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About Sergeant_Mark_IV

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  1. Sergeant_Mark_IV

    Doom with PBR materials

    I don't exactly see a problem on this. Projects involving Materials shound not be treated the same way as project without it, it's not hard for mappers to understand that. The biggest problem now is outdoor areas, and how to make an actual sun reflection. The only practical method I see of doing this, is making the engine render any dynamic lights placed in the skybox in all Materials around sectors under skies. Or in case the map lacks a skybox, make it render a single mapinfo-defined dynamic light.
  2. Sergeant_Mark_IV

    PBR for Original Doom Textures

    I think this looks better than any "HD Texture Packs" out there.
  3. Sergeant_Mark_IV

    What if ID started working on a DOOM3.wad?

    Doom 64 is the real Doom 3. Fight me.
  4. Sergeant_Mark_IV

    How to sell my modification Freedoom ?

    Yes, but you don't need it. There are more elegant ways to power up the GZDoom engine to run your game, like making the engine recognize your pwad as an iwad. Or at least, delete everything from FreeDoom until only the basic files remains (just the PLAYPAL lump maybe?)
  5. Sergeant_Mark_IV

    What has better performance: Fake floor/ceilings or 3d floors?

    The trickery required with fake 3D floors is really not worth the result, and if you want the players to be able to walk both over and under the bridge, you will make a map that plays like shit on multiplayer. Unless you plan to have over 20 3D floor on the same room, you shouldn't be worried about performance.
  6. Sergeant_Mark_IV

    Doom movie thoughts?

    I think it's pointless to bash this movie. Everybody knows its a bad movie. It's beating a dead horse. I would find more interesting to talk about the things they did right: - The design of the monsters (given it came out just after Doom 3 it made sense to be around D3 Monsters and they absolutely nailed the design of the creatures). - Casting Karl Urban as Doomguy, The Rock as the Sarge (yeah, bald guy in black uniform that is a sergeant, reference to Shotgunguy) and that black guy (Destroyer) with the minigun (reference to the Chaingunguy). - Getting the essential blend of Evil Dead meets Aliens that made the original game possible. You have an Aliens clone script about military guys going into a space colony to save colonists from baddies, and the humor of Evil Dead (I can name several scenes that nailed the over the top humor of Evil Dead perfectly, Destroyer beating a Hell Knight with a CRT screen, the way Portman dies in the bathroom, Pinky's lines, the "Doctor's Carmack situation is irreversible" scene, the entire FPS part, but specially the part where he shoots the zombie's axe and it breaks and hits his head). - A perfect soundtrack. In times where movie "soundtracks" are just drone noise and two notes being stretched, or completely out of place licensed songs, Clint Mansell deserves to be praised for his work. The FPS song also sounds a lot like a re-imagination of At Hell's Gate. - The design of the BFG, and I still can't thank enough Eriance for making a sprite out of it. It's enraging because they did so many difficulty things right, and fucked up so many easy things that just makes you wonder "how did this happen?". If it just had a better script (focusing more on a history of the Marines being outnumbered and fighting to survive, retreating through the base and barricading themselves, like, if you are going to copy the script of Aliens, then please do it right) and stayed faithful to the demons from hell plot, this could have been easily the greatest videogame movie ever.
  7. Sergeant_Mark_IV

    Why don't the majority of mappers plan out their creations?

    I do make a sketch... in my head. I just think about the basic concepts of the map (like what the map is about, the theme, the objectives and key/door placement, etc.), It's better to leave the rest up to the imagination and make things on the fly. The only time in my life I actually decided to draw a sketch in paper of the whole map before opening doom builder was ArmageDoom's Map02 (the sewer level), needless to say its the shittiest map in the wad and the "square corridor to square room" nature of it makes it look like something out of Wolfenstein.
  8. Sergeant_Mark_IV

    Ever wonder how Doomguy opens doors?

  9. Sergeant_Mark_IV

    Ion Maiden, a new Build Engine game coming out in 2018!

    Now I am just imagining how long it would take for someone to make a Duke mod for it. I think it's fine as it is. She talked all the time on Bombshell and it became repetitive and annoying. And the more often you use one-liners, the more variations you need, and you have a bigger risk of coming up with shitty ones (remember stuff like "how many aliens takes to change a lightbulb?")
  10. Sergeant_Mark_IV

    Ion Maiden, a new Build Engine game coming out in 2018!

    Just finished the first level, going to finish the rest of the episode tomorrow. I am quite impressed with the quality of the sprites and textures. Level detail is beautiful and clever. Took me a while to notice that there are headshot mechanics in this game since the enemies doesn't plays a custom death animation (instead they just explode). I'd say it's safe to pre-order this. It's not like they are going to go vaporware on this (The team behind seems to be pretty competent, and after the Bombshell fiasco, they wouldn't dare to do something like that as it would be the final nail on the company's coffin). I just hope they have enough budget to finish it properly, I feel like there is some kind of curse on Build engine games (Duke Nukem and Blood always seemed to run out of gas after the first episode.)
  11. Sergeant_Mark_IV

    Is procedural generation possible for Doom maps?

    Thank God no.
  12. Sergeant_Mark_IV

    Best way to develop and commercialize Doom/Duke3D style FPS?

    And what makes you think so? Even with millions of lazy le 8 bit side-scrolling platformers on Steam right now, there still is a market for good side-scrollers, because even if you inflate the market with millions of shitty ones, there are always people looking for good ones. There are literally just 3 well-known retro-FPS games being developed right now, and I can't remember of any absolutely awful retro-FPS released recently besides Strafe. (which honestly can't even be called retro)
  13. Sergeant_Mark_IV

    Best way to develop and commercialize Doom/Duke3D style FPS?

    Dusk, Project Warlock, and Intrude disagrees with you. There is notable market for 90's-styled FPS games forming right now. So, if are you going to venture into it, why not sticking with a solid engine that you have played with for your entire life such as GZDoom or Zandronum instead of relying on something such as Unity? As someone who's currently pre-producing a game on the Doom engine, I already came into the conclusion that using Zandronum is the best solution. GZDoom's latest builds have been tanking on performance pretty badly, and it can alienate a rather considerable part of your target audience (people using toasters as computers). Remember that a lot of people who enjoys oldschool games are into local multiplayer, and since split-screen is not possible, making your game being able to run on shitty laptops is a good idea to suppress this issue. And anyway, anyone can "mod" your game into using GZDoom to make use of it's graphical improvements (SSAO, Bloom, etc), since basically anything that runs on Zandronum can run on GZdoom. However, by the last time I checked, Zandronum still isn't entirely GPL. Seems like there are still code borrowed from the Build engine on the Software render. I personally have chosen to develop the game entirely targeted at the OpenGL mode, and getting rid of the software mode code entirely. I highly suggest making level design and gameplay your top priorities. The game MUST be fun to play. People usually don't look at retro games looking for award-winning plot or stunning pixel art visuals. I can give you some advice about making textures; it's easier than you believe. There are several royalty-free texture sites out there. You find a base material (rock, concrete, metal, stainless steel, etc.). You just learn to draw shadow molds, and place these materials beneath these molds. Download some image editing program such as Photoshop, Gimp, or Fireworks, draw the basic form of your wall or textures, imagine the lightning is coming from above, and just start drawing shadows. There are examples of molds of a door and metal panels hand-drawn by me using Fireworks, using different textures beneath them to make texture variations. Because you can't just swing a magic wand and expect everything to work online. When Zandronum devs includes stuff from GZdoom, they need to code everything from the ground, in a way that the information caused by an action can be processed for multiple clients at the same time. This requires weeks, or even months of testing, this is why Zandronum is like 5 years behind GZDoom.
  14. Sergeant_Mark_IV

    3D Floors and Performance.

    Making a few 3D floors does not cause any problems, going berserk like Blade of Agony did and make buildings' roofs out of 3D floors will cause a problem, specially because if you have no one-sided linedefs for the building's walls, the engine will render everything behind it. Since you are going for a building, make sure you always have one-sided linedefs preventing the player from looking from one window into another, this will significantly reduce the performance issues. Also make sure you merge all the similar sectors. Or instead of making linedef portals, consider using sector portals (the upper sector and lower sector things).