

arrrgh
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Has anyone else got the early access code for the demo?
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Mine look kinda like unicorns.
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Would it be possible for this to be ported to Android? Becuase that would be super neato.
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I wish there was an option to turn hats off because they look ugly as shit. Also some of the new unlocks do not fit the art style at all.
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Hats are stupid but the game is still fun, although some of the unlockable weapons are incredibly dumb
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How the case against the MMR vaccine was fixed
arrrgh replied to Csonicgo's topic in Everything Else
What exactly was the point of campaigning against mercury-containing vaccines if he knew they were safe anyway -
Sweet, thanks for the demo gggmork! Updated link in the OP with the new version with all bugs (inluding BFG strafejump) fixed.
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Thanks for the feedback, I need to take a bit more time to stop stupid bugs like this from creeping in. 1. Should have picked up on this bug, I've had it happen in other maps before. Fixed. 2. It's surprising that this one didn't crop up in playtesting... Should've noticed this one in doom builder, though. fixed. 3. Argh, I didn't notice this one in playtesting, but I should really check these things more thoroughly in the editor. fixed. 4. Another silly mistake :( Fixed. 5. Yeah, it's just there as a decoration cause it looks cool and doesn't mess up the items percentage. 6. It was fine for me too in PrBoom+ but I shifted it a little just to be safe. Thanks for everyone's feedback, I glad you enjoyed the map! I've decided this map will be part of a 6-map wad I'm planning to make. Consider yourselves given an exclusive sneak peek of my project.
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Small bump, forgot to post screenshots in the OP.
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I haven't done anything in the way of Doom for quite a while, for one reason and another, but recently I got back into it and made a map. It's a techbase map, in a classic-ish style. It's pretty much done, but I'd like other people's opinion's on the balance and other pairs of eyes to spot any stupid mistakes or misalignments, before I upload this. Any feedback, as honest as you like would be great. Also, I'm no good at names so I called it "Toxic Compound." This is a stupid name and it needs a new one, so if any of you super creative geniuses could suggest one that would be lovely. http://www.mediafire.com/?v21eatos1dcffl7
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What to do when you have no mapping skills?
arrrgh replied to Koko Ricky's topic in WAD Releases & Development
I found it extremely useful to play/look at the layout of IWAD levels that you like to see what design decisions, patterns, situations etc. makes them fun. Make small, simple maps and don't worry about detail, but do make sure that your textures are aligned and your architecture is neat. People tend not to be too fussed about detail as long as everything is neat and the map is fun to play, and detail is something to fret about after you have the basics of mapping down, not beforehand. -
The difference between 30 and 60 FPS is a big one, if the framerate is stable. A consistent 45FPS will seem much smoother than a framerate that wobbles inbetween 40 and 60FPS. If you play with a stable 35FPS, that will seem smooth after a while, as long as it's consistent. Granted, if you go back to a stable 60FPS after that, you will notice the difference immediately, but the point is that consistentcy is the important thing, unless you are always getting >60FPS, in which case you won't notice a huge difference unless it's fluctuating from 60 to 120 or something ridiculous like that.
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Paying a team to create a mod. Is it practical?
arrrgh replied to Koko Ricky's topic in Doom General
I think it would be more fair to charge per BSP node. -
The Valve Hammer editor allows for prefabs, for complex/repetitive objects and visgroups, so you can separate parts of your map and make them invisible in the editor so editing your map is neater and quicker. You can also cordon off a part of your map so you can compile and test it a bit at a time. I don't know about Doom 3, though. Do you still have to use GTKRadiant?