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Everything posted by Snarboo
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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.
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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!
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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.
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Awesome! :D Definitely looking forward to future updates and official addons.
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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.
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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!
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SoftFX, or Bigger and Badder Software Lighting FX!
Snarboo replied to Muusi's topic in WAD Releases & Development
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. -
DEHEXTRA discussion (split from Pr+ UMAPINFO thread)
Snarboo replied to Altazimuth's topic in Source Ports
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 -
DEHEXTRA discussion (split from Pr+ UMAPINFO thread)
Snarboo replied to Altazimuth's topic in Source Ports
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 -
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.
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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.
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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.
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What is the oldest wad that you think holds up to a modern standard?
Snarboo replied to Astronomical's topic in Doom General
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. -
Moving decorative objects along with ceilings (GZdoom)
Snarboo replied to Basin_is_BACK's question in Editing Questions
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. -
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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More info is needed: How is the sky defined? (ie is it a straight replacement of an existing sky, or defined via MapInfo) What format is it? (ie .png or native Doom graphic) How does it look in other source ports? Posting the sky graphic would also be helpful, but is optional.
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Can't vouch for the DM episodes, but episode 9 of H!Zone, Destiny's Children, is really good! It's basically the closet thing to Plutonia for Heretic, even down to the brutally efficient level design. Be warned that there's some ammo and resource starvation if you don't hunt for every secret, but if you can look past that, and don't mind using ravmap, it's a real blast. The other episodes vary in quality from meh to good, which isn't surprising given its an old WizardWorks production. On topic, Whispers of Satan has 3 bonus maps that can be accessed in ZDoom, raising the total to 35 maps. Then there's the recently released Tenebrum for Heretic, which also has 35 levels.
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I have difficulty ranking games sometimes, but Blood is definitely in my Top 5 FPS list! I might go so far as to say I prefer it over Doom, even though I play Doom way more often. The community is still pretty active, too, with newer map sets being comparable to the best Doom megawads. Not sure what else to say, but I'm glad it can finally be played on modern systems so new fans can get to enjoy it without the hassle of DOSBox. :p
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My tastes are old school, so I went with Icarus, the Memento Moris, and Eternal Doom III. Surprised to see neither Requiem nor Alien Vendetta on this list, but to be fair, those are universally loved. :p Edit: If have to pick just one megawad from that list, I'd go with Icarus, with MM2 and Eternal Doom III tied as runners up.
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Post Your Opinions About Doom (Whether Controversial or Not)
Snarboo replied to baja blast rd.'s topic in Doom General
Having played through Heretic again (the original 3 episodes, plus some user maps), its bestiary feels better designed than Doom's. This is both because its bestiary has more interesting behavior or unique abilities, and because most of them are about as tough as Doom 2's Revenant, making them easier to mow down. A lot of the basic monsters have variants, too, keeping things fresh. The Ghost mechanic is also legit better than Doom's lone Spectres and Blursphere, as it renders the stronger weapons moot and allows for some absolutely dickish setups that Doom can't touch (try putting Ghost Knights behind a horde of Ghost Golems). You add in Heretic's arsenal, which is mostly* better balanced than Doom's, and Heretic's inventory system, and you've got gameplay that feels a lot more dynamic when at its best. Sure, Doom 2 has more monsters and a bestiary that's very good about making you move, but anything past a Revenant can be a chore to fight given Doom's propensity for meat wall enemies. The supershotgun doesn't always compensate for this, either. -
What "Lost Media" are you interested in?
Snarboo replied to Wadmodder Shalton's topic in Everything Else
A few years ago while looking up obscure Amiga games, I discovered a Polish game called Lazarus. While both the Amiga version, and the original C64 version, are freeware now, it turns out that there was an enhanced DOS port of the game. The only evidence that this version exists is from the MobyGames page I just linked. I attempted to contact the person that uploaded the screenshots to MobyGames to see if they'd be willing to donate a copy to Archive.org, or sell me their copy, but they never responded. The game itself doesn't seem exceptional, but I love stumbling upon and playing DOS obscurities like this, so naturally not being able to play it drives me crazy. :p -
Both the original texture set and the update are available on Quaddicted, fortunately! There's also a few other variants available on Quaddicted's wad directory if you search for "cr8".
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Would you play Doom 1 and 2 if community content had never existed?
Snarboo replied to HombreSal's topic in Doom General
Given the large number of FPS games I regularly replay that have virtually zero user made content (Eradicator, Radix, Powerslave, Kingpin, etc), I'd say yes! That said, I can't imagine a universe where Doom (or a game like it) wouldn't have user made content. The allure of creating your own 3D levels in a blazing fast 3D game is simply too strong, as attested by the fact that the first Doom level was hacked together in a hex editor. Secondly, the number of people in this thread that only found out that Doom had user made content years after the fact tells me that people play Doom regardless of mods. It is feasible that there may have been another timeline where some other 3D/2.5D game stole the show, in which case we may not be posting on Doomworld, but rather Descentworld or Dukeworld. :p -
Ah, that makes sense! I noticed that Dehacked patches targeting Doom 1.9 are the only ones that have access to this feature in WhackEd, so I'm wondering if there was a reason .bex patches dropped this feature.
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IIRC, this depends on the source port you're using: If you're using GZDoom, it's possible to change the sounds for the Menu, Chaingun and Pistol using a mixture of Decorate/ZScript and SNDINFO. Other advanced sourceports may have this feature, too, but I'm not sure on specifics. If you're trying to change sounds via a Vanilla or Boom/MBF friendly method, such as Dehacked, you cannot separate the menu sound from the Pistol/Chaingun's firing sound. At least not yet! There's been work put into expanding Dehacked over the last year, so it's possible this may be doable within the year. In either case, you'd either want to replace the default sound, or create new ones and then define them using an advanced sourceport. If you don't already have it, Slade 3 can be used to open D4V, and from there you can poke around and see how the author of that mod changed the sounds.