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  1. Past hour
  2. rdwpa

    How do you feel about Doom's Randomness?

    Damage RNG rarely is a big deal imo, as skill will usually neutralize much of its relevance. Monster behavior RNG is so much more prominent, especially if you are into speedrunning and such. Cramped cyb infighting scenarios are a great example of where sometimes all monsters behave and its trivial, and sometimes you get a pretty tight scenario. Crafty mappers have ways to account for that. But that pattern can appear lots of places. I don't like the caco or manc HP that much. I find it's rarely all that relevant in fights rather than cleanup. Monsters dying in a set number of shots is neat and satisfying. Another area is 'zerk RNG, which is pretty extreme.
  3. Rhebiz

    Post Your Doom Picture (Part 2)

    Layout of my first actual map thats not a test is done: Was gonna post more but i now have a restriction to the amount of data pictures can be. Does anyone know how to fix that?
  4. DuckReconMajor

    Fury's Sky - Action-Flight IWAD for GZDoom

    Ok yeah you are totally right, I forgot to update the iwad. Updated and it's much better now. At this point my only issue is the turning doesn't seem to be analog, just once I get out of the deadzone it goes full left/right. I tried adjusting the sensitivity but it seems to be the same, anywhere from 0.1 to 4.0 does instant full turn, but if i turn to 0.0 of course it doesn't turn. I tried it in regular Doom 2 and it does recognize analog movement there. It's still usable the way it is but it'd be even better with analog turning. Here is a video of me playing it after clearing the config to default, doing some option tweaking in the tutorial, then trying it out in the campaign. edit: I have two controllers there because I've connected the pro controller via Bluetooth, but now I have it directly in via USB-C and it shows up as a second controller, so I had to figure out which was which.
  5. Where a revenant can hit for 80 damage one time and 10 damage the other, or where a Mancubus sometimes takes 3 SSG blasts and sometimes 4. We all know that doom has an extremely large amount of variance in its damage for most weapons/monsters, but is this a good thing, or would you rather more consistency? Compare it to Quake, where the enemies have much less extreme damage ranges, and your own weapons have almost no variance in damage at all. I personally like stuff like Manc's taking 3/4 SSG blasts, or Caco's 2/3, because it can lead to more dynamic combat, but some of the damage ranges from enemy attacks can be a little extreme (all the d8's in Rev's/Manc's/etc.). Still, it can make the combat very dynamic in general.
  6. I Trying to replace the Regular pistol from Doom, with a AngledPistol.wad (from Realm667), but doesn't matter what a try, it doesn't replace it. I Using Slade btw. (Note: it apears on the Game but only in the same slot as the pistol [slot 2]) CODE: ACTOR DoomGuy: DoomPlayer { Player.WeaponSlot 1, Fist, Chainsaw Player.WeaponSlot 2, newpistol Player.WeaponSlot 3, Shotgun, SuperShotgun Player.WeaponSlot 4, Chaingun Player.WeaponSlot 5, RocketLauncher Player.WeaponSlot 6, PlasmaRifle Player.WeaponSlot 7, BFG9000 Player.StartItem "Newpistol" Player.StartItem "Fist" Player.StartItem "Clip", 50 } Actor Newpistol: Weapon Replaces pistol { Scale 0.75 Obituary "%o was splattered by %k pistol" Radius 20 Height 16 AttackSound "Weapon/PistolFire" Inventory.pickupmessage "You got the Pistol" Weapon.SelectionOrder 1900 Weapon.SlotNumber 2 Weapon.kickback 100 Weapon.ammotype "CLIP" Weapon.ammouse 1 Weapon.ammogive 25 Weapon.BobSpeed 2.2 Weapon.BobRangeX 0.4 Weapon.BobRangey 0.2 States { Spawn: 2PIS E -1 Loop Ready: 2PIS A 2 A_WeaponReady Loop Deselect: 2PIS D 1 A_Lower Loop Select: 2PIS F 1 A_Raise Loop Fire: 2PIS A 1 2PIS B 4 bright A_FireBullets(3, 3, 1, 5, "BulletPuff") 2PIS C 4 2PIS F 4 2PIS D 4 A_ReFire Goto Ready } }
  7. Mk7_Centipede

    SINERGY - A Vanilla Ultimate Doom Megawad - RC2

    welp. many thanks.
  8. What Doom mod is on the background image of your profile?

    1. Chopkinsca


      It's the title screen of Phocas Island 2.

  9. geo

    Tim Willits to Leave id Software

    Because it will last 2 - 4 years before Google throws in the towel? Maybe Oculus wants him.
  10. It's scary how quickly mental health can change for the worse. Be careful out there.

  11. Worm

    SIGIL - New Romero megawad [released!]

    I played on HMP my first time and thought these maps ranged from good to great. I really like the Dungeons-and-Dragons-style adventure vibe in some of them, especially M7 (Nightmare Underworld). Most of these maps take you on a journey and are full of different ideas. Yeah, there's some wonky stuff like that slowwwww door on M4, but I appreciated the variety, and it's okay to have a few misses when you try a bunch of different stuff. I also thought the maps were extremely atmospheric and that Sigil as a whole does a great job having it's own identifiable aesthetic. My favorite details are the flashing red symbols on the walls, like in M6's starting room, and on the corners of the dark hallways later on. Little filigreed wall details in Doom maps are nothing new of course, but I haven't see anyone use patterns like that before and thought the look was very inspired. The use of software-lighting darkness "fog" felt oppressive and cool, and it makes me sad to see videos of people playing these maps with screwed-up lighting settings that completely destroy the atmosphere. In fact, I think it's obvious that a lot of the moments in these maps are designed more for atmosphere than super-hard challenges, like the baron's appearance in M3. Is it a hard boss battle? No, but it's dramatic. I guess a lot of players in the community find it hard to get excited about a baron after seeing so many crazy wads over the years, though. There's a lot of "coolness" overall, which is why I'm surprised that people are saying things like "dickish" or "trollish"--if anything, I think Sigil is... I dunno, good-natured, maybe? Playful? Like, it seems that Romero was just making stuff he thought was awesome, and filled the maps with his best ideas because they thought they were neat and fun. The dude clearly loves Doom and knows how to use the assets--it's hard to use candelabras without being cheesy! UV can be rough, but the cyberturrets in M5 made it clear to me that UV is there to provide an arcade-style bonus challenge. It's optional replayability, and I wish more mapsets were balanced that way. Serious request: are there any wads that do what Sigil does even better, atmosphere-wise? This is not an attempt to silence the haters or anything like that, I genuinely wonder if there wads I've missed that scratch the same itch. And I don't just mean Hell maps, I've played plenty of beautifully detailed and atmospheric Hell maps, I mean stuff like how the software lighting fog is used, the adventure-style progression, the grimy metal w/ black-and-red, etc.
  12. Today
  13. Don't forget all of the straight-to-computer recording via Fractal/Line6 etc interfaces. Amps are becoming a thing of the past. No need for a separate, tone-sucking EQ pedal or rackmount when you can record direct to the interface (allowing for a hotter sound) and get that sweet sweet Fleischer-Munson curve with your software's built-in 20-band EQ.
  14. EtherBot

    Tim Willits to Leave id Software

    Sad to see him go but I'm excited for where he goes next with his career. He's had an impressive run so far, definitely a guy I have a lot of respect for.
  15. Rhebiz

    actor move

    You can also make a scroll texture set to moving actors as well.
  16. Austinado


    BOGGY REGION Maps 11/19/22 BY @SilverMiner Download here So, i played this 3 maps...and it felt a little akward to me. I dont know how to explain...maybe im missing something...maybe i should had had played in NIGHTMARE... The first map i played, i almost thought this was some kind of slaughter WAD...but then the other two maps...well... Map 19 i have not found the red key...and map22 it felt loop with the arch-villes. Final remarks: - I did not said this maps are bad...but the map 19 and 22 is missing something...like...monsters?? - The mapper knows how too design...no question about that. Maybe take some attention to textures...or the ones not matching the others. - It was a first time that i press "use" and box moves to a different place. Weird and at the same time...well thats different ! - Map 11, its cool visuals about the buildings far away and the boats. - Incomplete...the map 19 i just did not know where to go about the red key...map 22 i got bored (sorry). - There are tutorials how to make a "pool"...you should watch it...and me too, because i dont know how to do it. - The pc´s (windows98) funny and awsome touch. -----//-----
  17. Zillo “Ziyo”

    Top 5 Essential WADs

    Hard to pick favorites. I can name 12, but here are 5 I like the most. Nuts.wad bloodsea.wad Pirate DOOM Hellbound Vanguard
  18. Pegleg

    A whole year of 4800 Hell Knights! This time, it'll be finished!

    @94's the best style @therektafire Where do things stand with this project? Are we going back to the hub idea? Are we asking someone with more experience with UDMF to compile it? Are we using an episodic format? We have 20 maps that are finished and have just been sitting around months. What do you we need to do to finally finish this project and release it?
  19. DooM_RO

    Tim Willits to Leave id Software

    Exactly what I think, he should have stayed a level designer.
  20. Oooh, another one I forgot to mention -- different speakers in the guitar cabs everyone is using. In the 80s and early 90s, everyone used either G12-T75s or Greenbacks; now, everyone uses Vintage 30s. V30s are used because they sit in the gap between instruments much better (and guitarists now are more aware of what they need to do to jump to the front of a band mix and how that differs from when they're playing on their own), and much more focused in the upper midrange than T75s or Greenbacks (see Fleischer-Munson). The flipside to this is you get less destructive interference in the low-end (meaning bass and kick drum are clearer), and also V30s distort much less than most other guitar speakers at a given volume, which means running more pre-amp distortion and having less speaker distortion, which means the guitar distortion takes a bit of a different texture. There's also the difference of cascaded pre-amp gain vs. slamming fewer stages (and probably your phase inverter) harder, although there are still super-modern bands running Marshall-style amps (Meshuggah comes to mind) and older bands running amps with cascaded pre-amps (Metallica starting on Master of Puppets).
  21. Chopkinsca

    Post a picture of yourself!

    A weird ass picture of me. The effect wasn't intentional, but I think it looks neat.
  22. Caffeine Freak

    Tim Willits to Leave id Software

    What are you basing this on? I'm not saying you're wrong, but how exactly do you assess how much of a part he played in that game? Regardless, I know people like to shit on Willits a lot, but I do have a level of respect for what he created during his time at id. Doom 3 was and is a great game, though I understand why some people hated some of the design and creative decisions of the game. Rage had a fresh batch of problems as well, but that game was at *least* equally hampered by technical issues that I don't see Willits being responsible for. He's certainly partially to blame for the design problems in the game, however. I haven't played Rage 2 yet, but the complaints about that seem to largely echo those of the first game (great combat, sloppy story and pacing.) All in all, I would say Willits is a capable designer who, from what I can see, tried to take on too many other roles that he wasn't as good at. He probably should have just stuck to his role as a level designer. Being good at level design and crafting gunplay doesn't mean you should take on the role of creative head or director of a game. When Willits did that, the results were usually less than stellar, as Rage and Quake Champions demonstrate. Sometimes it's a better idea to just stick to your strengths.
  23. Chopkinsca

    Fire at Kyoto Animation Studio

    Fires are terrible no matter where they happen. Sad to hear this.
  24. Austinado


    I FORGOT MY KEYS By @Redead-ITA Download here So, can i say i oddly liked this? Yeah, oddçy liked this. Its different, like as if DoomGuy in his day a day daytime lost his keys... Simple maps, short, not to heavy with monsters. Can i say, its like a Doom Wad for kids....not in a bad way of speaking. Maybe this mapper can do more "serious" stuff...if he wants to...and maybe he haves. If you do...bring it to me so i can see it. I have no final remarks...i think i said all i wanted above. PS: Good humor at the end ;) -----//-----
  25. Fascinating, @Cynical. I learned quite a bit from that post!
  26. scalliano

    What Video Game Are You Currently Playing?

    So I recently went "fuck it" and fired up my 360 again. As a result I'm currently playing through NFS Most Wanted (the original) for the first time since I originally played it on my old Radeon X600 at release. I hate to say it, but that game is still awesome. The cop chases are as tense as they were back in the day and the cheesy acting has only got more endearing with age. I look at this and then look at Payback and I'm like, damn, EA used to be CLASS. I'm just about to start #2 on the Blacklist and I'm looking forward to firing up the mission pack Carbon.
  27. Vorpal

    Tim Willits to Leave id Software

    I can't remember if it's an interview or a completely fabricated memory (I have those from time to time), but I think I remember Willits laying claim to q3dm4, which is a simple duel map which I always appreciated. Presumably he had other imprints upon quake 3 so the dude can't be all bad, I reckon that was the last game where one guy could be responsible for all facets of a map though.
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