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Everything posted by Darch

  1. Your opinion seems to be shared by most players here, people seem to use Boom a lot. I started mapping for ZDoom, so its a bit hard to get used to platform / door limitations, and floor texturing. Converting the map seems harder then starting it with boom already, actually. But since I'm not using any major ZDoom feature, I'm still considering converting it before I start map02. Yay!! After watching yours and demonologist's FDAs, I think I failed to achieve the pace this map was supposed to have. As you suggested, I reduced a bit the resources at the first room, but if I reduce too much, I get too many deaths right at the start, which is frustrating. But I moved some power ups, so they're not so close to the first room, and added some monsters on UV. It's a bit harder, but it's still possible to "clean" the first room, which shouldn't happen. I considered moving most ammo away from the first room, but I don't know how frustrating it can be to find yourself with a pistol against a horde right out of the gate. I think I'll use the excuse that it's just the first map ;) Thank you for the FDA and feedback!
  2. Thanks for the motivation, guys! Woah, an FDA! Great, I thought it was a privilege of Boom mappers only. I considered converting this to PRBoom+ since it's the intended gameplay, but didn't feel like resizing all floors to 64x64, changing switches and etc. But maybe its worth the work. Judging by your demo, I think I will add more monsters on UV. Thank you!!
  3. Darch

    Doom & Music

    I used to think exactly like Zed. I replaced music by blanks in my first wad, and added lots of ambient sounds. I turned music off even at games like Mortal Kombat or Tekken, to hear bones breaking. Then, one day, I showed my maps to one of my friends who never played Doom and was used to modern games, and he said: "WHO are you trying to scare with THESE monsters?" Then I realized it was scary when it came out, but now they look like pixelated clay monsters (probably what they are - or whatever material their models are made of), so that's what I went for. Treating Doom as a game (probably what it is - ok, I'll stop that). So you need music if you want your gaming experience to be complete. Music has certainly a big role to provide pace, tone, ambiance, immersion or whatever authors want with it. Now I nitpick every MAP01 replacement with D_RUNNIN on it :P Playing without music can work when you play Doom slow: looking all around, cleaning every room. When you play it as an arcade game, just running and shooting, music gets really important. That's probably how it was originally designed to be played, by the music they chose, player speed and PAR times.
  4. Darch

    Psychadelic/Avant-Garde maps

    Grove - http://www.doomworld.com/idgames/index.php?file=levels/doom2/Ports/g-i/grove.zip Impossible - A new reality - http://www.doomworld.com/idgames/index.php?file=levels/doom2/Ports/g-i/imposs.zip
  5. Thanks Obsidian! I never read this novel, but I think I've stolen its logo; might change it in the future. And yeah, that sky Skillsaw made is really beautiful ;) Heh yeah, this music style is kind of weird, if you don't like the music, you probably won't like the wad. That's the idea, keep you running. You don't have the comfort of cleaning one room, moving to the next, cleaning it, and so on, but also you don't have to dodge 1000 projectiles at the same time without resources to survive. Maybe I shouldn't have used the term "slaughtermap", as it delivers the idea of insanely hard gameplay. That's not the case here, but since it has 200+ monsters in a relatively small map, I think it qualifies as one :). Besides, that's just the first map, I wanted to have room to increase difficulty in the next ones without going nuts. Thank you for playing and for the feedback, scifista!
  6. PD Great! I still have some ideas. Here's a video of the new map: http://www.youtube.com/watch?v=SKFMKYh8YlM
  7. Darch

    Revenants are dead archviles: discuss

    Revenants are not dead Arch Viles. If they were, an Arch Vile could resurrect another, creating a Revenant. They can't. They can't, because a resurrected Arch Vile would be an Arch Vile, and that would make them resurrect each other infinitely. If they resurrected as Revenants, this block wouldn't be necessary.
  8. If this thread was made in 94, I would say: Wolf 3d walking enemies. I don't know why it was removed in Doom, I think it could be used to create very interesting gimmicks. Especially if they could trigger line actions and buttons the same way they opened doors.
  9. heh yeah, I saw that these days. Thanks for the review and the update, BTW. I wonder if you or people who speedrun this get angry when I add more things to it :P
  10. Another bump, another map. Time for something a little different, but anyone who has played any Monkey Island game will remember: The House of Mojo. Download link: http://www.confrariadacosta.com.br/piratedoom/PirateDoom.zip What's new: - New map: House of Mojo (plays on slot 55); - Idle sprite animations for zombies, shotgunners, imps, demons and revenant; - Added peg legs to Chaingunners; - Invulnerability view is now sepia instead of default inverted palette; - New textures at "LeChuck's Hideout", "Grog Factory" and "Booty Bay"; - Skies and music are no longer replaced on "other maps" mode. Screenshots:
  11. Darch

    Sunlust [on /idgames]

    I never conceived the possibility of drawing a linedef without closing the sector.
  12. Darch

    Sunlust [on /idgames]

    That first shot is worthy a tattoo. Mind blowing stuff.
  13. Darch

    Reflecting ocean horizon sky

    If I understood well, this is intended for source ports that allow you to look up and down? Because these source ports support 256 tall textures, so you don't need to tile them vertically. Also, there is a "stretch short skies" option on menu.
  14. They are probably tagged with the +AMBUSH flag, or "deaf", as Doombuilder calls it. So, in fact, they hear you shooting and wait until they have a line of sight to shoot you, even if they are looking the other way.
  15. This is not cheating, this is a set play. They must have practiced this a lot.
  16. Looking great, Jimmy. I usually don't like cars in Doom, but this is one of the few exceptions where blocky cars actually fit. And very well! Loved those town screenies. Keep up the good work.
  17. Walk into the mouth of the Jesus-Tree: http://i.imgur.com/V1t72IA.png
  18. I wonder where this Alien does its nails.
  19. Darch

    How to add in game text?

    You need to be mapping for ZDoom or its related ports to do that; (GZDoom, Zandronum) Then, you need a script. The best place to get detailed information about this is at ZDoom wiki: http://zdoom.org/wiki/HudMessage or http://zdoom.org/wiki/print
  20. Son, back in the good ol' days, Doom had only three episodes.
  21. My first encounter with the Mastermind was quite frustrating. I was wondering what they would come up with after fighting the Cyberdemon, so when I reached E3M8 I was expecting the incredible ultimate final Doom boss. I could hear it, so I shot some BFG blasts from distance before getting closer. Well, I didn't had the opportunity. It died. I didn't even see it (resolution was much lower, back then). Beat the game. Congratulations. The End.
  22. I was surprised that not all posts were like this.
  23. Beat Doom 1 and Doom II UV, keyboard only, no auto run, having to press shift + arrow to strafe, on DOS. I actually did the same with Quake II because that's the way I was used to play back then. I only got to mouse when I got my ass kicked in Quake II deathmatches.
  24. Darch

    Terrifying Video Game Glitches

    This video shows some weird ones: http://www.youtube.com/watch?v=pdcIh6rmYa4