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Snarboo

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About Snarboo

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  1. I often dream about Doom when I play it regularly! A good chunk of them are about being chased by Arch-Viles in mazes (gee, I wonder why :p), but many are also about custom maps that don't exist. While I've tried recreating dream maps over the years, I usually hit mapper's block once the dreamed up portion is finished. That, or I realize they don't play well despite how cool they look.
  2. Inspired by this thread, I'm curious if there's a list of file formats that Eternity supports for media related Doom lumps, ie sounds, sprites, graphics, textures and so on. I couldn't find a relevant entry on the Eternity wiki, nor could I find anything about this in the documentation for the engine. Apologies if I missed an entry or prior post about this!
  3. This right here is an aesthetic. Reminds me of some late 90s games that would have bump mapping and real-time lighting running at sub 1024x768 resolutions. As for raytracing in Doom, this post right here ⬇️ hits the nail on the head for me. All the screenshots and footage I've seen remind me of when Tenebrae first dropped, and shiny, over bloomed lighting hit Quake. I remember being impressed at the time, but in retrospect, it was pretty garish! Ironically, a 2.5D FPS with pre-rendered sprites and textures like Radix might look better running raytracing tech. On that note, while I don't think raytracing is the right fit for Doom, I'd love to see this tech used to bring old pre-rendered visuals to life. Imagine something like Donkey Kong Country with real-time graphics, or a playable version of those old POVray renders that used to be all the rage back in the 90s and early 2000s! There's a lot of potential here for uncanny visuals, as long as it's paired with the right lofi visual aesthetic.
  4. Awesome! :D Definitely looking forward to future updates and official addons.
  5. It varies from mod to mod! X-Men Quake runs almost perfectly, custom palette and all, but is missing command aliases that let you play as the X-Men characters by typing their name into the console, while YPOD loads, but the custom palette and models do not. I tried those two first since they make more drastic changes, but I've yet to try other big ones like Malice or Shrak. My recommendation would be to look up how to load custom mods, then try your favorites to see which work and which don't. Multiplayer mods do not work, however, so no Team Fortress yet. Also really enjoying this remaster, even with the minor quibbles and differences from vanilla Quake. I will say the Duke 3D style bullet hole decals being broken in Scourge of Armagon is a bummer, but you really don't notice them very much after the first few minutes anyway. :p Edit: I also noticed grappling hook and CTF mode in Dissolution of Eternity is also missing, but at least the CTF map and MP exclusive power ups are still there.
  6. I've had a similar pizza at a place called Mod Pizza a few times, and it's actually quite good! You only really notice the slightest bit of sweet and spice from it, which compliments the more savory toppings I usually get. It goes especially well with chicken and jalapeno!
  7. IIRC, the brightmaps included with GZDoom already do this using something akin to alpha transparency on the brightmap graphic itself. Doing that in software would be a bit trickier, since you'd need a set of half-bright palette entries, but not impossible.
  8. I've been wondering this myself, and it's something I've been wanting for ages, too! It'd be nice to have an interport standard that works for both games, and even allows Heretic functions in Doom and vice versa. If that's not feasible, a separate HEREXTRA would be fine, too. :p
  9. The best way of handling this would be through a set of "counter" action pointers (perhaps Set Counter, Add to Counter, etc), paired with another action pointer that jumps to a specific frame state if the Counter is a specific value. That way, it could also be used by weapons and monsters! Whether that's considered feasible or worth adding is another question, however. :p
  10. I got a little ways into the original release earlier this year, and definitely enjoyed what I played! Can't wait to give the updated version a spin.
  11. I suspected something like this might happen after previous drama unfolded, so I snagged everything I was interested in from the repository last month. Here's the latest dump of resources that I have. This includes 10 assorted weapons, 57 assorted monsters, the Baker's Legacy texture set for Heretic, as well as a Shadowcaster texture pack that I believe I also got from R667.
  12. With an atmospheric trailer and visual design like that, I was genuinely surprised this didn't win a Cacoward. That's not sarcasm, either! Sadly, I don't have any wads to nominate for this topic that haven't been suggested a thousand times before! I suppose there's The Sky May Be if you haven't played that already, and the Happy Time Circus wads [1] [2] might also qualify under the "weird" and "cursed" category, given the visual design and theming.
  13. By "modern standard," what do you mean? Because I can think of a number of ways of breaking it down: Smooth Flow & Design - Memento Mori 2 Cohesiveness - Icarus Grandiosity - Eternal Doom Punchy Gameplay - Scythe Modern Trends (ie altered elements and unique texture set) - Osiris, Strain, Scythe 2 (Depending on which flavor you prefer) "Realness" or Sense of Place - Icarus, The Revolution! Slaughter-tude - Hell Revealed And that's only wads I'm familiar with! I don't typically play single map wads, so I don't doubt each of these categories has an immediate predecessor. The "modern standard," as far as I can tell, is made up of elements of each of these, and you could break it down even further if you wanted. Each of the wads I've cited could easily be slotted into another category depending on your preference, too.
  14. Does applying the +CEILINGHUGGER flag have any effect? That's for projectiles, but it may work on decorative objects, too. There's also +MOVEWITHSECTOR, but I believe that's to keep things on the floor rather than attached to the ceiling. Failing either of those, the solution you proposed should work! It's not ideal, but checking the z position of the actor and setting it to the ceiling should have the desired effect.
  15. That's a pretty interesting design for an enemy, and one that might make for a good boss encounter when paired with a heavier hitting flying monster! My only suggestion would be tweaking their health a bit. It looks like it takes a couple shotgun blasts to kill them, which doesn't quite fit with their perceived threat level.
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