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DooM_RO

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About DooM_RO

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  1. DooM_RO

    Why do Christians hate DOOM?

    There's not enough Jesus in it.
  2. DooM_RO

    Does everything popular sucks?

    I thought it was quite popular. Not Fortnite levels but still popular.
  3. DooM_RO

    How many level designers worked on Doom 3 and Quake 4?

    It also probably took longer because they were innovating and making new workflows. Even if you are making a map for a wholly different game what you played before has a huge impact on the creation process and Id likely didn't have a point of reference for that level of detail.
  4. DooM_RO

    How many level designers worked on Doom 3 and Quake 4?

    I know what you mean but there actually are quite a few Dark Mod levels that have that level of quality. For example, most levels by Bikerdude and Melan. There is also Down by the Riverside and other fantastic maps.
  5. DooM_RO

    How many level designers worked on Doom 3 and Quake 4?

    I know this is the case but then how are people able to churn out maps for the Dark Mod on a semi-regular basis?
  6. DooM_RO

    Doom 3: Final Scream (Community Project)

    Well, you have a point, a really good one in fact. I've been thinking about it too. Do you think there is a painless way to make my map Boom compatible? Can you take a look at it? I really want it to be part of the project. I mean, aside from those little but still important things that I mentioned, it was really made with vanilla/boom in mind from the start. I don't usually like venturing beyond Boom. The only reason I use GZDoom nowadays is because of those small features.
  7. DooM_RO

    Doom 3: Final Scream (Community Project)

    Well it's going to use the 256 color version.
  8. DooM_RO

    Doom 3: Final Scream (Community Project)

    I still think it's more convenient to use GZDoom and design it as if it were for Boom. If more people want to do what you described it the navigation of the texture selection would become very bloated. What do you think?
  9. DooM_RO

    Doom 3: Final Scream (Community Project)

    Sorry for being dense but I don't really understand the solution. There are also a lot of small little custom alignments that give the floor a specific look.
  10. DooM_RO

    Doom 3: Final Scream (Community Project)

    Maybe. Problem is that I've only used Slade a little bit. I am used to using just GZDoombuilder because I am more of a vanilla mapper. I would also be missing a few linedef actions that would break the map.
  11. DooM_RO

    Doom 3: Final Scream (Community Project)

    @DeXiaZ I have to admit, balancing the map was very hard because I wanted to keep the slow pace and survival horror of Doom 3 but with a monster count and monster variety closer to Doom 2, as that was one of the main criticisms of Doom 3 : too few monsters and too little variety in how they were used. You can never be sure if the player has too much or too little ammo, if they find a secret or not, how many secrets they have found, etc. I wanted to make the player feel under pressure but it was quite hard. I also tried to make the player run away from monsters occasionally, survive by provoking infighting and make the player desperate for secrets and new weapons. And I do agree that it is a bit clunky. If this thing takes off then I will probably make a couple of changes to the beginning. I do think it gets a lot better towards the middle of the map. So this is what I wanted to achieve. If you have any suggestions how I can improve it then I am all ears.
  12. DooM_RO

    Doom 3: Final Scream (Community Project)

    Those were just rough examples. I mentioned BTSX because I wanted to show that you can do a lot with less and that is kind of the goal of this project I am not saying we should start emulating it. @DeXiaZ mentioned Threshold of Pain and while I was not consciously thinking about it when making the map, it is certainly a good inspiration (especially because the level design often feels like Doom 3 in TOP). When I made it, I designed it like a vanilla map but with Doom 3 textures in mind.
  13. DooM_RO

    Doom 3: Final Scream (Community Project)

    Yes, I agree but there is already a map in the WAD so those features might make the transition jarring, going from a mostly vanilla map to a map that has tons of little details and 3D models and floors over floors etc. Plus, think of it as a challenge. The only reason I used GZDoom was because I want to be able to use flats as textures and vice versa, align flats and has some specific linedef actions. If it hadn't been for those it would have been a Boom map from the start. So bottom line, I want it to be (mostly) vanilla.
  14. DooM_RO

    Doom 3: Final Scream (Community Project)

    Not really, while I really like TOP, it wasn't really on my list of inspiration. E1M7 and E2M7 are what maps usually inspire me. But yes, TOP is a really good inspiration for what I am going for and I actually encourage people to make their maps in that style but with Doom 3 textures. As for the demons crowds, you're actually the first person who had a problem with them so it might be subjective. You can make whatever gameplay you want/think is balanced. I offered my map as an example for how the detailing and architecture should look like and to show that you don't need any fancy stuff to make it feel like Doom 3.
  15. DooM_RO

    Doom 3: Final Scream (Community Project)

    @DeXiaZ I think it would become a lot clearer if you took a look at the map.
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