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Scypek2

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About Scypek2

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  1. Cool stuff! My project is not exactly "on the horizon", but it has a nice trailer already and I'm sure some people would be glad to discover it. Apparently there's a Ray Mohawk 2 sequel in the making, so there's clearly demand for vanilla-compatible crazy weapons. I put together a shortened version.
  2. Scypek2

    The "stupid mod idea" thread

    Forget McDoomnalds and Caco Bell, this is the next restaurant-themed doom map you should make. The storyline is already there.
  3. Scypek2

    Difficulty balancing: a conundrum

    I also like to take continuous play into account. On HMP, my maps should be fun and challenging from pistol start. On UV, my maps should be fun and challenging in a continuous playthrough and survivable on UV. And I don't mean survivable on a blind run.
  4. I always found it annoying how Rise of the Triad's skill 1 and 2 names are nearly identical in tone, and so are skill 3 and 4 names. In every variant.
  5. Scypek2

    Things about Doom you just found out

    It sounds like they'd be used for Still Water and Flowing Water. FWATER does seem to flow diagonally, and is also slanted, compared to the pre-release nukage which is round and very static.
  6. Scypek2

    Obviously very true Doom facts thread

    You may already know about the MISSILEMORE and MISSILEEVENMORE ZDoom actor flags, but you probably haven't heard of the MISSILEJUSTALITTLEBITORMAYBENOTATALLIMNOTSURE flag if you haven't been active on the modding scene in late 2009. The flag was made for compatibility with Soul Rampage Story, a long-awaited TC megawad using a custom executable. The megawad was going to be sold commercially, had (allegedly) over 50 levels, lots of custom assets and an elaborate storyline, and the flag was going to be used for the final boss battle against the protagonist's former best friend. The megawad was eventually cancelled in order to get a tax writeoff, and the whole incident was so infamous, the ZDoom devs ended up removing all references to the flag from the documentation.
  7. Scypek2

    Post your Doom textures!

    I appreciate the effort, and it looks very nice for sure... but it would probably make a lot more sense if it scrolled horizontally, with a linedef action :P
  8. Scypek2

    Any Doom-related dreams?

    That's pretty detailed! There's a lot of doom and doom-adjacent dreams I've had but never wrote down. A lot of the time I felt like they had a specific place in a supposedly very well-known megawad that doesn't exist in reality, sometimes my own, sometimes someone else's. A fair amount of MAP01s, episode-starting maps and episode ending maps, and also grandiose ending maps that are like, the the endingest of endings. A map that doesn't just conclude a megawad, but perhaps concludes every megawad ever. The REAL ending that follows up after their final maps. With extra intense and extra evil hell, not necessarily with an exceptionally high monster count, but in some kind of more abstract way. Maybe with the AlsoDieInRealLife MAPINFO flag enabled, I dunno. So that only the bravest players would attempt it.
  9. Scypek2

    A very simple question

    I'd like to mention that giving roughly the same amount of each ammo pickup may seem like the most natural option, but in practice a box of shells lasts way longer and kills more stuff than a box of bullets, so it's pretty common for maps to end up with way too many shells (also because shotgunners are a very fun enemy to use...) and a deficit of bullets and rockets unless you make an effort to avoid it.
  10. Scypek2

    Post your Doom textures!

    But then it would be single-colored, wouldn't it? There's more to making Doom-paletted textures than just throwing a truecolor photo into Slade's converter, and making light blue textures in Doom is especially tricky, but I'd take an imperfect colorful thing over yet another monochromatic orange or brown sky. @SatanaInArte's sky came out surprisingly well, all things considered! Probably thanks to the gray clouds taking up most of the space, and making the blue bits look okay even when they're flat.
  11. The Lost Soul is pretty great in concept - you dodge it, then it can attack again from another direction! A hundred times more interesting than another boring fireball thrower. But in the end, it all comes down to balance... and while most Doom enemies are very good in that regard, Lost Souls always feel too damn bulky, given how well they can dodge and how tempting it is to place swarms of them. In Deadliest Dem(o(li)ti)on, I decided to nerf them down to 1 hp and also double their delay before charging, so that they aren't going to slam into you immediately after hitting a nearby wall, and fighting them with melee weapons actually becomes a good idea. They're still pretty deadly with their fast movement and high damage, but disposing of them is no longer a problem as long as you're paying attention. That seems to have fixed pretty much 100% of their issues, and now fighting them (and Pain Elementals, another nicely unique enemy) is a joy.
  12. @head_cannon Your explanation was very clear, thanks! I do like making progression non-obvious now and then, but this seems like a very straightforward mistake - no real reason not to have that lift-disabling linedef slightly earlier, before you can trigger the ambushes and make the lift-fixing switch reachable! It will be fixed next release. I'm glad you enjoyed the levels so far! It's definitely been interesting to make.
  13. Scypek2

    Things about Doom you just found out

    Totally. That's how Batman Doom made its slot machines, and that's how I made the Hermor Bonus! (One day, I hope to actually complete the project it's made for...) One thing I haven't learned until much later is that it's only the sprite prefix that matters, not the animation frames, so potentially you can have a few visual variants of the same collectible item, or turn a non-animated item into an animated one... the latter really messed with my head when I saw the stimpack orbs in Rowdy Rudy 2!
  14. Scypek2

    someshould make doom 1 long trek to phobos

    Also, for ideas interesting enough to mention but not substantial enough to merit their own thread, we have a stupid mod idea and a good mod idea thread, whichever feels more appropriate! I do like the idea of going through original levels backwards - more interesting than a typical remake, that's for sure! I had a similar idea with The Other Moon, in which Phobos is the moon that gets swallowed to hell, so you land on Deimos first and traverse relatively un-corrupted areas until you reach Deimos Anomaly, which takes you to hell-consumed Phobos. I've been slowly working on it inbetween countless other projects and I'll definitely release it eventually.
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