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Doomkid

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Everything posted by Doomkid

  1. lol @ the "there's no reason to use Boom.exe in this day and age!" type comments. Once was enough, Roofi clearly knows the limits of Boom.exe - he himself said why the music and sky didn't work, so I don't think he needs it explained in 3 various ways heh. Really solid little map here, man! I have a small handful of notes: ^ The lift goes all the way down to the nukage, so the black flat needs a texture on the bottom bit there. ^ The misaligned brown doorframe is begging to be replaced with the DOORSTOP texture. It'll get around the misalignment effortlessly and makes the door frame "pop" more in general. ^ I adore the doomcute ladder here! The light casting on the roof looks a little weird - there's One Neat Trick™ you can use to make it so light doesn't cast on the ceiling but it's a bit of a pain in the ass. It might be easier to just add a light on the roof as well, if you care about that sorta thing. The light also blinks in a bizarre way due to the different bands being out of sync - there are some synced lighting effects though that should be able to get around that. Also that support beam is begging to have a grey flat rather than the dirt (Again I know this is minor details, but hey.) ^ I didn't need a single one of the medikits or cell packs in this room, which to me says they should probably be replaced with much smaller counterparts. I also wanted to grab some pics of scenes I really liked the look of: Between this and your JJ map, you're doing well man!
  2. Both of these videos are essential viewing for Doomers looking to improve their game: It’s also essential to learn how to corral revenant rockets when it comes to harder wads: Other than that, it’s all about the basics: prioritise hitscanners above everything else (if you’re being attacked from more than 1 direction especially), learn and remember the timing on each enemy’s attack, never stand totally still during combat (unless you find an exploit), and train yourself on getting your bearings and remembering map layouts based on the littlest details. Stay frosty!
  3. That fucking blows. I hope whoever stole them continues to have a well-deserved miserable existence, and that things start to look up for you.
  4. SMB1, SMB3 and SMW are to side scrolling platformers as WOLF3D, DOOM and DOOM2 are to first person shooters - The first entry for each respectively blew open the floodgates to the genre, and in the followups, there’s an almost chess-like perfection to the balance of enemy types and power-ups for the player. ”A shell, an imp” is satisfying in a similar way to “A fireball, a koopa”. Balance is the goddamn name of the game with all these heavy-hitters mentioned above. Similarly to what I mentioned above, I totally see an analogue between Duke and Sonic as well. The “spiritual spin-offs” with technically-cooler protagonist, technically-cooler levels, generally-flashier and in-your-face presentation - and in fairness simply damn good, damn solid games in their own right. Frankly though, as much as Sonic and Duke do to distinguish themselves from their sources of inspiration, much of it comes off as gimmicks rather than really solid gameplay decisions that stand the test of time. Speedy platformer gameplay can be done better - and frankly Sonic’s older titles, despite being damn good (to be clear) are filled with what I would call frustrating bullshit moments. The game encourages but also punishes speed, I think that’s my biggest beef. There’s no “inherent conflict of character behaviour and level design” like that in SMB3 and World. EDIT: Damn, even the bosses line up in this comparison! Mario and Doom generally have shit boss fights, and Sonic and Duke both made a much better effort there! Overall it’s a tough and very-oddly-specific choice, lol. I’m trying to limit it to the best two examples for each series from the 90s instead, since that’s a little more broad. (For me that means SMB3 and World VS Sonic 2 & 3, FWIW.) TL;DR: I prefer Coke to Pepsi, I prefer Doom to Duke, and I prefer Mario to Sonic.
  5. There was a time when people would be blown away when I said I’d made over 70 DM maps. That number looks downright cute by comparison.. 😅 I don’t think it counts since it’s technically 3 separate episodes, but Jamal Jones is 66 maps.
  6. Seriously. The dorks who moderate this site really oughta do something about this sort of behavior.
  7. It's funny, I'm right between you two. I always loved the dirty, mean-and-not-nice-sounding synth lead, and I feel like the kinda wandering choir melody and the soft vibe it evokes makes the lead that much more impactful once it hits!
  8. Took a new photo for my Gmail accounts and stuff but think it came out pretty good so posting here too c:
  9. Just give me a shout if you ever change your mind on this.
  10. Even in the Sandy maps I’m not super fond of, there’s usually at least one great idea in there. In Nirvana, the idea of having a massive health stash in one area that you come back to, rather than being scattered through the map, is a unique idea. Personally, when I started that map as a kid and saw SO many Medikits, I was just thinking “oh no…. What warrants all these…”. There was zero payoff sadly, but still, it was a cool concept and a cool sensation. If the map had even slightly lived up to the danger implied by all that health at the start, it would have been awesome. Then there’s maps like Tricks n’ Traps and Barrels O’ Fun that I thought were awesome then, still solid now, and will defend with my dying breath. Sandy loved presenting the player with a TON of something you’d never seen in high numbers prior - a ton of doors, a ton of barrels, a ton of medikits.. It contributed to an overwhelming feeling to see that kind of thing suddenly after always being handed out in moderation prior. It’s just one of his many gimmicks, but those gimmicks are the same reason I find Doom 2 more memorable on the whole than Doom 1 despite being mostly uglier and having worse music.
  11. No conspiracies needed, that was part of it - we generally have wanted to do this for a while anyway, though. There was still way too much congestion even after splitting off discussion threads, hopefully this should do for the time being
  12. Sorry for the confusion but glad you guys like the change c: Splitting WAD Discussion off a year ago was a great start to removing congestion, but this should really help. Also this was done so fast because I have what are called the dark circles of power. They form under your eyes when your internet moderator power becomes too great. Or maybe when you stare at a screen too long idk
  13. Thanks, Sneezy! I don’t know what it is, but when I was still using GZDoomBuilder from 2017 (so, March this year and back) the node builder hated some maps and would fuck them right up. It made me weary of ever trying to do this, but now that I’m on UDB maybe the included node builder won’t do that anymore. Good fix!
  14. Hey Mark, don’t feel compelled to dive right in - I really should have noted what was and wasn’t addressed, I can go through later today (not at PC presently) and try to leave behind only the notes that haven’t been addressed.
  15. I'm glad you gave it a solid attempt, and I'm really glad to hear you plan to eventually make something more of that map! Thanks again for the post and the recordings. He's on YouTube, specifically I have a remaster of one of his MIDIs on my channel where he has commented multiple times - I have a feeling if you get in touch with him there, he'll be more likely to respond!
  16. Hey, thanks for the absolute truckload of gameplay videos - useful and entertaining stuff so far, I've had the first one playing in the background while doing some mapping! I don't think there'll be enough time to listen to them all, but I'm very grateful you guys recorded these. On the whole, I think I prefer this kind of overly-harsh criticism, half of which is perfectly valid and the other half of which is pretty impractical, bluntly speaking. I'd rather this than someone too keen to praise stuff while shying away from critiquing things, because the result is that issues get missed. Having someone not enjoy part of the map means the author will question their decisions, and even if they decide to keep things as they are, it is always better to reevaluate this stuff than to just assume it was all done right! The city map you guys wanted to submit but didn't have time at the very end there was a pretty interesting concept. Reminded me a lot of Joe-ilya's earlier work..! This has inspired me to post the latest build, which I meant to do a month ago. Here it is: https://doomshack.org/uploads/JM_JONES.zip A decent handful of the issues pointed out by Arsinikk in this post (and the ones shortly after) and galileo31dos01 in this post (and the ones shortly after) have NOT been addressed. I'm really hoping some of the mappers or other contributors can help to get the remaining stuff sorted out so we can get this bad boy on /idgames already. I really should have kept a changelog... The new build is really just a series of minor fixes, the world's smallest DEH touch-up, and adding U, Z, L P and TMAPINFO... but, ENJOY!
  17. Doomkid

    Free64Doom

    Here it is! Link There's a much better version in the vanilla wad pack too, based on the input from the kovic. I need to cut it out and release it standalone!
  18. Doomkid

    Free64Doom

    This is great! I love seeing the Classic Doom engine run so well on true N64 hardware, I've been hoping to see other TCs ported over to it as well. Not gonna lie - I expected this to be the start of a "Freedoom but for Doom64" project wherein we get to replacing all those assets. It would be a MASSIVE undertaking but I really do love the idea of that! God I'd love this. Playing Doom64 for Doom2 with the Doom64 sprites & sounds for Doom2 layered overtop in DosBox was already a trip in its own right. This would be next level pointless-but-amazing shit, lol!
  19. These skies look great for classic style maps especially - I've seen them all in game and they came out really well! The more traditional ones like the blue sky and hell ones are super crisp, and the bizarre/weird ones (like that sorta fireblu-lookin one and the glacier) really have potential to make an episode feel super unique. You're so talented, keep it up!
  20. That custom title is not to be trusted
  21. Is this just the Valiant MIDIs run through a specific soundfont (or blend of soundfonts)? Sounds pretty cool either way.
  22. Speaking of states, check out the STATE of this thread, am I right?? Exactly. One of the core principles of Doomworld is that it's a hive of degenerates, but with a thin veil of acting like we aren't, you see.
  23. I really enjoyed you're level hear "LIME BASE", Living Dead. I died number of times, but in the end I found myself having played a Doom level that was both good to look at, enjoyable, fun, and, most, importantly, FUN! Seriously, do more like this. It was damn well built, and I think a short episode with design concepts similar to this could be badass.
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