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From the last lan party
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Knowing when to take a break is really important. Personally I don't have any particular process. In a similar-ish topic a while ago, someone said that creative work is inconsistent by nature because its often done in isolation. Someone else suggested letting your inspiration be "wave-like" - both of those things made a lot of sense to me. Though conversely the only way to get better at doing the thing is, doing the thing, and sometimes forcing it can at least give you something to come back to and improve later. Maybe not. I know mapper's block very well, though I just so happen to be going through a period of being fairly productive at the moment. Sometimes you can start a project knowing well enough what you want it to be, and it takes a close enough shape. Other times it can take on a life of its own from an uncertain beginning, which is satisfying in its own way. Its like a roll of the dice every time I open the editor as to where things will end up going, I like to be fairly open ended in my approach even if I know roughly what I want the finished result to be - "close enough" can end up being right on the money, depending how you view it. Why don't you just do smaller projects instead? I've accepted that I probably don't have a full megawad in me at this point. Not everyone does. But episodes and little sets of 3 or 4 maps can be just as good, and from a creative standpoint are a lot more realistic and manageable. Finally, and you may already be doing this, but I can't understate the importance of revision and iteration - getting comfortable with erasing entire areas/ reworking them until I find them satisfactory, has improved the process a lot for me and made me more comfortable with my own work, and more motivated.
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[Community Project] 666CRETS - A community project about secrets (6 SLOTS LEFT)
CblBOPOTKA replied to RED77's topic in WADs & Mods
I am usually guided by this approach: - play/watch doom in search for interesting conceptions, ideas - decide in advance which type of map you will implement: base, hellish environment, city, abstract, or smth else - also here desirable to determine the type of gameplay: classic, slaughter, combat puzzle, just puzzle - put random shapes on your map, here i use common considerations like sharp edges looks aggressive, rounded - more calm. Sectors can be big or small, depending on your roadmap - finish drawing hecking owl PS: ah, i see you have done something for your map already -
I've never heard that phrase used like that, unless it's an American English thing. Always thought this texture looked Wolfenstein-ish. WHAT???? I don't understand how I managed to miss such a basic feature so long. Even console ports and I think many source ports miss this so I guess it's that obscure.
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https://darsycho.itch.io/mayhem-mansion Mayhem Mansion is a really fun lesser-known TC.
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I don't remember what map was that but in my playtesting I've beaten every map on UV at least twice - once from a pistol start and once single-segment. EDIT: is that the one with the misery switch at the beginning? if so then yeah, that one was definitely the hardest.
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Regarding map 04: Fun maps so far, really creative. The imp/zombiemen puzzle map is my favourite so far!
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Looks like you have to use material shaders.
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Coop Doom Builder - why isn't this a thing yet?
Sectorslayer replied to BouncyTEM's topic in Doom Editing
I bounced around some ideas on how to implement such thing. It should not be too hard to implement in the existing editor concepts. But you would need to broadcast editing commands and make sure, they are *all* played out in the same order for every participant. That is a hard part and there it seems to be a niche feature in the end. -
TIL! I knew about the audio propagation channels - but always thought they were in the ceilings. Also updated post to reflect correct map number.
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doom is for masculine manly corridor shooting power fantasies. like the kind of activities a big tough marine boy would get up to. when the room's big i feel exposed and meaninglessss giggle
- Today
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Atari to acquire Nightdive, deal expected to be completed in April
Kinsie replied to taufan99's topic in Everything Else
My understanding is that the rights have reverted over time to the original creators. Which, in the case of Perdition's Gate, is Tom Mustaine, who had a download of the full version on his personal website before it went the way all unguarded Wordpress sites go. PO'ed was self-published by Any Channel on 3DO, so they probably had the rights. Lord only knows where those have gone, but another Any Channel game, Slave Zero, is currently getting a new game using the IP published by Ziggurat, who I believe are also associated with Wade Rosen, Atari's relatively-new CEO and Night Dive's primary investor/new boss. So, you know, between that and Kaiser unironically wanting to remaster PO'ed, who knows what sick abominations will be inflicted upon the earth? -
DSDA-Doom isn't being captured by OBS, help?
IcarusOfDaggers replied to Matt Eldrydge's topic in Source Ports
I use "record all screen" when recording doom videos. It has fixed most of the issues for me. Downside is, sometimes window in window happens -
Most of official TCs I already check and play. But yes, Osiris has several new ones.
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[COMPLETELY closed to new submissions now, thanks for mapping!] 10 LINE MASSACRE: It's a meme! It's a bad idea! Yes.
IcarusOfDaggers replied to NiGHTS108's topic in WADs & Mods
That's why "Soon" is universal trademark of all gaming and development communities. Don't chug too much, take some zips instead. Healthier lol -
Pretty much, yes. And you know, what's terrifying? On a less than pleasant day, this idea does look like an unpopular opinion in Doom community...
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Ldx97 joined the community
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@Azure_Horror That is a good point. I guess the moral of the story is that Doom is structurally able to support a huge variety of mapping and playing styles and this is just another way that it manages that
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How about weekly iwad style maps arguments? I'll start. Doom wads that exhibit iwad-esque design are not good gameplay, it sometimes works with clever monster placement as long as you have ample ammo and a strategy but it's almost always lazy and uninspiring and just about any amateur dev could accomplish by simple math and spamming the same imps and shotgunners enemy over and over again in a doom editor. Also, these select wads that are highly praised by Doom enthusiasts for great textures and level design should not be given a pass just because of those positive aspects. Many wads like DTWID, BTSC e1&2, D2ISO, Jenesis, the first episodes of both Scythe's, Alien Vendetta, and both Memento Mori's action just seems mindless. Holding down the shotgun fire and hoping for the best is essentially rolling the dice. Not fun at all. That's such a poor generalization to what I described in detail. You don't even have an argument. It's just shotgunning imps over and over and over and over and over and over and over over and over and over and over and over and over and over over and over and over and over and over and over and over over and over and over and over and over and over and over over and over and over and over and over and over and over over and over and over and over and over and over and over again until you want to smash your nuts in between your gaming laptop. When I first played Map01 "Entryway" of Doom II almost burst into laughter because of how stupid it looked with these 2 zombies it sent after you when you made a sound and imp group that you have to kill when you pick up a shotgun to avoid getting clawed by it. And the level in TNT where your outside of building with a human bbq right next to you and hitscan enemies are positioned in rows in the walls is so bad.
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VibesPlane Overflow: A Chill LetsPlay Channel for Doom
Sectorslayer replied to BeetBeardTheBrave's topic in Doom General
Oh, so I got to make a chill exploration map for you guys. 🧘♂️ -
Sure, and I am inclined to agree. That said, I have and enduring unpopular opinion of my own: Short maps can the be Greatest Fun and the most Crisp Doom experiences! Also, such short maps are a reason, why the game offers you an one-button opportunity to restart the map after losing instead of a "Game Over!" screen and a trip to the main menu.
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Junk Food Map 18 NM-Speed in 0:01.49 - junk18xn149.zip YouTube:
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The hole is there to allow sound to propagate from the room to its left (the one with one imp behind a grate) to the hidden room, so that the imps wake up and walk out of the room. They didn't have to do it that way, but that's how they did it. Also, it's MAP01, not E1M1.
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...I just found out that in Doom2, MAP01, in one of the secret rooms (with hidden door) there is a mysterious black rectangle in the corner of the room.
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I personally don’t like resource starvation levels, just as I don’t like Tyson-levels. On the other hand, I do like it when I am allowed to use berserk punch to conserve ammo, so my stance is not very clear-cut, and I guess I’m not the only one — and as such threads on such maps would be welcome (even if just to see how heated the argument would get, or would it just fizzle out when we conclude that some of us enjoy tyson as long as we don’t need to punch mancubi, arachnotrons, SMMs….)
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Weirdest. Error. Ever. (please help)
ViolentBeetle replied to EPICALLL's question in Editing Questions
Flats are different from wall textures because their orientation is not predictable (You can look at them from either direction, unlike walls that are always vertical) so they are more restricted to make them work smoothly.