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About Ribbiks

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  1. Ribbiks

    Preacher - released 08/21/18

    These maps are fantastic. Very stylish, very creative, and an effective sense of whimsy that's hard to pull off in an otherwise serious project. Ultra-loose combat isn't usually my speed, but it's done with such commitment here (aided by the teleporter gimmick and general surplus of resources) that it felt like something fresh and interesting. As a technical note, I noticed quite a lot of midtex bleeding (midtex embedded in the floor with the same brightness on either side of it, so the entire texture is rendered into the floor). it's most notable in "Noir". Not egregious, but figured it's worth pointing out.
  2. Ribbiks

    Sunlust + Summer of '69 demos [-complevel 9]

    wow this demo is ridiculous. stylish ending even ;D
  3. Ribbiks

    PrBoom-Plus, ver.

    the first 4 bytes of an iwad should literally be the string: "IWAD", this error looks like it found either "PWAD", or something else instead. Is it possible your copy of DOOM.WAD isn't actually an iwad, or maybe it was edited?
  4. Ribbiks

    Avactor Release !

    Very interesting maps. with Avactor, REKKR, and Lost Civilization we're really spoiled recently for highly polished pseudorealistic, quasi-oldschool wads centered on natural environments. I surmised very quickly that the monster-placement/combat in this set wasn't going to be to my tastes, so I played through the wad on skill 2 (basically wanted to take in the sights without having to deal with the huge walls of beef scattered throughout on the higher settings). Overall my impression is positive, I love how each map starts and ends with sprawling vistas, the visuals in general were great. The spritework was obviously a huge undertaking, so kudos there (I wonder why the archvile was left out? in the trailer video it looks like the AV had a shield or something at one point?). I also appreciate, up to a certain point, how elaborately interconnected many of the layouts are, if I had to make comparisons I'd say this set was like... a meaner, quirkier, cl9 btsxe2.. with a little bit of echelon thrown in (the only other mapset that comes to mind that used deep greens so extensively as structural textures). Here are some miscellaneous thoughts, in no particular order: (+) Bold move to have the mapset immediately begin with a (admittedly optional) hexen-like crushing platform puzzle. I love it :D (+) Good to see map progression that's a bit more adventurous (i.e. a bit less hand-holding) than a lot of modern doom. only a couple things that didn't sit great with me: ---- 96 is pretty dark in software gfx, just sayin' (lookin' at you, map02 linedef 8217) ---- "This way!" and "-->" symbols seemed a bit.. much. I get the impression you had an original draft of the map without those and you watched as some playtesters got helplessly lost? ;D (+) m06 was definitely my favorite, some great sectorwork, lots of world-building detail (-) Holy christ these maps are huge. I know many players dig that, but personally I prefer a bit more brevity. I guess I get bored of midi and architectural motifs faster than the average bear, so the fact that this set was monstrously huge map after monstrously huge map definitely wore me down towards the end. (-) I'm getting a bit of resource clash with some of the assets. The iwad waterfall doesn't really mix well with the new water, and the heretic lavafall looks rather cartoony. (-) Similarly, the turret enemy sprites feel very cartoony and out of place compared to the rest of the gfx (-) I was never big on hitting invisible barriers when trying to run around in out-of-bounds ocean areas, there's gotta be a more elegant way to do it. (-) This is neither here nor there, but I found it pretty hilarious that for 7 maps in a row there was without fail a trap that consisted of: grab zerk/chainsaw --> pinkies are springed on you. It's one of those clichés that I wonder if mappers even consciously think about, or if they just sorta make it on autopilot :p
  5. Ribbiks

    How to properly improve layout skills?

    practical advice: - there are several active mappers known for their interconnected flowing layouts who stream their mapping occasionally (e.g. check out the list here, though I'm not sure if it's up to date), watching their workflow could be helpful. - a really important question here is: what's an example of a map you think has a good layout? I suggest loading up a bunch of other people's maps in the editor that exemplify the kind of interconnectivity you're interested in. how are they organized structurally? Do they tend to have centralized areas that are revisited? Do they return to previous areas, but from another vantage point (e.g. walking along some balcony when you were previously in the room on the floor)? Are separate areas connected mostly by stairs, lifts, hallways? Check out the unused space between areas, is it common for separate areas to be adjacent but connected visually (e.g. windows, overlooks)? philosophical advice: - excluding weird edge cases, digesting existing material is a prerequisite to developing your own style. the mechanistic bits of how a certain author's maps are put together are merely a way of doing it, not the way. steal other people's good ideas and hopefully in time you'll find a personal spin on it. - a good layout that flows™ well is likely to produce a map that is at worst mediocre, but it is definitely not the end-all-be-all. it's much more interesting (at least to me) to see something with a compelling tone/atmosphere or a perceptible authorial voice than it is to blast through scythe-clone-#3479. advices like "stop using doors," "stop connecting everything with narrow hallways" or "make all the spaces the player will run through >128" are fine for some things, but I can think of many maps that look shitty by these metrics that I personally really like.
  6. Ribbiks

    What do you think about border sectors?

    unnecessary is in the eye of the beholder, no? I hold the following beliefs simultaneously: 1) I really like how strong borders look 2) they're often used as a crutch that allow you to make an area look "good"/polished without really thinking critically about it but what if you use them to do the exact opposite? ;D
  7. Ribbiks

    PrBoom-Plus, ver.

    Greetings. I finally found the cause of the (os x specific) mouse issue I've been having since I started playing like 2 years ago, and that I falsely believed was fixed but was in fact still present, and was verified by another mac user (I think by @Jon maybe?) so I don't think the problem was completely on my end. Anyways, the source of the problem was that the mouse was not being "grabbed" by prb+ until after it receives input of some kind, you can test this a number of ways: ./prboom-plus --> move the mouse around --> open menu, start game --> mouse behaves normally, yay. ./prboom-plus --> open menu, start game (don't touch mouse) --> mouse moves to unpredictable wonky positions the second you touch it ./prboom-plus -warp --> mouse moves to unpredictable wonky positions the second you touch it. I tracked it down to the function "MouseShouldBeGrabbed()" (src/SDL/i_video.c:1386), somehow the logic of this function is returning false on os x in some circumstance where it should be returning true? Instead of being diligent and figuring out what I could change to actually solve the bug, I instead resorted to the extremely hacky method of having it always return true (such that prb+ has sovereignty over the mouse from the second it boots up to the second you exit). Lo and behold the mouse behaved nicely now in all of the cases described above, finally making it non-infuriating to record demos again :). I figured I'd describe the observation here in case anyone else might find it useful, or perhaps if someone smarter than me might look at it and find a real way to actually fix it.
  8. Ribbiks

    Getting annoyed by some words

    ahahah, that reminds me of how Cold Stone Creamery names their sizes "like it", "lovin' it", and "gotta have it" instead of small, medium, large, respectively. that alone is sufficient for me never to walk into one of their stores again (in addition to the mediocrity of the icecream itself ;D)
  9. Ribbiks

    Worst editor?

    DoomEd seems like an obvious choice. If you want to experience multiple levels of hell try getting Hellmaker running inside Sheepshaver. It's like a nightmare inside a nightmare
  10. Ribbiks

    REKKR - V1.15

    the cool technical bits have already been praised quite a bit, but I want to pile on and comment that the hitscan closets that power a majority of the complicated scripts/puzzles is absolutely brilliant ;D
  11. Ribbiks

    The logic of map flow

    The sheer breadth of attributes players find to appreciate in the catalog of existing pwads suggests you'll find at least one person for whom having nice encounters completely overrides anything about the map's layout, and vice versa. Personally I enjoy when a map's structural organization reinforces other tonal/atmospheric elements (e.g. I'm perfectly fine with backtracking or getting lost if the map feels like something one might backtrack or get lost in) You could make value judgements in the sense of "what's likely to appeal to *most* players?" in which case the obvious good-game-design™ points come to mind about conveyance, carrots-on-sticks, etc, but I'm also quite happy that there are mappers with an interest or willingness to eschew this occasionally. While mapping I definitely spend a good bit of time thinking about this (see attached pic for an example of an early draft where I was working out progression ideas for a map), and thus it's also usually in the forefront of my mind when playing other peoples stuff too, but I can only speak for myself in that ;D
  12. Ribbiks

    another midi thread

    bumping with new midi. same url as OP. direct links: its_more_ham.mid - detective/noir thing, harmonic minor noodling loc_n6.mid - more string stuff in harmonic minor lyds9.mid - battle theme / clown music.... also in harmonic minor... majpen7_loop.mid - magnolia.wad map31 redalert.mid - more agro electronic rompi.mid - a moody thing that's vaguely twin-peaks inspired voices_c.mid - a calm jazzy thing, might make a decent D_DM2INT for a chill wad here's a miditrail vid of redalert.mid, which is kinda fun to watch because of the pitch bends:
  13. Ribbiks

    Crispy Doom 5.3 (Update: August 12, 2018)

    ^^ very cool, thanks!
  14. hello. this was nice. washed-out palette + extensive tight/darkness makes for a nice atmosphere here. also liked motifs of ceiling raises being used in places most would use door actions or wall lowering. shapeliness of the architecture was neat, kinda kludgy but not in a bad way. combat felt neither here nor there for me (I'd hesitate to call it tense or novel, unless the maps you have planned are harder or weirder), but that was fine because I was digging the general aesthetic and vaguely narrative bits. "unwelcome" is quite a keen title btw, pretty much exactly describes my ideal of doom environs. as such I'll be looking forward to subsequent maps here.
  15. Ribbiks

    Ethics of announcements/releases

    I'm guessing it's reflective of the recently released projects that had garnered attention on various non-doomworld sites? Like, person browsing kotaku or whatever reads article about project --> is directed to doomworld --> is promptly greeted with the thing they were interested in. the subtext of your question feels like it's prodding at politicking/favoritism, which could be a fun memfisian hypothetical to go down for potential pot-stirring or general amusement ;D