Vorpal Posted September 19, 2011 Go for source-port, if you ask me. While adhering to vanilla limitations is great for keeping one's goals focused (i.e. "I'm going to make a fully scripted, all new 1024x1024 textured, mp3 soundtracked, room-over-room set of 80 maps!!"), your screenshots tell me you probably dont need arbitrary limits to guide you (that is, You Know Your Shit). The competitive speed demo scene is dead as far as I know, so if that's in the back of your head for sticking to vanilla, again I would tempt you towards the VPO Free Zone of Joy. 0 Share this post Link to post
gggmork Posted September 20, 2011 The generalized linedef actions in boom make mapping way less annoying for me, and no annoying all ghosts bug in cl9 I think. 0 Share this post Link to post
Death Egg Posted September 20, 2011 Since I don't really use vanilla Doom I wouldn't care either way. As long as some day we get to experience these maps. 0 Share this post Link to post
40oz Posted September 20, 2011 You're familiar with limit removing right? As in your wad only works properly on ports that remove visplane (and various other) limits? You don't have to switch the map format to Boom. 0 Share this post Link to post
Foodles Posted September 20, 2011 theres no point in keeping it in vanilla format if you have to play it in boom, I say switch over 0 Share this post Link to post
Sigvatr Posted September 20, 2011 I want to keep it in vanilla format because of my purist elitist faggot principles but I'm not even sure anyone uses vanilla/chocolate anymore, or even cares. 0 Share this post Link to post
dannebubinga Posted September 20, 2011 Obviously people care, cause you've already got opinions about it? 0 Share this post Link to post
tempun Posted September 20, 2011 There's always Doom+ (vanilla binary with higher limits). 0 Share this post Link to post
ultimatecarl Posted September 20, 2011 I love me a good Choco-romp on occasion, but I certainly don't begrudge a WAD for requiring a limit-removing port. I use GZDoom just as much as (if not more than) Chocolate Doom. Just don't force me to use Vavoom *COUGH KORAX HERITAGE COUGH*. 0 Share this post Link to post
tempun Posted September 20, 2011 ultimatecarl said:Just don't force me to use Vavoom *COUGH KORAX HERITAGE COUGH*.what's so bad about it? 0 Share this post Link to post
ultimatecarl Posted September 20, 2011 It's stupid and smelly and has cooties and I hate it. 0 Share this post Link to post
tempun Posted September 21, 2011 ultimatecarl said:It's stupid and smelly and has cooties and I hate it. ??? 0 Share this post Link to post
ultimatecarl Posted September 21, 2011 Basically, for whatever reason, using Vavoom feels "wrong" to me. I don't know why and I don't have any legitimate complaints, I just don't like it. :P 0 Share this post Link to post
TimeOfDeath666 Posted September 21, 2011 I'd say keep your map in doom2 format and just use a limit-removing port to remove visplane overflows. I think complete vanilla compatibility is also cool, but it looks like it would take a lot of work to fix your map, judging by the screenshots. So, I say just keep doing what you've been doing. Lots of people make limit-removing maps as well. Vorpal said:The competitive speed demo scene is dead as far as I knowlols wut? 0 Share this post Link to post
NiuHaka Posted September 21, 2011 Yeah man, keep it vanilla because I only use Doomsday and I really want to play this. 0 Share this post Link to post
hex11 Posted September 21, 2011 If it's just a few places that you get visplane overflow (sounds like it), then it's worth fixing. Maybe the ChocoRenderLimits can help you... 0 Share this post Link to post
DeathevokatioN Posted September 21, 2011 I quite like mapping for vanilla, it's limitations generally keep me more focused and keeps from losing track of the primary objective of making a good level. If I could go back in time and make the megawad I'm working on be vanilla compatible I would. 0 Share this post Link to post
Vordakk Posted September 21, 2011 ultimatecarl said:Basically, for whatever reason, using Vavoom feels "wrong" to me. I don't know why and I don't have any legitimate complaints, I just don't like it. :P Agreed. 0 Share this post Link to post
Tango Posted September 22, 2011 DeathevokatioN said:I quite like mapping for vanilla, it's limitations generally keep me more focused and keeps from losing track of the primary objective of making a good level. If I could go back in time and make the megawad I'm working on be vanilla compatible I would. i really really agree with this. it's easier for me to be creative, not intimidated by freedom, when there are already limits set for me. though of course that doesn't work for everyone. these maps look beautiful as they are, though, so i think you ought to go with limit removing. don't bother chopping your existing work up just to escape design freedom that you are clearly very comfortable with. 0 Share this post Link to post
Sigvatr Posted September 22, 2011 I will enter my chambers and debilitate over this for at least thirteen days. Look to the north. When the smoke changes from white to black, I will have made my decision. 0 Share this post Link to post
Sigvatr Posted September 23, 2011 After listening to community feedback and trying all the alternatives, I have decided to go with strict vanilla capability. I had to get rid of/join a couple of sectors and more or less ditch my fancy lighting effects, but I think it will be worth it. Making a nice looking wad doesn't really fall in line with my objectives. I'm going for strictly good gameplay first and then looks after that. I'm not going to make compromises for gameplay in any situation and I don't want to feel constrained by fancy looking sector and lighting effects by principle. Mapping for vanilla capability is turning out great. It forces me to map more conservatively in the sense that the addition of more sectors should only come about when it is necessary for gameplay. I had to go back and change a few things, but not many. The results are still just as fun as before, and any future mapping I will be doing in this will be done with the aim of making maps fun first. 0 Share this post Link to post
ultimatecarl Posted September 23, 2011 That titlepic is hella sexy. Looking forward to this one! 0 Share this post Link to post
NiuHaka Posted September 23, 2011 Yes! I'm quite excited for this one. 0 Share this post Link to post
molten_ Posted September 23, 2011 Fantastic screenshots. I agree with the other guys, this looks great :) 0 Share this post Link to post
Death Egg Posted September 23, 2011 I get a huge boner every time I enter this topic after you've posted new screenshots. Love the new title screen, too! 0 Share this post Link to post
DeathevokatioN Posted September 23, 2011 Screenshots look fucking killer. 0 Share this post Link to post
Sigvatr Posted September 23, 2011 I am looking for new, original music for this wad. PM me if interested. 0 Share this post Link to post
Death Egg Posted September 23, 2011 I'd suggest asking the Doom Musicians Guild for midi's, though they take a while to respond at times it seems. 0 Share this post Link to post
jute Posted September 23, 2011 Will any of these maps use the new textures you posted a long time ago? I really liked those. I also like how green all these shots are. 0 Share this post Link to post
Sigvatr Posted September 23, 2011 jute said:Will any of these maps use the new textures you posted a long time ago? I really liked those. I also like how green all these shots are. No, it uses all stock textures. 0 Share this post Link to post