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Grazza

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Everything posted by Grazza

  1. Grazza

    Your favorite 90s wad

    Uh, standard top-ten list (in descending order of preference) minus a few 2000s wads: Hell Revealed STRAIN Icarus MM2 Requiem MM Plutonia H2H-Xmas Eternal Evilution
  2. Grazza

    Moving forward with the mouse or keyboard?

    I use W (of WASD) for normal forward movement. Pretty standard. That would be the end of the story if it weren't for glides. But since they are easier with a slow movement speed, I also have forward/backward mouse movement enabled, with a very low sensitivity and a little bit of acceleration. MB1 = fire MB2 = strafe on (for Strafe-50 only)
  3. Bah, it ran smoothly in glboom-plus six years ago, on even older hardware. One thing that works differently (as Creaphis mentioned) is that the monster AI that grinds play to a near-halt can be turned off. -complevel 2 is simplest, though anything below 11 (MBF) is also fine, while above level that you can disable the individual settings. It might be faster in any case, as Andrey has done a lot to increase the speed, but it is hard to compare like with like since the AI and other algorithms are so different.
  4. Grazza

    Try out v1.9 demo recording!

    Don't feel retarded. I imagine you are using the most recent official release, as linked to from here or here? You need a more recent SVN build from here.
  5. Grazza

    Using doom2 & hexen textures together?

    As Rex says, you should check the info that comes with any resource wad that you use, but in this case they give permission for some of their resources to be included in other wads, as long as they are credited (I think they suggest a wording). If you want to use the whole thing, then they ask that you link to it, rather than including the whole of it.
  6. Grazza

    Using doom2 & hexen textures together?

    Depending on what you're looking to use, you could try The Return Resources. This contains many things, including a lot of modified Raven (Hexen/Heretic) material, and all of it ready to be used in Doom wads. This saves you the bother of having to make adjustments for the Doom palette, and should also make it less likely that people will criticize you for ripping Hexen resources. (Illogically, of course...)
  7. Grazza

    boom's deep water... again

    You need to make sure the compatibility level is set to 9 for it to emulate Boom behaviour. It might still software-mode only though. But as I say, if it works OK in prboom 2.02, then you can state that (by definition!) it requires a Boom-compatible port. If it doesn't, then you can't.
  8. I think it's a term mostly used by people who didn't play Doom in the 1990s. We're talking about the period 1994-1999 here, during which Doom mapping went through many stages, and reached a level of great maturity and diversity. Some of the maps from this period are viewed by many as among the absolute pinnacles of mapping creation, imagination and complexity. The first year or so, when Doom was the new gaming phenomenon, was a period of discovery - people were happy that they could create any map of their own, while others tried out all manner of ways to get new experiences out of the Doom engine. This is the period of AliensTC and Trinity. And a great many maps that are rather more forgettable, of course, but still a product of raw human creativity. During the next year or so, Doom remained a very high-profile game, and mapping generally became more focused on making more consistent map sets with more attention given to logical themes, good architecture and gameplay balance (with truly surreal maps becoming relatively less common). Here we're looking at the MMs, Icarus, Final Doom, etc. As Doom started to be superseded (at least technologically) by newer games and engines, Doom mapping started to move towards grandiosity, either in terms of level complexity or gameplay challenge (given that some people had by now accumulated hundreds of hours of playing experience and were ready for extreme challenges). There were also attempts to make commercial games that came too late to be viable. Examples: Requiem, Eternal, HR, STRAIN, Hacx, and Wraith's commercial products. By 1998, Doom was becoming a "speciality" game, with the main crowd having moved on, but the source release gave those who wanted to develop the game further a great new outlet for their creativity. There was a spate of activity in both engine coding and mapping: either making use of Boom's new mapping features, or else its extended limits, allowing mappers finally to realize ideas that Doom's hard coded limits had prevented them from doing. Also, ever-improving knowledge of the Doom engine's capabilities and improved map-making tools allowed greater freedom from the drudgery of basic mapping and allowed authors more time to perfect their creations. Examples: Batman TC, Doom 2000 (which became Daedalus). So yeah, it just means shit old maps that no one would ever want to play. ;p
  9. Grazza

    boom's deep water... again

    What port are you using? To make sure you are testing the map with true original Boom behaviour, test it in prboom 2.02. It is the direct Windows port of the original Boom, and can be found here. Then you can be sure if you have got things working correctly, or if there is a port or settings issue. But note that Boom's deep water effects weren't exactly perfect.
  10. Grazza

    TNT map 20 - "tripwire" stuck

    Note that Evilution has at least one problem even with Boom. General info about demo recording Info about prboom-plus's complevels -complevel 2 or -complevel 4 are the recommended ones for Final Doom. -complevel 2 emulates using the original Doom2.exe version 1.9 with tnt.wad or plutonia.wad as a pwad (and doom2.wad as the iwad). -complevel 4 emulates using the Doom2.exe that came with Final Doom, and tnt.wad or plutonia.wad as an iwad.
  11. Thanks, but waking them by firing the chaingun helped a lot in that respect. One could wake them earlier by avoiding picking up the chaingun and firing the pistol, but I found that hard to do without losing time, and it didn't seem to improve the chances of a clean run sufficiently. I would have kept trying for a 0:0x, but the final caco was proving a bit random. Thanks for reminding me about this wonderful wad, btw.
  12. Death Tormention II E4M1 UV Pacifist/Speed in 0:13 A stinkin' flat-face glide. p4p1-013.zip
  13. Yes. Use software mode, don't turn any filtering on, and set the resolution to 320x200. If necessary, try different settings for the aspect ratio depending on your monitor (e.g. 16:10).
  14. Grazza

    No sky texture in pwad

    Which pwad is this? What does it say in the textfile about ports (if needed) and settings?
  15. Death Tormention II E3M9 UV Pacifist/Speed in 0:10 p3p9-010.zip
  16. If you want the behaviour as close as possible to the original game, but to have much higher resolutions possible, then prboom+ and Eternity are your best options. If that's less important to you, then there are plenty of other ports you might consider. Zdoom and GZDoom are popular ones that add many new gameplay features at some cost in compatibility. There are Risen3D and Jdoom, which emphasize graphical enhancements to a greater degree. And others. Note that not all newer user-created wads will work with those ports though, so you need to check the text-file to see what port it is designed for. If you do opt for prboom+ and definitely want to keep things as close to the original game with resolution the only difference, then be sure to use software mode, and set the default_compatibility_level to 2 or 3.
  17. Grazza

    How Important are Secrets?

    An early wad (well, 1995) that tackled this was QRK (Quest for the Red Key).
  18. It's odd that you know your way around the doom wiki but don't know what a source port is, or that such things even exist. I suggest you read up about source ports before posting again. That will answer your question and probably your next few.
  19. Yes, the original game had a maximum resolution of 320x200. Doom95 had a higher maximum resolution, and many later source ports offer much higher resolutions than that.
  20. I haven't watched the demo myself, but ghosts have been the subject of some leniency in the past (e.g. on hr26/hf26), as they can prove quite random, or liable not to appear or to get stuck in places where they are inaccessible. I'd tend to regard it as valid until and unless someone comes along and produces a demo where more or all of them are killed. That has been the case with demos where there are hard-to-access monsters.
  21. Grazza

    Q2Doom.wad?

    I have a copy. Should I e-mail to the address in your profile? If not, PM me with the address to send it to. Sadly, it seems that when the 2004 re-release was made, it replaced the old version in the archive. I can't find any out-of-date idgames mirrors that have the old version (crydee used to be good in that way, while for even older stuff there was an old Korean cdrom.com mirror). Edit: sent.
  22. Kimo's Cyberdreams map02 demo reminded me of something I'd noticed a few years back. A simple enough trick, but a bit awkward to execute thanks to the rockets being pumped into your ass the whole time. Cyberdreams map02 UV Pacifist/Speed in 0:04 (zip also includes a few failed attempts) cy02p004.zip
  23. Grazza

    Favorite Mappers of the 00's

    Kind of an off-the-top-of-my-head list, in the order that they came to mind: Gusta (KS) Method (KS) Erik Alm (Scythe et al.) B.P.R.D (Equinox) Thomas van der Velden (TVR!) Gwyn Williams (Vile Flesh) Eternal (various) Espi (SID et al.) Paul Corfiatis (2002ADO) Tango (various) Kaiser (DSV4 and various others) Vader (Rebirth and various others) Alexis Neuhaus (RW and RW2) David Rivette (Armadosia - a flawed masterpiece) Christopher Lutz (PAR and COD) Ray Schmitz (various) Didy (various)
  24. No. Anything referring to "-complevel 0" is surely an old demo recorded when the complevels were numbered differently (and this is "-complevel 2" in current terms). It would be a most bizarre choice of setting otherwise. I know you like to make long posts, but really, it would be easier to accept that -complevel 2 is the most appropriate for this mapset (as it is intended to be need a limit-removing port only - and not Boom or MBF, etc.), and that almost everyone else recording on it is and will be using that setting. Unless you find specific "Boomism" issues (and the fact that I haven't and vdgg didn't in his complete Episode Max demo suggests that's unlikely) then there is no reason to use Boom behaviour (which can break maps not designed for it, please remember). As for ancient demos in Legacy (mostly mine, I guess?) or other ports: back then there wasn't any particularly ideal port for recording, and people used whatever they felt was the best compromise. That's the only reason I used Legacy. Well, that and the fact that at the time I was also recording a few walk-through demos (in an attempt to get more people recording) where I used Legacy's ability to play back comments and stuff. Short version: These maps have been tested with -complevel 2 and that's what most other people have been and will be using. It's also probably time that Equinox had its own demo thread.
  25. Grazza

    Automap doesn`t scroll in PrBoom

    Actually, I could be wrong on what the default behaviour was - can't readily check right now. Anyway, I'm glad that solved the problem.
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