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About Ribbiks
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It's worth noting that when I was toying with the jumpwad07 sky I found the effect wasn't perfectly consistent across ports, with prb+, glb+, zdoom and gzdoom all being a little different. It was basically unsalvageable in the gl renderers that I tried, so I wound up using GLDEFS (or GLBDEFS for prb, which is a pretty obscure feature) to swap out the composite sky for a static one, with the rationale that no effect > broken effect. Here's a table I made to document which ports worked and which didn't: I was messing with this in 2020-2021, so it's possible the situation has improved. If I were to do it nowadays I would also test it in dsda-doom (software + gl-faux-software + with and without freelook for each) and also woof.
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bumping my old thread here with some new midi: https://rbkz.net/midi/hr3/hr3_midi.zip https://www.youtube.com/watch?v=UDCH7BMqrXg
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Squenched Avacausage - BITE 1a [Boom, map 1 to 13]
Ribbiks replied to nova++'s topic in Map Releases & Development
Played through the latest version in coop last night, and yeah, amazing stuff! The density of ideas here is off-the-charts, can hardly take two steps without running into sectorwork or texturework that feels 'inspired', either in service of the set's world building or general whimsy. If I had to draw comparisons I'd say the maps are like a midpoint between Going Down (in general tone / chaotic-evilness) and RU wads like BeeWen's Voyager (in emphasis on narrative/locale, and haphazard-but-somehow-works approaches to texturing). Overall, highly recommended for those who enjoy Fun Things. I'll check out the maps in single player again sometime soon, too, as it was clear that multiplayer wasn't quite intended ;D. We had to skip parts of a couple maps due to lockins, e.g. player 1 enters a room, door shuts behind them, player 2 can't get in and is now stranded, etc. -
Squenched Avacausage - BITE 1a [Boom, map 1 to 13]
Ribbiks replied to nova++'s topic in Map Releases & Development
Been watching this for awhile, glad to see it's still going. the beta from ~2022 was one of my favorite things I played that year and I eagerly await the finished version :) -
really cool maps! the final stretch was great, with map11 probably being my favorite dbp-related thing that I've played. the combination of high-polish + low-difficulty is rare to see in a tyson map, but is 1000% up my alley ;D
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Wow. I was playing this one on and off for a bit and getting 4:2x exits, assuming I'd eventually get something faster than 4:18. But I'm clearly out of my depth here. A bit sad to read about recording demos 'ruining' a map for someone, even though this seems to be a fairly common experience and also is 100% self-inflicted, lol. Reading that sorta thing a few years back might've prompted thoughts of fiddling with difficulties, putting the setting I anticipate would be the most fun to play quickly into uv where people would actually play it. But at this point I'd rather keep it standard, and for all I know the max-route of that map still is still annoying even if you've got a few more rockets to work with ;D.
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Making that reject table was largely a manual process. I defined specific chunks of the map and their adjacency relations (e.g. these are the bounding coordinates of area A, and area A is never able to see area B), which would then be encoded into the reject data for all sectors in each chunk: Shortly thereafter I did spend a bit of time prototyping a generic reject builder (basically just as an alternative to zennode et al.), but it didn't get too far along.
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popping in to say I've been following this for awhile and am really looking forward to its eventual release!
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thanks! I was having fun drawing all the off-kilter shapes, even if they take a bit longer (and potentially invoke the ire of collision-detection enthusiasts). some pointless trivia I'll never get a better opportunity to mention: rough outlines of 03 and 04 were based on old maps of london and shenzhen, respectively. and 02 started off as
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Crumpets 2 MAP02 UV-Max in 2:11 cr202-211.zip wanted to try the cute bar-raise skips after seeing them in other demos :)
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Welp, no reason to dwell on this I don't think. Here's a final version: cr2.zip (same link as before) Very exciting changes: - small tweaks to a couple maps here and there based on watching demos (thanks to everyone who sent them, in this thread or otherwise!) - fixed the buggy closet in m07 - removed duplicate cwilv lmps - added some new info to the credits I was made aware that the mastermind unintentionally has a raise state, but that's funny enough to me that I'm fine with leaving it as is. 9/10 times it gets immediately owned by demons anyways so its existence was already a cruel joke.
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Thanks! I knew I was inviting trouble by making that closet dumbly. I guess this happens if you rush the second switch in that area before all the imps have teleported in. I shall act to de-dumbify that closet. Hmm, I wonder if this is affected by resolution? I fought with this a little bit until it looked good in Woof, and for me dsda-doom (0.27.5) draws the cwilv graphic on top of the 'entering' text: left: dsda, right: woof Noted! Will add this. I tried to be more thorough than usual with the credits (which led to the fun rabbit hole of "so who made the afrit sprites anyway?"). I don't think so, they're undeniably janky unless you restrict the angles and heights that the players and monsters can approach them from. But after replaying ksutra recently I think I got stockholm syndrome for them. "No, you're wrong. The jank is fun and endearing actually." I tell myself.
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Indeed! That's the broadstrokes. Many nods to other wads throughout, some more overt than others. The main force driving this was wanting to get more time in the editor doing stuff I like (vomiting out lines) and less time with things that I don't (establishing Concepts™ / picking out textures).
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Hi. I made some new maps, debatably speedmaps depending on how flexible you are with the term. The working title was "Crumpets 2", though don't expect much aesthetic continuity if you've played the first one as it moreso reflects how both were made rather briskly and mostly worked in established texture themes. cr2.zip <-- DOOM2.WAD, complevel 9 [=============================================================================] [- MAP BUILD MUSIC -] [=====|---|================|-----|==|-----|===================================] [- E0- 01: Froad & Tog 2 hr "Overworld" from Dragon Warrior -] [- / 02: A Happy Duck 5 hr "I'd Like To Paint, Too" by msx -] [- E1 03: Foppish Hovel 8 hr "May March" by Frankibo -] [- \ 04: Herb Garden 10 hr "Flowing River" from Shining Force 3 -] [- / 05: Opening Goatlock 7 hr taken from FAST1.WAD, author unknown -] [- E2 06: Gnarled Heart 12 hr "Boss Theme 2" from Secret of Evermore -] [- \ 07: Ossofros 16 hr "Under a Crimson Moon" by TGH -] [=============================================================================] Monster placement is basically the same across settings, with lower difficulties being less exacting with health and ammo. So if ammo scarcity is your particular bugbear then I encourage you to play on HMP, with assurances that you won't be 'missing' content.
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Some of this is out of date now (see some of the recent posts from Rathori in this thread), but this is more or less what I did: