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Everything posted by Fredrik

  1. Fredrik

    Post Your Doom Picture (Part 2)

    Probably not, but anyone who wants to do so is free to use that image as a base.
  2. Fredrik

    Post Your Doom Picture (Part 2)

    skeletal caco
  3. Fredrik

    Weird demos

    I guess this will save further time in an E1 TAS, since you can skip the two boxes of rockets that e1uv-345 picks up in E1M6 (or pick them up and spend rockets more freely in E1M7)? (Speaking of those two boxes of rockets, not that it matters now, but I wonder if it would be faster to get them in the swastika room in E1M4 instead of E1M6?)
  4. Fredrik

    Raymoohawk's sprite edits

    Haven't looked at it in-game, but yeah, that looks pretty good.
  5. Fredrik

    Looking back on your younger, stupider self.

    Still stupid, but I try to avoid advertising it now.
  6. I doubt quality has declined, it's just that 80s synth rock happens to be the most perfect genre for cartoon soundtracks.
  7. Some metrics would be fun. For example average damage rate (total damage inflicted on monsters, divided by exit time), and the player's average movement speed. You could easily hack things like that into prboom-plus, run stats on a bunch of demos, and see if anything interesting shows up.
  8. Fredrik

    DOOM II demos [-complevel 2]

    Is the map14 trick faster for 30uv tas?
  9. Fredrik

    Raymoohawk's sprite edits

    It applies to textures too. An important reason why is that the Doom engine does variable lighting. Using very soft shadows on sprites and textures maximizes the dynamic range, and in any case looks more realistic. Pure black is best reserved for extremely deep crevices (giving sort of a 3D effect) and some metallic/glass-like surfaces (giving sort of a reflective appearance). This is good reading (even if not all points apply here): http://ianstormtaylor.com/design-tip-never-use-black/ Of course, you can deliberately use a lot of black as a means of achieving a more cartoon-like graphical style, but that's wasting the potential of the Doom engine if you ask me. If you do, you should be consistent about it across the whole project.
  10. Fredrik

    TAS (tools-assisted) demos

    Some of the HR2 levels are so crammed with monsters... never thought you could evade them that easily :)
  11. Fredrik

    Raymoohawk's sprite edits

    These look really good, but there's (still) too much black. If you look at the monster sprites in Doom, the darkest spots are actually quite bright, and that style looks much better in-game. Also a minor issue and a matter of taste, but the goofy faces could be made more menacing :)
  12. Fredrik

    InstaDoom thread attracts thousands of viewers

    Hacker News, I think. But more sites might be picking it up now.
  13. I'm not surprised that cacodemons are near the top. You might think of them as docile - the cows of Doom - but they're easy to underestimate. In a typical scenario where you're fighting a fruit salad of monsters and you have to prioritize, you'll always dodge the revenant missile and tank the cacodemon fireball, right? Easy for cacos to inflict lots of damage. They can just float across map geometry that you would use to your advantage against ground-dwelling monsters. Fat and slow-moving as cacos are, they just love to block your own movement. And yet, they can be quite stealthy and sometimes sneak up on you unawares. Good map designers know how to use them effectively. You don't make the player fight cacos one on one on open ground. You release them from multiple directions when the player is stuck on a catwalk over a slime pit, preferably with cyberdemons on opposite ends...
  14. Fredrik

    Doom mapping tenets?

    It does happen when you hit them with rockets. Arch-Viles are the most common offenders. It's not terribly wrong from the gameplay point of view, but it looks cheap every time. It can be put to good use to prevent too early infighting or monsters clustering in corners. But it generally strikes me as a lazy solution for a problem that generally can be solved with more creative map design. When it's used for practically every monster (Speed of Doom), you sort of learn to accept that universe's physics working that way after a few maps, though...
  15. Fredrik

    Doom mapping tenets?

    Pillars and ledges with monsters on top should block the monsters from being able to fall off onto a part of the map where the player can no longer kill them. Ammo and health should be placed so that the player can dodge them easily (to save for later). Also, multiple powerups shouldn't be stacked on the same coordinate (an exceptions can be made for near-infinite ammo stacks in slaughter maps requiring near-infinite ammo). Monsters should not instantly pop out of the floor.
  16. My earliest memory of Doom is from one of the first times I ever used a computer. My mom was visiting a friend of hers, whose son, David, was something of a computer geek (and a few years older than me). I don't quite remember why I had been brought along, but anyway, I had to be entertained somehow, and while the moms were chatting away downstairs, David let me test the computer for a few minutes. I recall playing two games: Prince of Persia, and Doom. I actually remember my impression of level 1 of Prince of Persia quite well (it was bloody hard), but all I remember from that encounter with Doom, apart from absolutely being unable to play it in any meaningful sense, was that it had a chainsaw (David must have helped me with IDKFA). I first played Doom properly much later (a couple of years?) when we had a computer at home, after discovering it on a shareware CD. Actually, that CD was a huge disappointment at first: it seemed to have pretty much every game ever made (117 of them), except Doom, which was the only PC game I actually really badly wanted to play. The "Shooter games" folder on that CD only had games like Nitemare 3D that were described as Doom-like but completely sucked. Presumably Doom was far too awesome to be included on such a shovelware collection. Indeed, I knew very well from reading computer magazines that Doom had to be awesome, and I even had that dim memory of trying it once. But there didn't seem to be a way to get to play it. Buying Doom was out of the question -- my parents would probably not have allowed it, and I didn't know any store that had it anyway. Then one day I decided to look under "Windows games" on that CD (has to be boring stuff like Minesweeper, right?) where there turned out to be a game called "Doom 95". And sure enough, it was the real thing. That moment was like Christmas, or better, like discovering an actual treasure in an unexpected place :) My recollection of playing Doom that time is actually quite vivid, including strange details like the impression of the intense colors on the title and help screens...
  17. Fredrik

    DOOM Retro v4.5.1 (updated May 29, 2022)

    Doom Retro looks pretty neat. After testing it for a few minutes, I have a couple of minor gripes: The near-instant change of view height when moving in/out of water is slightly jarring. It seems much quicker than when moving over ordinary steps. The usual hack for deep water found in some WADs (inserting an invisible -8 height sector) feels good, for comparison. Rocket smoke trails look vaguely like MS Paint spray can art. An idea worth testing would be to make the smoke frames increasingly translucent towards the end. Blood splatter on the floor looks just one notch too bright.
  18. Fredrik

    TAS (tools-assisted) demos

    As a matter of principle, it's nice if a TAS demo represents what could be done by a robot providing actual controller input in real time, as people have actually done with NES, SNES and N64 games. (Since AdamH quit, we'd have to settle for the robot.)
  19. The first family computer was a Commodore PC with a 133 MHz Pentium, running Windows 95 (multimedia!). This computer was awesome. I have fond memories of playing shareware Doom, doing some very early level editing, recording stupid sound files, drawing crap in MS Paint, writing random crap in Notepad, and writing crappy school papers in Microsoft Works. The second family computer was a Celeron 300 MHz. This computer was a flaky piece of junk (probably mainly because it came with Windows 98), but in terms of hardware, it was a HUGE upgrade. I did most of my Doom mapping on that computer, including Vrack 2 (if I remember correctly, building nodes took a minute towards the end of the development). I also spent many hundreds of hours making MIDIs. Sharing the computer itself wasn't that much of a problem, I think, but there were constant arguments about turning off the damned internet so that someone else could use the phone. My first own computer -- this must have been in 2001? -- had an Athlon Thunderbird 1400 MHz with 512 MB RAM, a GeForce 2 TI 64MB, and a huge CRT monitor that weighed as much as a small person and supported 1600x1200 resolution. I spent a fortune on it (equivalent to about 2000 EUR or USD). The extra RAM was a great investment (256 MB was more normal at the time). The only problem with this computer was that the CPU fan was INCREDIBLY LOUD. Headphones and a shut door (for the other people living in the house) were the only option. Eventually the monitor broke, and the hard drive broke too. I kept this computer until after I moved out (in 2004). In 2006, I got a new computer with an Athlon 64 3700+ CPU and 1 GB memory. I never liked it. The first problem was that the Radeon graphics card just never worked properly; I had to install a cheap replacement. Even later, it made too much noise (though not as much as my previous computer), and I think it kept having problems with sporadic freezing too. In 2007, I got an HP laptop that worked much more solidly. It's a bit underpowered, but still runs just fine. Since 2009, my main computer has been a shitty Acer laptop that was crap even when I bought it. I like it less than the HP laptop, but it's vaguely more powerful. I should get something better, but I'm a cheap bastard and I think I might just stick with it until it breaks (I don't do any serious gaming that requires much in the way of performance). I use a work laptop most of the time anyway, and that's usually a pretty decent model (the one I have now has a SSD + 16 GB RAM), but it's not my property, so I don't know if I would call it my main computer.
  20. Fredrik

    Devs Play Doom

    Who are these two guys and why don't they know that the line opening the door on the E1M3 secret bridge is the in-sector diagonal and that two-sided linedefs don't show up on the automap if the sectors on both sides have the same heights?
  21. Very nice. One of the craziest rocket jumps I've seen, TAS or not. I'm amazed that you can pull off monster manipulation like that on E3M1 while simultaneously making sure that the player clears each corner optimally. Is it just trial and error with hundreds of tries? Experience? I hope you do more episodes :)
  22. Fredrik

    Doom 2 in 21:55

    Heh, I watched the Map17 record and it's pretty ugly, as even the runner (AdamW) admits in the text file. Granted, it's an RNG fest (especially from a pistol start), but I bet Looper could beat it easy peasy lemon squeezy.
  23. Fredrik

    Games where pistols aren't useless

    CS:GO The pistols are ludicrously good, even now that the overpowered CZ-75 has been nerfed.
  24. Fredrik

    Doom 2 in 21:55

    There's also a built run by xepop that's a minute ahead of the 14:02 one after map20... alas, he never finished it.