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Scypek2

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Everything posted by Scypek2

  1. Scypek2

    Is this real?

    I tried it and nothing happened, but then I went to the next level and it got corrupted. The textures all had arrows on them, the barrels exploded infinitely, and my weapons got all messed up too.
  2. Scypek2

    which doom textures are useless or barely used?

    I think I might have used them a few times in the past, when I wanted to have no texture somewhere but Doombuilder would aggressively texture my sectors... but then I think it worked inconsistently across source ports, so I had to stop. Anyway, SPCDOOR4 is probably my favorite door, it feels gritty and totally industrial but also entirely non-spacey. I'm sure I've used it a whole lot. The BLODRIP sequence, on the other hand, seems especially useless, designed for a specific kind of hell theme no one really uses. I used it in one room in 3IAC and it might have been out of pity.
  3. A new version with an extra level, better deathmatch and lots of small improvements is now available! See here. * * * It's done. During the course of NaNoWADMo 2019 last October, I made 19 levels. The rest of the project took considerably longer to finish, but it was all worth it, and now my second ever megawad is finally finished. Three Is A Crowd tells a story of three people, facing different challenges as they set off on separate yet intertwined paths. It also shakes up the usual techbase-hell progression a bit. Overall, it's considerably vanilla, with just a few new textures, but it has its own unique feel and features plenty of variety and surprises among the levels... if you're playing in a port that supports demo playback, just stay on the title screen for a while and you'll see what I mean. In addition, I had my creativity spurred by a friend, who (without knowing much about Doom) challenged me to implement a few specific themes within the levels: Unexpectedly long corridor. A room with seven doors in one wall, and exactly one other exit. Make the player feel sorry for an enemy. A least seven arrow shapes that indicate the direction of something, at least one of which the player walks through. 37 chaingunners in a single level! Precede their appearance with an image of the number 37... and include at least one other reference to the number 37 somewhere in the level. A lift that you keep encountering, but ████ ██ ███ ███ ███ ███ ███. approximate the feel of a store with a storekeeper from which you can buy things... but maybe ███ █████ █████ ██ ██ ████?! Include a key whose location is very hard to find by chance... but for which there are multiple clues indicating where the player should look, scattered around the map. I did manage to implement every single one of these themes... see if you can recognize them all as you play! Here are some extra screenshots: Special thanks to: @Ribbiks, @Crunchynut44 and @Doomkid for the music, @valkiriforce, @Chaingunner, @MTX1996, OSJCLatchford, @Doom_Dude, @Solmyr, @EarthQuake, @129thVisplane and @Eradrop for the textures, @Ryath for some playtesting... and for hosting NaNoWADMo of course! I've written down some thoughts about the maps, detailing the gimmicks and mapping tricks I used, as well as any other background info I could think of. I shared them during the Doomworld Megawad Club playthrough, and later compiled them on Tumblr. * * * 3IAC_1.1.zip (original release) Anniversary Edition (better deathmatch, new level, various improvements)
  4. Scypek2

    The Doom Confessional Booth

    I don't struggle with Limbo anymore, but I can't say I memorize it. My algorithm for solving it is generally the following: Get the blue key from the left branch Take the blue door to the tunnels and get the red key ????? Do a bunch of straferunning to skip ahead, but try not to fall into an inescapable pit Once you hit the switch behind the yellow door, go through the most obscure teleport booth (the northeast one) to exit. I like the level overall, it's a nice change of pace and the perfect penultimate challenge.
  5. Scypek2

    Post your Doom textures!

    AFAIRLYBIGDOORALTHOUGHITCOULDPROBABLYBEEVENWIDERCONSIDERINGTHISONEWOULDNTEVENBEABLETOFITTWOSPIDERMASTERMINDSSIDEBYSIDE.png
  6. Scypek2

    Give some forum etiquette tips

    I'm just glad real world govermnents didn't go with the same approach, and instead rely on judges and something called "spirit of the law". Granted, real world has plenty of abusive rules lawyering... but I'll take that over getting exiled from my city for failing a vibe check. It terms of Doomworld though, we do have a fair amount of useful threads that should serve as a good substitute for an explicit set of "official forum rules". And the amount of rules necessary can vary depending on the type of community.
  7. Scypek2

    Unpopular Doom Opinions

    For real?! I knew about pushwalls in wolf3d and teleporters in Doom (I also recall something about ID wanting to give up on secrets for Doom, but Tom Hall insisting otherwise), but that's new. Flying enemies seem like such an obvious choice for a more vertical game engine!
  8. I don't think that's entirely correct. As far as I know, in vanilla doom melee weapons never use ammo, and bullet/projectile weapons always use ammo regardless of the slot, even when choosing the ammo type incorrectly labeled as "infinite" by Dehacked. You can still have an infinite ammo projectile... but only by sacrificing the BFG ball, and changing the "BFG ammo use" from 40 to 0. So probably not worth it. Overall, I found the new pistol very enjoyable and useful with its power and accuracy. The only thing that bugs me is... the early levels now seem to have a whole bunch of extra cell ammo pickups, long before you ever get a cell weapon. Were you planning to make the pistol use cell ammo before changing your mind? Seems like a pretty good idea. Here's some more thoughts I have about the new release... (with spoilers) I didn't have time to thoroughly replay every map, but I just noticed that this one door on MAP02 is now visually barred from one side. That's promising! I imagine there may be more good tweaks across the first 11 maps that I missed. The new SFX are a mixed bag. Most of them are good, but the pistol and shotgun sound a bit underwhelming, the switch is oddly gross-sounding, and the fast doors are the worst offenders - why do they rustle like paper when opening, and clang like a hammer hitting an anvil (making an impact sound too early, too) when closing? All in all, a very nice re-release that gives Harmony some well-deserved extra love! I remember playing it for the first time after getting it on DVD with the CD-Action magazine. Despite some familiar elements, it took me a while it's using the Doom engine at all, let alone with vanilla map format from the very start! A real masterpiece. The gameplay side of things wasn't always as good as the other elements, but I could say the same about... most non-Doom FPS games, really. So it's hard to complain.
  9. Scypek2

    Things about Doom you just found out

    The switch sector that raises the floor to the blue armor in E3M3 is tagged as 8, the same way as the nearby lift, despite already being level with the floor. I initially thought it was a simple mistake, but now that I think about it, the switch sector being hidden and only revealing when the nearby lift gets lowered would add an interesting bit of extra challenge to the otherwise overly generous blue armor. There's a suitable lower texture present there, too. I wonder if it's actually just a mistagging or an idea abandoned partway through.
  10. There's also this one. The two center boulders seem to have an extra split in the middle, but it's otherwise identical. Romero's unused asset dump even contains a variant that's 128 tall and vertically tiling, but otherwise identical to the SOD wall.
  11. It's interesting, you said the dark gray cobblestone is super obscure, but I noticed it very quickly due to it being Wolf3d's most prominent texture, and the memorable arrangement of the square rock in the center surrounded by elongated ones from three sides. The red and tan bricks on the other hand, I haven't noticed at all until someone pointed it out. I probably did consider the possibility of it being based on wolf3d, but I thought, nah, it's completely different.
  12. Scypek2

    Doomcute thread

    If you can't dine in a restaurant with a scenic outside view, a detailed photo wallpaper will do!
  13. It's creative for sure. And the author's website says it was made between 1995 and 1996, which suggests it predates STRAIN by one year! My favorite thing about Wolfendoom's cube enemy was the fact that it also had a harmless decorative variant, and made for a perfect trap when placed facing away from the player. But my #1 favorite among many cool Wolfendoom things has to be the void transitions between Earth and Hell. Two plain rectangles that become infinite horizon... I just can't get over the simple beauty of it. And it made for some really atmospheric levels.
  14. It's not looking terrific - I had plenty of time, I used up a whole bunch of leftover vacation days, and ended up with... exactly three new maps. But I've also made a big cool map for a NaNoWADMo-unrelated project, and the three I've made for NaNoWADMo were for a project that's been sitting on a backburner for what felt like ages. Now I feel like its completion is really within reach! My project is 60% done, and I get the feeling the remaining 3 maps shouldn't take long.
  15. Scypek2

    Any Doom-related dreams?

    A texture pack, a data pack, and probably a bunch of dark magic as well. I have successfully incorporated ideas from dreams in doom wads a couple of times (MAP12 of Imperfect Hatred and new MAP31 of Three's a Crowd, specifically) but 99% of the time the "cool doom levels" I see in dreams are either really dumb ideas that seems good for no reason, or completely impossible things.
  16. Now that's a blast from the past! Also, the Wolf 3D Wolfendoom mod by ArEyeP has both hitscan lost souls and hitscan imps. Fun stuff! Hitscan cybie rockets are an obviously terrible idea... explosive hitscan for the player, though? That sounds like fun! (I once made a dehacked mod where every BFG tracer explodes. Very overpowered, very dangerous, very satisfying)
  17. Scypek2

    Any Doom-related dreams?

    I just woke up and realized two things. The good news: the Minecraft recreation of my NaNoWADMo 2023 mod was not actually ruined by a huge amount of decorative TNT getting lit up and me being unable to access admin commands in time. The bad news: there's no such thing as a Minecraft recreation of my NaNoWADMo 2023 mod.
  18. In my Deadliest Demolition, I replaced arachnotrons with zombie tanks, which are pretty large and have plenty of health, but they're fast, their hitbox is actually only the size of a cacodemon, and they have zero pain chance, much like the boss enemies from Wolf3D. They're still easily dealt with using rockets or same-species infighting, but they're considerably scarier to deal with than a simple wide high-HP chaingunner would be. My favorite thing about RR2's spider chaingunners is how much more satisfying it feels to obtain a chaingun this way. We need more mods with enemies who drop their weapons.
  19. Moon Hill in Doom 1! Close enough. Believe it or not, somehow there's only 30 visplanes in this whole screenshot. A different time-sensitive project took up my attention the last couple of days, so I don't know if I'll finish the episode this month after all. But I'll certainly get real close!
  20. One of my Deadliest Demolition maps has a floor that lowers from 936 to -40 with action 71, and I imagine even steeper drops could work just fine as well. I did have to shift my entire map, but that just meant rectangle-selecting everything, then putting "++800" in the floor and ceiling heights. It took me a while to learn about this feature, but it's been real life-changing. Funnily enough, I just opened DoomBuilder X to verify the exact heights on my map, and the random startup hint that showed up was specifically about setting relative heights with ++ and --. (This also works with tags by the way - quite useful for orchestrating big teleport ambushes and other stuff like that!)
  21. Demon health has been lowered to match, but you'll still have to be careful with your ammo. Yangshuo Invasion: the first mapset created specifically for Bite-Sized Threat, with a few extra gameplay modifications of its own to go with it! It's been long in the making (not even accounting for the fact that I came up with the basic concept about 10 years ago), but I finally found the inspiration to really pick it up again.
  22. Scypek2

    Things about Doom you just found out

    The staircase down to the crate storage in E2M7: Spawning Vats closes not one, but two timed doors behind you. If you back away fast enough to bounce the first one on your head, you're treated to this sight.
  23. What's my opinion? Certainly higher than a couple days ago now that 72% of Polish people turned up to vote in the election, and with pretty good results despite the relentless propaganda.
  24. Scypek2

    More efficient offset adjusting utility? (Using SLADE)

    I knew about the mass offset editing feature, but I wasn't aware of this option. In the past I sometimes had to do a lot of manual adjustments in a row, so this might help a lot!
  25. Scypek2

    Share Your Sprites!

    Nice! Maybe one of the bits could break off early on, and slide far across from left to right as the momentum of rotation tosses it away?
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