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Foodles

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Everything posted by Foodles

  1. As a mapper it's always interesting to see people tackle your fights in ways you never really expected or planned for - speedrunning or just doing maps quickly isn't something I've ever dabbled with so it wasn't in my mind at all when designing these levels, so I'm glad you had fun though trying to get through it "quickly". Thank you for the video. MAP03 was probably the one I had the most fun building, partly due to the use of the amazing OTEX pack, partly due to the sandbox design and also I just love the space station theme - I think it's probably my personal favourite in the set. You're right in that I was influenced by Interstellar Sickness as well as Scythe X.
  2. If you're thinking about doom wads then as well as the ones you mentioned you also have Memento Mori 3, Hell Revealed 3, Deus Vult 3, Scythe 3, Action Doom 3 - none of which really exist as proper sequels made by the same people/teams that did the originals (I'm referencing that Doomer boards HR3 thing that I'm not sure even ever got released). Then there's the old trope "the third album curse" where number 3 is supposedly more poorly received compared to the first two. I could also cherry pick some examples of third films in a series that were bad - Terminator 3, Alien 3, Hellraiser 3, Return of the Jedi, The Godfather just off the tope of my head...
  3. Well... I guess I might as well upload this to idgames now then. Unfortunately I'll have to replace a lot of the custom music to keep it all above board - if anyone can suggest a track that would fit MAP03 in particular then I would greatly appreciate it. I'm looking for something that would work well for a space station theme but that isn't too upbeat or cheery. Also the longer the better so as not to be too repetitive. I'm not entirely satisfied with the track choice for MAP02 either - anyone know a dark brooding track that might fit? Was thinking E1M7 but it's a tad too short really.
  4. I'm not familiar with that port but it says it's a fork of prboom so I should think it would run. The only problem may be the umapinfo doesn't work which would mean no level names and more importantly the skies would be wrong which might be particularly jarring on MAP03.
  5. Create a bunch of alternative accounts - try to do this in advance and make a few posts with each of them to try and not make it obvious - then use them to post glowing, in-depth reviews of your wad on the thread page. In all seriousness I don't know and it can be frustrating - I think it helps if people around here know you and you're an active, respected presence on the forums, which is something that takes time and dedication to build up. Also maybe don't release your project on the same day as KDiKDiZD like I did :P
  6. For some reason when I compiled all my resources into one file a couple of textures were deleted. I thought I'd caught them but must have missed a couple of instances - although I think most of those missing textures are for linedefs that the player can't see. Thanks, glad you enjoyed it. Unfortunately lighting was a bit of an afterthought for me when I was making MAP01, with the exception of that dark techbase area. It's definitely an area that I worked on over the course of the wad. I always liked that track from Eviternity and the accompanying map - MAP19 I think - was one of the standouts for me. I've seen it get a bit of flack on here at times for being overly long but as I'm sure you've worked out I like long maps.
  7. Thanks, MAP01 was made back in 2018/2019 and is perhaps the only map in the set that can truly be described as non-linear. I'd probably do some stuff differently if I remade it today but I think it holds up well enough and is still fun to play through. Regarding coop I would have to say it's probably not suitable. Besides the fact that I haven't included any starts I think there'd be a lot of places where the player gets locked into and if you died in those fights you wouldn't be able to re-enter. Coop was not something I considered or had any experience with when I was making these levels but I have actually very recently started playing coop so I think the next project I make will cater for that.
  8. Well, realistically probably somewhere between 1 and 2 hours for each map
  9. Really? That's unfortunate, they show up on my end - anyone want to offer a suggestion as to how I can fix it? In the meantime I've uploaded them to imgur, I'll put the links in the post You're not missing out on anything with the title pic - just some word art stuff I generated online
  10. Foodles

    The Power Rankings: TNT: Evilution

    I wanted to start off by saying I’ve really enjoyed reading your write-ups. Like yourself I appreciate long form in-depth analysis of maps, with Demon of the well coming to mind as one of the chief proponents of this style of content. What I’ve been doing is trying to play the maps myself then reading what you have to say about the level to see if I agree or missed anything. One thing that I seem to value is a level’s ability to create a coherent environment that projects the idea of being a “real” place – or at least a space that is cogent and believable. Maps like 23, 13 and 17 are among my favourites for this very reason. On the other hand, maps like 20 and 27 I really dislike because they seem to be all over the place with their theming. I think that what TNT does well is to create a sense of going on a journey through somewhere (usually a techbase), being able to explore and piece together the locale in your mind to end up with something that’s satisfying and consistent. I just wish we had a little bit more of that consistency in some of the later maps. As an aside, I noticed that Dario Casali has very recently uploaded a playthrough of Evilution. Might be interesting to see what he has to say about the project considering that I believe he created some of the maps – in particular to hear his thoughts about map31.
  11. Is brutal doom infamous though? I feel like it was pretty well received, even helped Doom reach a wider, modern audience with things like Totalbiscuits vidoes on it. Do the purists hate it? I have to admit some ingnorance on the matter...
  12. Strange things are happening in one of my maps when I test it in prboom+ (2.6.2). I noticed that at several different points in the map I am deafened by the sounds of hundreds of monsters in a closet, although the closets in question are miles away. Also in one area I noticed that I can clip through some pillars - which aren't sectors - and my bullet puffs don't appear on walls. I also can't hit enemies (but they can still shoot at me). I checked in Doombuilder and the sectors seem fine and it works in GZdoom with no problems. The map is quite large with over 6000 sectors and 40000 linedefs. The complevel is set to current prboom+ but I've also tested it with Boom v2.02 - which is what it's intended to run on.
  13. Didn't know this, that's probably the cause then. I'll try moving some stuff around but otherwise I guess I'll just have to reccommend people play it on GZdoom.
  14. Hey this looks pretty good - I'll check it out and get back to you. Do I need to have played the first 4 beneath phobos labs though?
  15. Could be wrong but it sounds like Bloodstain map32 to me
  16. I voted no in response to the question of whether I hate the lite amp visor but I would vote yes if the actual poll question was do you think it's cheating
  17. Foodles

    Doom Podcast - An Evening with Nirvana

    Really enjoying this series - you ask quite incisive questions and seem good at probing into what makes your guests tick, in Doom terms at least. Even when I'm not familiar with the guests, I still enjoying listening to you two talk shop. I'm wondering if you've reached out to Dario Casali? I know he's gotten back into Doom recently - he does playthroughs on his YT channel. I've no idea if he'd be up for something like this, or if you'd be interested in having him on but just thought I'd throw the idea out there.
  18. Foodles

    What if old mega wads were remade by modern mapper

    One wad I always thought could be remade quite well these days was Equinox. I love the environmental storytelling going on in those levels, the custome textures and music are very good for the most part and there are just some really cool moments in general: the space ship rising up in Map09, the ship level itself map10 with the arch viles as the "aliens", the final level mirroring the first and how the "hub" level subtly changes each time you revisit it (an idea that was taken and improved upon in BTSX). I do feel that the visuals have aged quite a bit and some of the gameplay decisions are a little abrasive. I think that if you updated those elements then you'd have a really fun, complete experience. I think that it's basis and commitment to a "real" environment with a running narrative make it a better candidate for being remade than something more abstract like Memento Mori for example.
  19. Foodles

    Maps Like Verdant Citadel?

    You might well have played it already, since it came out in 2008, but I would recommend Eternal Doom IV for big, fantasy themed maps that require exploration.
  20. Foodles

    UMAPINFO isn't changing level names/skies

    No I was using 2.5, didn't realise UMAPINFO was such a new thing. Thanks!
  21. Hello it's me again, another day another issue. My project is ostensibly Boom compatible however each of the levels uses a different sky, which is pretty important to the feel of each level. My understanding of UMAPINFO is that you can use it to change the skies of each individual level and therefore not be beholden to the rigid 3 episode sky format of vanilla doom 2. Now everything is as it should be when I run it in GZDOOM, however using prboom+ the level names and skies remain stubbornly unchanged. I've tried it using complevel 9 (i.e. "Boom") and complevel 17 (current prboom+). I'll post a screenshot of my UMAPINFO lump below: Have I misunderstood what UMAPINFO is capable of here?
  22. As the title says, I don't know how it happened and there's a lot of textures so manually refiddling it all isn't really an option. Whats the best way to fix this? I saw in an old thread someone recommended basically creating a new wad, copying the maps and things across and recreating the Texture 1 file. I'm not sure exactly how to do that properly though, do I just copy all the textures across in slade (in between pp_start and end) then... add them to texture 1?
  23. Foodles

    My PNAMES are out of sync with my textures

    This has been sorted out now, big thanks to @MTrop for helping me get there. I would definitely recommend using Doommake for compiling your wad if you've used a lot of disparate sources for textures and whatnot. I think my issue was that I hadn't separated out my level files and was just shoving my bloated wad file in which was probably causing all sorts of issues. The reason I didn't want to do it in Slade was because I'd only used some of the textures from OTEX, GOTHICTX etc. so it seemed a bit silly just copying all the textures in and manually copying only the ones I'd used seemed incredibly painstaking.
  24. Foodles

    My PNAMES are out of sync with my textures

    No I'll be honest and say this is the part of making a wad that I don't know very much about. Can you point me in the direction of some guide that tells me how to merge all my stuff together into one file in slade?
  25. Foodles

    My PNAMES are out of sync with my textures

    @Aurelius Thanks for your reply. I think the problem originated from when I used doommake to compile everything into one wad. I'd never used it before so I'm not sure if I'm simply doing it wrong. I'll lay out below what I did. Opened up Doomtools and selected to make a new project with doommake Answered the questions, said I was using custom textures from a texture wad Once the folder was created I put the texture wads I used - OTEX, GOTHICTX, LITEXTRA and my "custom" textures into the src/wads/textures folder I put my map wad - which also contains a whole mess of textures, graphics, music and other stuff - into the src/maps folder. I was told it would only read the map files so didn't think it would matter if contained other stuff. Should I delete everything except the map files? Did the doommake thing in the command line which spat out the wad See the screenshot below, obviously that adel texture should be one of the gothic textures, not half a texture from OTEX. Also notice how there are 3 tabs for texture1 for some reason.
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