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Posts posted by xvertigox
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Yeah but making a small edit and releasing it is silly. It'd be the same if you took Freedom map01 and replaced the enemies with Barons.
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It's cool that you're playing with Doom tools but maps like this aren't appropriate for release. You're posting
commercialprotected content that's been edited very slightly. You should make something original and post that. -
I cbf making this properly myself but the worst (technically playable) map I can imagine would be a box, 2048x2048, full of invisible blocking linedefs arranged in a maze. You could sprinkle on whatever bullshit you wanted on top, random damaging sectors, lights blinking, raising/lowering platforms etc
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@Doomkid I'm, not sure a delineation between the two is appropriate in all occasions. Knowledge is one thing but how you use that knowledge is where it becomes an active skill. An example off the top of my head is table tennis - motor control is one aspect but then the other is knowing to use topspin to counter your opponents backspin. That's not a mechanical skill but it's utilizing a proficiency you've developed. It is useful to make a distinction between motor skills and knowledge but I think they both fall under the umbrella of 'skill'.
We should take a step back and look at the questions themselves because skill changes with context. "How good is this person at Doom?" is too broad of a question. What does being good at Doom mean? Good at finishing Sunder? Good at finishing maps they've never played?
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You know, after writing all this I may have changed my mind. I was thinking about professionals that heavily rely on knowledge like electrical engineers. It's one thing to learn all the prerequisite information but how you actually use it where the skill comes in. It's the same in Doom. You may know a map back to front, you may know there'll be an imp across the room and a archvile right in your face but if you choose to target the Imp first then you didn't use the knowledge in a skillful way. I fully agree with @smeghammer.
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10 hours ago, DRMman said:Psx doom is great, it's basically a re-telling of the events of the classic doom duology, well atleast in my opinion.
I get what you mean, it's similar to D64 in that regard. It's not just a cheap console knockoff, it's it's own thing. I wonder if any other ports are similar?
My understanding is that they used the Jaguar levels because they ported that version rather the PC version. I'm curious if the PSX hardware could handle the full maps. I'm sure it has enough grunt, given it can run more demanding games, but maybe the engine wasn't optimized for the PSX architecture.
Edit: Interesting info from this thread that explains why the maps can't 1:1 match the PC version
SpoilerOn 12/21/2020 at 10:59 AM, Dark Pulse said:Very much so.
In short: the PS1 CD-ROM is, at most, a 2x speed drive. That means a maximum sustained data transfer rate of 300 KB/sec, and that comes at a ~300 millisecond seek time just to begin to read data. The system does have 2 MB of RAM, but the game EXE itself is some 400-odd KB, and of course a bunch of other data must be maintained, so effectively each level has to run in approximately 1 MB of RAM space, and there's only about 1 MB of VRAM as well (which is where all the textures, sprites, screen buffers, etc. are stored).
The Jaguar also has 2 MB of RAM, but only 4 KB of internal RAM on the chip that does most of the graphics processing, and all graphical effects are software-based and not hardware-accelerated like on the PS1. However, it has one advantage the PSX does not: It's on a ROM cartridge, and ROM access times are on the nanosecond scale - several orders of magnitude faster, being perhaps 200ns for a read. That would be 0.0002 milliseconds. As a result, you can just easily set up a texture paging scheme, dynamically allocating textures when they're needed, and swapping them out extremely quickly when they aren't needed anymore. The ultra-fast access speed makes this virtually seamless, and you only really need a relatively small amount of RAM needed to store basically what's just currently in view and maybe a little bit extra for stuff you recently saw. Anything else can be freed up and re-allocated when some texture that's not currently in view is about to be drawn.
The PS1 has no prayer of this. Every texture (flat and sidedef) must be stored in VRAM, ready to go, because if you have to go hunting for even a single texture, you're talking a third of a second just to get to a point on the disc where it could be read, then even longer to do the actual read. And since it must all be stored in VRAM, you're ultimately limited by the capacity of your RAM and VRAM.
This is also why in the Jaguar version, you could, for example, have a Spider Mastermind and Cyberdemon duking it out. Those of us who've worked on the GEC Master Edition project for the PS1 know there is absolutely no prayer of us being able to do that. We simply do not have the RAM space for it; a Cyberdemon takes up about 500 KB of the main RAM space alone, and then all sprites must fit into approximately a 384 KB dynamic window (and they are the only thing that can essentially be paged, unlike textures - but this comes at the cost of having to all be loaded into RAM first), so very little other sprites can be in-view along with it or you will literally bomb out with a "Texture Cache Overflow" error.
Ditto for having to compromise on level textures - it will be impossible for us to 1:1 texture the levels like the PC version. Partially because not all the same textures are included, but even if they were by us adding them back in, we simply do not have enough VRAM space to do all of them. We can't do more than 16 flats per-level, and while texture space does vary depending on what size textures you pick (in PS1 Doom, they are all 128 high, and either 16, 64, 128, or (skies only) 256 wide), essentially you can think of the wall texture space as being approximately 768x256. So you have to mix and match, and work like a jigsaw puzzle, fitting in as much of the main textures as you can, and compromising when you begin to run out of room.
It's an interesting challenge. But it means any cartridge-based version will be absolutely superior in that respect.
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Have you got the doom IWAD in the same dir as DoomEd? You may be able to have it in a diff dir and point DoomEd to it as well.
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It's fun to try to get inside the mappers mind and crack the puzzle of how they set up their secrets.
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That might sound like a "duh" statement but I've finally sat down to play some PSX Doom and I love it. I expected it to worth playing purely for novelty but it's surprised me with how good the gameplay actually is. I'm playing it on my Xbox Series X via emulator but the controls feel so much nicer than the Unity port. It might be the fact that I'm using the dpad and always run is off so I'll have to test that in the new port.I was disappointed with the dialed back Jaguar maps but the colored lighting adds a lot of depth and emphasizes the purposeful texture work of American McGee. The animated sky helps set the dark atmospheric tone of this port. The tone is compounded exponentially by the far darker twisted ambient soundtrack (one of the last maps I was playing had babies crying in the background...). The chiller music is balanced by the punchier Doom 64 monster and weapon sounds. The shotgun sounds especially beefy.
It's not just the difference in the map architecture that holds my curiosity, it's the gameplay as well. Having the whole of Ultimate Doom be one big continuous series of maps makes me much more invested in the playthrough. One large experience gets my buy-in a lot more than bite-sized episodes. It also means the balancing can change as suddenly with E2M1 you've got an episodes worth of weapons and need the monsters to compensate. Doom 2 monsters in Doom 1 on Ultra Violence was a big surprise as was E2M8 being in E3M8 slot complete with mancubii. I'm looking forward to see what Final Doom has in store for me.
There's no real point to this post other than to say after all these years I really enjoy and appreciate PSX Doom. It'd be a fine way to experience the game for the first time.
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Robocop Doom is flippin awesome.
I'm also quite partial to 'Spaceballs: The Sequel: The Search For More DBP Maps' but I am biased.
SpoilerPersonally, I'm sick of the 'Whats your favorite gun/monster/map/decoration/light source/obstacle/patch/flat/linedef action/chocolate chip cookie recipe' threads.
Edit:
4 hours ago, P41R47 said:Hey come on guys, this one is, at least, a little bit more original.
I have seen a lot of ''your favourite...'' threads, but i never knew there was maps based on films or games, aside from the obvious ones.
So this may come as enlightening in some way, let the kid feel comfortable and learn how to socialize here.
If the moderator think there needs something to moderate, something will be done.
Yeah, that's fair enough. I was just venting on this thread when in actuality it is more original than most of the others. Sorry about that @Triloguy.
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I've got nothing to contribute to the thread but I want to point out how interesting @Quasar's link is. I highly recommend checking it out.
19 hours ago, Quasar said:Both Romero and Carmack have, at times in the last 25+ years, claimed that they made significant contributions toward helping the Doom community understand the game's data formats and get editors established, and this is simply revisionist history.
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6 minutes ago, Doomdude81 said:Xvert, thanks! But my fences are touching the ceiling. Is there a way to make them more like in your pictures?
Np. If your fences are touching the ceiling
Spoilerthen you need to adjust the vertical offset
SpoilerYou can do this in 3D mode by highlighting (/looking at) the texture and using your up and down arrows but it can be hard to keep it selected so it's easier to do it by editing the linedef.
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Doom 3 SP is much more enjoyable and novel than Quake 4 IMO. Quake 4's MP shits all over Doom 3 though, it was actually enjoyable.
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@Edward850 Can I ask how you determined that certain files are actually OGG Vorbis files or JPEGs? Was it just opening up the file in a hex editor and looking for headers?
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As a long-time SiN fan I really enjoyed this video. Ross's Game Dungeon as a series is great overall. I do agree that that the forced stealth sections made the game grind to a halt - I often end up noclipping to avoid them.
On 1/7/2021 at 5:59 AM, [McD]James said:It wasn't panned on release for not being Half-Life, it was panned for being extremely buggy and having long load times.
Penny Arcade's first comic:
Spoiler -
I'm a big Stan Rogers fan so it's cool to see this folk music getting attention. Barret's Privateers is great as is Fogarty's Cove.
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https://www.epicgames.com/store/en-US/product/star-wars-battlefront-2/home
It's a fun game, definitely worth playing for free. The visuals are worth playing for at least a couple of hours.
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Just now, Mr.Rocket said:Wow, um so yeah looks like you can get the PC version for like $5.00 now.
Really makes me wonder why Quake4 is $15 bucks. You can get D3 and RoE for less than that!
Well, it's Doom 3 vs Quake 4, of course you pay extra. That's why Far Cry 5 is $20, someones gotta pay for that increment.
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E1M1 but every enemy is a barron and you can't escape.
in WAD Releases & Development
Posted
The issue is that the wad itself has no novelty, it's E1M1 with some things changed to Barons. That's an exercise to do when first experimenting with a map editor rather than something to release. I mean, you can release but no one will want to play it.