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  1. Past hour
  2. DUBIDKFA

    Switching file names.

    So, basic, y downloaded a texture WAD (Counter Strike textures) and it came out as a .pk7 since a .pk7 cant be inserted into Slade3, i wanted to know how to change the file from .pk7 to .WAD or how to insert the .pk7 into Slade 3.
  3. Dark Pulse

    What happens when you exit a map?

    The move to abstraction was already in full force in Doom though, and it's thanks to one Sandy Petersen. E2M6: Halls of the Damned. The false exit is where you'd assume the normal exit would be - at one of the tail ends of the map. The real exit is actually near the start, and while not exactly in the middle of the map perfectly, in vertical terms it is at the middle, and not that far from the actual center as a result. You could try to argue this is "at the edge of the level" too, but it doesn't quite hold up IMO, precisely because you're going practically back to the beginning to get out. E2M8: Tower of Babel. By definition, you're ending the map more or less in the center of it, and not exiting off an edge of the map. How does Doomguy get to Hell? By rappelling off an edge according to the story; okay, but what edge since all the walls are dozens of feet tall? We actually don't know - and there's literally no teleporter, no doorway, nothing. E1 at least had you teleporting to Deimos in the dark. :) E3M4: Unholy Cathedral. Probably the weirdest-placed exit in the game. You don't even have to really do the demon ambush thing in a room further up the hall. It's just... sorta there. Definitely not at an edge though. You can definitely argue that all those maps were under the Tom Hall paradigm, sure, but people do overestimate just how much of Tom Hall's work went into the final product, in a way. E1 was mostly Romero after all (aside from E1M4 and E1M8), and while Tom Hall did a lot of what became E2, it's a bit disingenious to say that how he did things had huge say on how Romero or (especially) Petersen styled their maps. I'd say the shift in Ultimate Doom and Doom II was more a result of them realizing that yeah, they don't need to follow real-world stuff so rigidly, but also them getting a better handle on DoomEd and whatnot, and that having an exit in an "illogical" place wasn't something that seemed to bother players.
  4. BLλZING_DUST

    WADs with great music

    Scythe II has some nice tracks. I like how well the creator sampled the Sisters of Mercy tracks.
  5. printz

    What happens when you exit a map?

    Well, the airlock motif (and the physically connected Phobos bases) is exactly what ended up in Doom 3! Interesting how all the Phobos/Deimos bases are distant from each other, instead of forming a continuous complex. Does Doomguy put on his astronaut suit and leap to the next base on exiting?
  6. Gez

    What happens when you exit a map?

    That's not a Doom map; it's a Doom II map. The original plan, back when Tom Hall was still at id, was to have vaguely plausible geography so the exits and entrances would be on the edges. They dropped that idea and went for more abstract exits in Doom II and in the bonus episode for The Ultimate Doom. And then mappers invented "death exits" and that makes the whole thing even more abstract.
  7. Dark Pulse

    Early and unused DOOM 64 Level Designs

    Must be operating on old D64EX knowledge then, because yeah, jumping is what I was alluding to. So then Hectic is pure bragging rights I guess, though nominally it does get you a Rocket Launcher damn early - if you can survive it. Wonder if the grab trick that could trivialize the map works in EX.
  8. kmxexii

    Early and unused DOOM 64 Level Designs

    I just booted up Doom64 EX to see whether or not this was true but if beating "Hectic" gives the player anything unique then it's completely unmentioned. I'd like to know what you're hinting at. If you're alluding to the ability to Jump - which isn't found in the Features menu anymore - then it's been moved to Options > Setup where it's available as a gameplay toggle. I would never dispute experiencing "Hectic" as part of the Doom 64 experience. Its delightful dickishness knows no bounds.
  9. Played the first two episodes yesterday and the last one today. Short and sweet. Really enjoyed the various gimmicks. Anyway: E1M2, something to neutralize the toxic sludge once you've crossed it? In case you loop back to the start because you're looking for the secret you missed? E3M5: one of the stair blocks is missing a lower texture.
  10. Kira

    What happens when you exit a map?

    Doomguy is just making sure to shut off the lights before he exits the facility, from the entry, and travels to the next one. "Exit" signs are just made up by his obsessive mind. But maybe these rooms are like elevators of sort for the most part.
  11. No I don't know. It was just my assumption that he would be okay with it (provided that he is credited) since these are simply slightly modified vanilla assets. Of course asking @Revenant100 is ultimately the best way.
  12. CyberDreams

    What happens when you exit a map?

    Haha! Who can forget that map? ;) Also Map29: The Living End, the one with the weird "man figure" outline. At least that's what it looks like to me. Anyway's yeah. I'd probably just imagine either a teleporter or just that the door actually leads straight to the next area. TBH, i actually never gave much thought about it until now.
  13. MFG38

    What engine should I target?

    I was gonna say the same, but I do want to add that making the occasional map for some other port - one you're not as familiar with - is a good idea too. It's certainly a learning process if nothing else. As someone who's been mapping almost exclusively for ZDoom-based ports since 2011, I decided to challenge myself by trying to make a Boom map at one point. Sadly, that map was scrapped in favor of a GZDoom map.
  14. Dark Pulse

    What happens when you exit a map?

    MAP07: Dead Simple. Your Doom cred is officially in question.
  15. Today
  16. wolfmcbeard

    What engine should I target?

    I'd say go for what you would play it on, I prefer to use GZDoom so I typically map in UDMF format for all the goodies like dynamic lighting and whatnot. So if you've got a preference for vanilla, map for vanilla.
  17. That'd be up to Erick, but my hunch is no, since E2M5 was represented in PSX Doom already, and that map only really got known because of EXTRAMAP.WAD. I mean, other than the cut out chunk of E2M5, it doesn't offer too much of note that we couldn't do better just by making original maps, really.
  18. pcorf

    WADs with great music

    Most megawads with original soundtracks.
  19. ketmar

    What engine should I target?

    k8vavoom, of course. this is simply the best sourceport out there, and its author is one of the best persons i ever talked with. he looks great in a mirror.
  20. Would be interesting if you guys added https://doomwiki.org/wiki/Extramap.wad into the port somewhere, made into a finished level obviously :p Its sorta-official!
  21. Ah I see @SOSUonly said 'might' after all. Hordes of Chaos also comes to my mind also a huge (often forgotten!) mod, perhaps actually better IMO than MoC - but would likely take a LOT of work - it has DooM assets and such.
  22. drygnfyre

    What happens when you exit a map?

    E1M3 secret exit
  23. I didn't have any issue with the Wand when I played ElfGP with the mod -- the regular mod seems to overwrite it properly. If it appeared as a weapon pickup, I might need to patch it, but the mod's customized player class automatically starts you with the right weapon.
  24. StoneMason

    WADs with great music

    Icarus had a pretty neat soundtrack. Varied in styles, too. Also anything that has Jimmy, Stewboy or Esselfortium midis get my vote.
  25. @Not JabbaThe Wand in elfgp is what the patch still needs to accomodate - not the fights or class.
  26. Waytome already has a patch for ElfGP. I wanted to include that right out of the gate, since I owe so much to the mapset. DDB should definitely work. That and Curse are the next things I'll test with the mod, but I didn't want to officially recommend anything until I'm sure it works perfectly.
  27. Probably @Not Jabba should throw out a quick hotfix to the elfgp patch to include that then...:)
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