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Caffeine Freak

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About Caffeine Freak

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    black and shiny

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  1. Caffeine Freak

    What can you get banned for?

    My 2 cents as a non-moderator who has been on this forum for over 14 years: People get warnings all the time here, and typically it is not that big of a deal. There's no system (as far as I am aware) of a strict number of warnings a person receives for X problem before they get booted. I've been warned before, best thing to do is just acknowledge the warning and move on. The things you've listed above can all get you warned; getting banned for any of those things probably means the person in question was warned for them repeatedly, likely over a short period of time, and has little reading comprehension or ability to inculcate new information ('I've been warned 6 times this week for spamming, posting hentai and also for necrobumping a 17-year old thread, huh, weird, maybe I'll go post some more hentai').
  2. Caffeine Freak

    What are you listening to?

    Currently listening to this slapping synth track:
  3. Caffeine Freak

    Embraced.wad {MBF21} 3 Maps - idgames release!

    Yeah, that's another thing I wanted to mention, the combat puzzles were very well-done. There's definitely more sense of a strategy required than 'circle-strafe, fire rockets, repeat until everything dead'. I like that there's fights where in-fighting is basically a requirement, whereas there's others where it's not required, but if you wait a second or two before unloading heavy weapons, you'll see alternate strategies present themselves that could make your task a whole lot easier. It's very good design when you focus on rewarding the player for paying attention to his surroundings.
  4. Caffeine Freak

    Embraced.wad {MBF21} 3 Maps - idgames release!

    @Treehouseminis Hey man, so I just played through this WAD and finished it for the first time last night. Superbly enjoyable experience. I'm absolutely in love with the color palette you selected, and the combination of lush, overgrown environments with fantastic vistas and intricately detailed architecture that was almost alien at times was just... delicious. And it went perfectly with the music track selection. I also played on HMP and died a lot, so I for sure have some hurt in store when I try it again on UV. About my only criticism would be that the way fights happened (rapid spawn-ins) became a little predictable after a while, but I suppose that goes with the territory of it being a slaughter WAD. That being said, the combat scenarios NEVER failed to be interesting, and they seldom felt totally overwhelming. In any case, I had a fantastic time and look forward to getting my ass kicked on my UV playthrough!
  5. Caffeine Freak

    First classic Doom map---Blood Tributary (v 1.0)

    Really loving all the feedback so far! The barrel maze seems to be feeling quite troll-ish to people(and also did for at least one of the early playtesters), so I'll take a moment to explain the rationale behind it and the other fights: Since the theme of the map is 'evolve', I wanted to apply that to most of the combat scenarios. Each of the major fights requires, ideally, for the player to use a different strategy; the first room is about careful movement and using cover correctly, whereas the Pinky/Spectre area is about melee combat skills (hence the Berserk/Chainsaw and deliberate lack of ammo). The third area, with the hordes of hitscanners, is designed to propel the player to wade into the fray with Chaingun blazing, scooping up health potions along the way. I think the idea I had for the Revenants/Arch-Viles fight was to prompt the player to duck behind cover and also navigate projectiles, though it seems to have gotten lost in translation somewhere. The Mancubi/Cyber arena was *originally* designed to force the player to use enemy in-fighting to progress (the idea being he would use the Mancs as meatshields and have the Cyber kill them before the crushing ceiling reached him), but after seeing how the initial playtests went it I kind of held back on it, and it's possible now to kill the Mancs on your own. The barrel maze is supposed to be purely a stealth/timing puzzle, hence the closing and opening shutters. If the enemies detect you via sight or sound, you're likely dead, though it's still technically possible to rush to the teleporter. It's perfectly understandable to me why people felt like it was just a troll though, heh. Again, thanks a ton for the feedback! :D
  6. As some may know, I've spent years mapping/modding for modern Doom games. However, the past few weeks I've been taking part in a level design jam, and decided it was finally time to pull the trigger and dive into classic Doom mapping for the first time. And boy, have I fallen in love with it. In total, I spent about 3 weeks simultaneously learning classic Doom mapping and creating a short, intense, hell-themed Doom map. I'm proud of what I was able to put into the map in the limited time span allotted, and I plan on adding more work to it in the future, but in the current state I feel like it's good enough to get some preliminary testing and feedback on. =============== Key info points: - Doom II map - I'd strongly recommend playing it with the latest version of GZDoom(version 4.12.1), as this is what I've been testing it on. You may have issues with other source ports. - Playtime is estimated at 10-20 minutes. - Map is designed for pistol start. - Replaces map 07, because it utilizes tag 666. - For experienced or veteran classic Doom players, 'Ultra-Violence' should be an appropriate skill setting. For classic Doom newbies, I'd recommend 'Hurt Me Plenty.' - Map was NOT designed with jumping, crouching or freelook in mind. WAD link: blood_tributary.zip =============== Some important contextual info about the design of this map: We were given 2 basic themes to choose from for the level design jam---'evolve' or 'a special place'. We were free to interpret the themes as we wanted. I chose 'evolve', with the simple idea that each encounter of the map would force the player to use different weapons and varying strategies to advance. Pretty simple concept. =============== Tools used: - Doom Builder 2 (yes, I know about Ultimate Doom Builder and will be switching over to that next) - Slade 3 Have fun and leave your thoughts/feedback below! Screencaps:
  7. Caffeine Freak

    I become adult next year

    Let go. Be afraid. You all taste so much better when you're afraid.
  8. Sure, let's entertain this possibility for a moment. The problem with this perspective is that him saying 'that's on me as an adult, a husband and a father', is pretty indicative of the specific nature of these conversations. Yes, you can have inappropriate conversations with a minor online that AREN'T sexual in nature---but if the conversations aren't sexual, you don't confess to something indicating a failure in your role as a husband. If you entertained inappropriate convos with a minor that weren't sexual in nature, you'd simply leave it at 'that's on me as an adult.' But all of that is really just an aside to the biggest and most obvious point here: if there was nothing sexual in the nature of these convos, he could simply say 'there was nothing sexual in these convos', especially since that's the centerpiece of the accusations against him. But he didn't say that. Instead he pussy-footed around the issue by saying the convos sometimes 'leaned too much in the direction of being inappropriate', which is a completely subjective defense that specifies nothing. And that really tells you all you need to know about these conversations. Also, him saying that there was no 'real intentions' behind these conversations is *very* reminiscent of what almost every person would say to Chris Hansen when he confronted them: 'we weren't gonna do anything, I swear, I had no sexual intentions coming here, we were just gonna hang out, etc, etc.' The thing is, you can deny your intentions about something until you're blue in the face, and whether or not he actually intended on following through in any way probably can't be proven or disproven. Twitch staff said he intended on meeting this individual at Twitch con, he claims he wasn't, and we'll probably never know for sure. But even if he wasn't... dude, do you realize how fucked up it is for a guy who's a father and a husband, who would have been 35 at the time, to be exchanging messages of a sexual nature with someone who would've been at most 17 years old, less than half his age? There are instances of people being victims of online hate mobs, this isn't one of them. He did something fucked up and disgusting, and people found out about it. That's really all there is to it.
  9. Ah, good ol' Planet Doom. They still got the graphics layout of their front page set up like it was 1998, complete with that eyesore of a deep blue text and everything. Love it.
  10. Caffeine Freak

    SOLVED: Monsters not responding properly

    @baja blast rd. That worked, thank you so much!
  11. So, I'm delving into Classic Doom mapping for the first time with a map that I'm working on for a level design jam. Build time on this map so far is maybe a week and some change, so it's real short, rough and not much in the visual department. The problem is that I'm running into AI behavior I can't explain, specifically with 3 Revenants in the very first area of the map. They're easy enough to spot, but I've circled them in the screenshot here anyway: Problem is, these guys are not flagged as 'Deaf' and yet they don't respond until struck with gunfire, either from the player or other monsters. I've checked and re-checked the pedestals they're on and none of the linedefs are set to block sound as far as I can see. The weird thing is, this odd behavior didn't start occurring until I started adding some visual touch-ups to the starting area of the level, such as candles and those jaggedy rock formations on the ceiling. To top it off, the Revs don't seem to ever attack once they ARE alerted. WAD is attached along with screencaps. If it matters, I've been using Doombuilder 2 to make the map. I've tested the current version of the map on GZDoom 4.12.2 and Crispy Doom 6.0, and get the same issue on both, so I know it's probably some newbie mistake I'm making. Uses doom2.wad. Replaces map 07, because it utilizes Tag 666. Any help would be appreciated, thanks!
  12. Caffeine Freak

    Doom 3: Phobos

    @Zesiir That was great to read, man. Thanks so much, we always appreciate feedback like this. I look forward to hearing your thoughts afterwards. Also, we've done a LOT of fixes, touch-ups and polishing to Ep1-2 since our last release in 2020, so I hope they play even better for you this time around. ;)
  13. Caffeine Freak

    Doom 3: Phobos

    Hey. We've been looking into this and believe the issue is that users have a certain setting that is causing their game to use lower quality textures. Can you open your DoomConfig.cfg file and find this line: If this line is set to "1", set it to "0" and then start your game and see if that fixes the problem.
  14. Caffeine Freak

    Doom 3: Phobos

    Holy fuck. How did you do that, exactly? I'm assuming you loaded each map into the editor, but only loaded the worldspawn brushes?
  15. Caffeine Freak

    Did Doom II feel like a slog when it was released?

    Speaking purely from personal experience: The 11-12 year old version of me who beat Doom II for the very first time thought it was... a little excessive in the number of levels. At that point in time, I could've agreed that it became a bit of a slog. Later on in my teens, I thought Doom II was quite manageable in its length (not because I had been playing it constantly, but because I had more of a capacity to appreciate games at a later age). I know that one time when I was 17-18, I went through the whole game in one day, and thought it was a perfectly appropriate and manageable length of an experience. I really think it comes down to how much you expect from a game of that type (early-mid 90's fast paced FPS), combined with how much exploration you do, as well as how you handle a certain degree of open-ended level design, and how much time you take inspecting various aspects of the game and searching for secrets. If you're the kind of person who wants an action FPS to always be obvious with how it presents routing information to you, Doom II might feel like a slog with some of the more cryptic/sprawling levels. The fast action can fool you, but you really do have to use your brain and keep locations mentally bookmarked while playing. When you do that, the gameplay flows much better.