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About Scypek2
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I had yet another technical dream: I browsed Boom's generalized linedef actions, and between categories such as "Door", "Lift" and "Crusher" I also found "Tango". For some reason, I thought it was a much-needed addition to the non-generalized sector light change actions. Apparently, linedef action 4000 means "Tango inside tagged sectors". Because stating that the linedef-triggered action will take place "inside tagged sectors" was definitely the part that needed clarification the most.
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I certainly do when it's easier than beating the map normally. It's been quite a while since I've seen the last room of Industrial Zone.
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There's one exception - if you shoot a rocket, die and respawn before it hits, you can totally get killed by your own rocket with enough bad luck.
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WADs/Mods far away from the Doom/FPS formula
Scypek2 replied to erzboesewicht's topic in WAD Discussion
Strife added the exact minimum amount of "stats" to refer to them as such - one less, and it'd just be "a stat". I really like Strife, but I really wish I could play Strife with more strategy, more talk, more RPG. -
Huh, my favorite classic megawad is one year older than Alien Vendetta! Perhaps I'll do something for MAYhem's 10th anniversary...
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WADs/Mods far away from the Doom/FPS formula
Scypek2 replied to erzboesewicht's topic in WAD Discussion
A ZDoom map would belong in this thread just fine, but you totally can rocket jump in vanilla anyway - horizontally. That's how you're meant to get to one of the secret levels in the original game, so you could say it's even more of a vanilla gameplay mechanic than straferunning. -
Yeah, I could've specified vanilla. Zdoom plays by its own rules in a multitude of ways, anyway. I think even the "shooting in a sector changes it forever" rule can be customized in zdoom now, though I don't remember if it's a compatibility flag or something for the modder to change. Wow. That's an interesting omission. Come to think about it, I don't remember the last time I jumped down that leftmost hole. I wonder what's the most obvious Doom thing I missed for a long time... Maybe it's the fact that the arrangement of the teleporters in Doom 2's MAP19's secret hub correspond to their destinations - the northeastern teleporter takes you to the northeastern corner of the citadel, and so on. I also couldn't figure out the yellow key at all and instead completed the map by going to the teleporter hub and trying to guess which teleporter will take me to the blue skull. That may not be THE most obvious thing, but still kinda silly.
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I'm currently very busy procrastinating on my Pineapple speedmapping submission, so I'm in no rush to work on this project, but I've had quite a few ideas already. I made a small demo/tutorial room for the gameplay mechanic I came up with. Hopefully it's pretty straightforward! DEMONIZE.zip
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The monsters reawakening is a result of how sound propagation works. Once gunfire reaches a sector, it becomes "a sector in which monsters wake up to chase you" forever. Since monsters don't normally enter new sectors without already having been alerted, there aren't really downsides to this, and it helps the monsters stay active after saving and loading a game, too. The monster pointers still get messed up in all kinds of ways, and ambushing monsters are one notable example - just like shooting in the first place, reloading won't make them chase you as normal, they'll just stand around with a 360 degree field of view until you're in their line of sight.
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This should totally be a replacement for one of the grinning graphics.
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Precisely! As I started going through the maps and counting I thought, this seems like @RjY's area of expertise! Here's an extra-super-niche fact I learned on my quest: the DOOR1 doors on E2M7 have the door texture on both their upper and lower textures for some reason.
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The console flats appear in six doom/doom2 levels total: E1M2 - 15 (including 6 in visible but humanly unreachable spots) E1M5 - 9 (all of them on ceilings in one room, 6 of them sideways) E2M6 - 2 (one backwards cause there's no right-facing console graphic) E2M7 - 2 MAP16 - 322 (can you guess where?) MAP24 - 3 (all of them usable, one even makes a sound when you press it) So ultimately they only make one meaningful reappearance in Doom 2, but what a glorious comeback that is. Unrelated fact: DOOR1 (the small non-entrance, non-exit door) only shows up on E1M2 in the shareware episode, both times on the inner side of a secret door. I recall the one in the soulsphere switch room, but I only just found out the other one exists.
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It doesn't seem too difficult to fix the negative offset thing in the texture pack, just create a few extra patches with only the part that's supposed to be visible. Slade even has the "export texture to patch/PNG" and "add patch to TEXTUREx" options, which together could make it rather smooth. Select the problematic texture in the texture editor Export to -> Patch Remove the problematic texture to avoid duplicates later Select newly created patch at the bottom of the lump list Graphic -> Add to TEXTUREx Fixing the textures that aren't a power of 2 would be more problematic. At best, you could turn them into something like Doom's original SUPPORT3, which would look like the original on 24px wide linedefs. Or you could do it in a different way to let the players have some repeating 24-wide patches, but there's no way to make a texture that's a multiple of 24 and a power of two.
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Seems more like it's glitching in non-zdoom. Vanilla ignores negative vertical offsets, and the way it looks in zdoom makes more sense. Since rf` originally posted this on the zdoom forums, I imagine it was mostly tested in zdoom as well.
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Masters of boom: Microsoft store. What the hell is this thing
Scypek2 replied to Dyshoria software's topic in Doom General
I'm looking forward to seeing a doom port that adds microtransactions.