trying to create. If you are simply trying to improve the quality of your level(s) then my best advice is putting it out there for people to play it and gather feedback. Or get a number of people to playtest, either works. It is amazing what a different set of eyes can see and pick out. Getting a sample from players of all different skill levels is also a good idea, unless you are specifically targeting a certain demographic. Can't say I have ever heard about the Fun Zone, it sounds vaguely familiar to the concept of Flow.
-
What mod are you playing? Looks almost like a binding of Isaac crossover episode!
-
*** The "ask a miscellaneous editing question" thread ***
ObserverOfTime replied to baja blast rd.'s topic in Doom Editing
The wild part is that no amount of dpi scaling seems to affect the flag size on my display. It even looks "proper" when I'm taking screenshots to demonstrate the issue, the screenshots come out like 4x the size and everything looks fine. Thus, I have resorted to taking a picture of my screen and attached it to properly illustrate the issue. I'm guessing it's a windows issue, might have to end up looking at the source and compile a version with the little flag being 4-8x the size purely for my laptop. What a bother, I was hoping this would be straightforward. Alas, thank you for the response. SLADE3's built-in editor for example displays it just fine, nice big and bold too. Too bad it is ill suited for my purposes. Let's play a game of spot the flag (consider that I have less than perfect vision): Sure, it's obvious where it is when you're looking at a perfect rectangle. Consider more complex geometry and maybe a bit of eyestrain on top, I have given up mapping on my laptop for the time being. -
I generally like to have some monsters to shoot, that usually makes for a pretty decent experience. Bonus points for also being able to punch some monsters, that's alright too! The occasional button to press and door to open here and there also immediately elevates the experience. Certainly, I am a simple man.
-
You ought to make sure that there isn't a single right angle to be found anywhere. If you're making a square, set the angles at 89° / 91° respectively. Be bold, be brave, go beyond and say "screw these modern design standards" and go wild!