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prfunky

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Everything posted by prfunky

  1. prfunky

    opinions on pineapple on pizza?

    Hawaiian's been around almost as long as I can remember. I've worked for Shakey's, Domino's, Pizza Hut plus another pizza place I shall leave unnamed but was there for over ten years. Fifteen or so years ago, one of my kids expressed his distaste of putting pineapple on pizza with an adaptation of a sentence from a beer commercial: "Don't fruit the pizza!"
  2. prfunky

    Cursed Doom Images

    Yep.
  3. prfunky

    I love Youtube's war on ad-blockers

    https://librewolf.net/ uBlockOrigin built-in... nuff said.
  4. "Sorry about on DW Torm. But what's there to worry about there anyway? Newdoom's an overall better place for general chit-chat anyway. It may have strict rules but at least morons don't get away with insulting people just because they're older members." ~ Ninja_of_DooM » Sat Feb 11, 2006 9:13 am https://forum.zdoom.org/viewtopic.php?p=203219
  5. prfunky

    Scripted enemies showing on the enemy count

    I likey Bauul's final solution; "add jeopardy". I have the opposite issue ~ monsters spawned from weapons who become allies to the shooter but get added to the "to-kill-yet" count so, impossible to 100% the map. I made the executive decision that I don't give a shit and if the player is upset by this, they're playing for the wrong reason.
  6. I'm a fan of your work. I will now follow you on Doomworld.
  7. B.S. Sky IS a texture. F_SKY is a mapping placeholder for the special treatment that this texture gets treated to. Not totally weird. The ZDoom-based ports shattered the limitations on using one kind of pattern on floors n ceilings and a different one for walls. Originally, it had to do with how the raycaster worked in the original Doom engine. Next time you're looking at the graphics, notice that ALL flats are 64x64 pixels, whereas textures can vary in size, e.g., 64x128, 128x128, 256x128, 64x64, 32x128, 16x128 and so on. As an old school student of this game, I'm totally conscious of every time I use a texture on a floor or ceiling when I deliberately choose to violate the old limitation of vanilla Doom while authoring a map. Curious => are you this Oxyde ?
  8. prfunky

    What are your creative crutches?

    YES!! NO F*ING ARCHIES unless you're playing on Ultraviolence! No Spider Masterminds, no Cyberdemons either. Personally, I'm almost done with producing my first ever dedicated single player map. I've cut the amount of ammo available in UV while increasing the intensity of the enemies. We'll see how my map plays out when it's released and I'll be able to give you better feedback then. But as a mental exercise, what would it be like to design a Doom map straight down the middle, beginning with HMP. Then, increase the difficulty for UV and decrease the difficulty for Please Don't Hurt Me. If you're the only one doing playtesting of your maps and you typically only play the game set to UV, try this: Play on HMP sitting on one hand. Seriously, you'll amp up your difficulty enough to experience the handicappedness of other less skilled players. I'm an awful video game player in general. I play Doom keyboard-only. It's not that I never tried to play both mouse and keyboard, it's just that my pea-sized brain couldn't handle it. To me, it's like that pat your head while rubbing your belly thing; I can't do that either.
  9. prfunky

    What's your favorite video game?

    Defender, Defender:Stargate (renamed to Defender II later ~ thanks Hollywood a*holes!), Robotron:2084, Sinistar, Joust, Mr. Do!, Super Mario War, Mappy, Krusty's Funhouse and Tempest 2000.
  10. prfunky

    What are your creative crutches?

    Ain't that a b*tch?! YT has been pissing me off lately. Does Google screw up everything they touch? I used to like image search but now I can't get it to stop telling me I've reached the end of the Internet ~ sheesh! I'm going to agree with that being a cardinal sin. I can't tell you how many maps of others I never take a 2nd look at because I got my ass curbstomped on HMP in 10 seconds. Hopefully, what I'm designing doesn't do this! I'm pretty conscious of crutches. I notice them, then I force myself to not do that anymore. I guess my original crutch was making massive levels out of GRAYx textures. They were very boring.
  11. Zandronum. What else would I need?
  12. prfunky

    have you ever cried while playing doom?

    I've cried multiple times when playing longer deathmatch sessions with my friends. But it's not because of being sad or because I'm getting my ass kicked so bad (I was tho'!). No, it's two things; 1) the intense level we're playing at where we're so dialed in going at it I'd begin tearing up. This is one of the reasons why I generally set map timelimit of matches to 8 minutes. That way, there's the intermission "breather". Still, play enough maps in a row, 6-8 or so, and I'll end up tearing up from the intensity. 2) tearing up from laughing so goddamn much! Seriously, these sessions sometimes can be downright gut-busting funny.
  13. prfunky

    Pentagram Prefabs

    Would you care to explain what happens with node builders when throwing stars at them? (if you know) This might be useful information which would illustrate other problems with my mapping and possible DO and do NOT's ruleset I could live with.
  14. prfunky

    Doom Mapping as a way of releasing stress

    I'm not about to tell anybody how they should feel when mapping or doing any creative endeavor. Sometimes, it's those feelings which create the conditions for great work! That being said, there's something about the mechanics of working on Doom; it's both a creative and logical process. What the creator is doing is not an easy feat! One uses different parts of one's brain for each facet. For instance, I do alot of code in DECORATE for my current work. This is the part that takes great effort on that logical side. If I want x then I need to code supercalifragilisticexpialodocious. However, assessing whether or not the results are what I want when testing is an exercise of the creative side of the brain. Some of us are stronger in logical portion, some the creative, but we all have both. The Doom editing process itself is a brain exercise where you find what your balance is and produce accordingly. A word about workload: Don't put yourself under artificial demands! My first released wad was a 10-map deathmatch work. It sucked. Why? Because I put myself under the stress to get something done. Don't belittle yourself because it seems you're not kicking out maps at the pace of someone else. You do you. Nobody else can! Really!! Think about that... nobody else can create what you are creating because they're not you! What you make is yours and is great no matter who else thinks so or not.
  15. Active in a project right now; I'm texturing as I go but sometimes only partly. I'd say that I'm working on three different sections at a time. 1) Where I'm at 2) finishing off where I was 3) doing preliminary work/testing for where I'm going I may have some ideas of what I'll need for textures on #3 and begin working on that by experimenting with those textures in a small section of #1. I try to have those textures available by the time I've moved the where I'm going to where I am. Still, I might find that I need a little something else which I don't have and need to create my own texture to fill the void in my selections. That's where #2 comes in; finishing off where I was once I've created or acquired that finishing piece of texture.
  16. prfunky

    How do you map?

    Forgive me for the clickbait-y sounding topic, but I don't mean how does one create maps for Doom. What I mean is, when you're playing Doom, what are your typical usages and preferences for Doom's automap. I'd turn this into a poll but I hate the hell out of limited response surveys to begin with so I'm not going there. Rather, I'm totally open to any and all replies complete with opinions as well as expanding on the topic nuances I'm about to lay out. For instance, the original Doom map was black background with red wall and tan or yellow parts to denote windows, doors, changes in floor or ceiling height and whatnot. But the ports I've been using for years default to a whole lot of brown shades instead. Myself, I always go into the menus and change these back to the classic Doom-y style instead. Some people play with a map overlay on their HUD while playing Doom. I don't know what other video games invented this kind of display but it's been around for a long minute. I think the Fortnite series uses this kind of map display. What about the IDDT map cheat? Do you use it, and if so when? Do you never look at the map or is it an integral part of your game playing strategy and preferences? How about how an author designs a map; do you prefer every line that's not marked secret be shown or do you prefer authors to remove unnecessary clutter from your game experience?
  17. I'd live here in Chicago if I wasn't born in Milwaukee and call it home. Lucky I get to go there every other Friday from May through October for roller skating on the streets which is what I was doing when this picture was taken. I've lived in Florida, Georgia and Illinois but Wisconsin is my home and I'm not leaving here again. I haven't flown on an airplane since before 9/11 and have absolutely no desire to do so. I have no interest in seeing other countries. As a child, I went to Canada across the Rainbow Bridge in Niagara Falls so that's the only time I was ever not in the US. All that being said, I do care about the rest of the world! I just don't want to go there.
  18. prfunky

    What program should i use to make doom sprites/art

    I can 2nd Grafx2 as a very useful tool for modifying existing Doom sprite artwork. It's just what I was looking for when I wanted to do wholesale palette manipulations. I wrote a short how-to on this topic which might help you decide what tools you want to have available in this endeavor. http://chapsoftware.com/spriteColoring.htm Also, something I used to use which I'd completely forgot about, I just reinstalled the other day: https://www.xnview.com/en/xnconvert/ Besides allowing me to easily convert between png and bmp at bulk rate, I was able to do a quick batch 2x resize of Doom's zombie former human monster (don't ask). I'd already had the entire spritesheet exported to PNGs from a previous outing with SLADE. Sicking XnConvert on this directory, I just dialed up the options of what I wanted, fed it an input directory, chose a destination directory for the resulting images and hit the convert button. Bam! One second later, an entire full sprite set of the 2x scaled zombie monster (again, I'm weird; I'd explain it to you but your head would blow up).
  19. prfunky

    Doom Pictures Thread 2023

    This status bar is awesome ~ love the linedefs! This soulsphere!! Sick! Whoa!
  20. Hey! This is really a neat map! I'm not very good at playing Doom so I haven't made it all the way through without dying on my first try but I "floated around" through more of the level after my death. Right now, I'm not playing many maps because I'm working on one myself. I am really glad I took a break from that this evening to check this one out. You can check off the list "works with Zandronum" as I had no issues with it in my port of choice.
  21. prfunky

    Mappers you wish to see make a comeback

    Gah! How could I have forgotten? Time Gate from Eternal Doom!!!
  22. prfunky

    Mappers you wish to see make a comeback

    Iikka is the sh*t! So good at texturing!! B.P.R.D., yep; Equinox makes me cry. Brad Spencer of AV; map13. map 13 MAP THIRTEEN! Oh, and can't find Darkwave at all ~ excellent mapper. French? Darkwave0000.
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