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Everything posted by schwerpunk

  1. schwerpunk

    Post Your Doom Picture (Part 2)

    I'm getting a real Duke Nukem vibe (in a good way) from this one. Nice work!
  2. schwerpunk

    Your Top 5 Horror Movies

    5. The Babadook 4. It Follows 3. Last Days on Mars, The 2. ... 1. ... Could only think of three.
  3. First Gen by age alone. Played a lot more Quakes, Unreals, and Build engine games than Doom in my formative years. Though I did play the hell out of SNES Doom (rented that cart from Blockbuster like five times). I didn't really, truly get into Doom until my twenties, when I was sucked back in by the smooth visuals of the [url="http://dengine.net/"]Doomsday Engine[/url]. Through that, I began to dimly appreciate the excellent gameplay beneath the beautiful graphics. I continued to source-port hop over the years, playing on and off. Finally, it was Brutal Doom dragged me back for good. That's when I started exploring gameplay mods, custom maps, etc. I couldn't get enough Doom. I had no idea this community was so vibrant. My first attempts at mapping were all for ZDoom, and the reason I'm a programmer today is because I got the bug from ACS. But over the years, and mostly thanks to this community, I developed a taste for the "classic" Doom experience (Chocolate Doom is my fav port to this day), even though that wasn't my entryway (heh) to this game. Great idea for a thread, by the way - some good reads in here.
  4. schwerpunk

    The 13th Doctor is a woman.

    At the risk of sidetracking the conversation, I'll begrudgingly agree with you here. I would like to see more complex characters (across the gender spectrum) in mainstream media; however, when it comes to "minority" characters like women (51% minority, lol), writers seem to struggle between writing them straight up, with either no reference to this identity differentiater, or with many overt references to the impact of this one identifier on the narrative. When you're dealing with the "default" type of protagonist for your genre (male, straight, white (in that order)), no one really bats an eye. Introduce anything other than this, and it becomes un/intentionally political. It's kind of like discussing evolution with deniers around: There are plenty of nuanced topics and debates within the field, but if anyone takes issue with the core premise, then it turns into this dumb good/bad, true/false, black/white political bullshit binary discussion. --- Re the new doctor. I have no strong opinions yet. I haven't been happy with the intro of some of the other doctors in the past, but grew to like most of them. So I've learned to wait and see. More interested about the new staff in charge of creative direction than anything (as @fraggle pointed out above).
  5. schwerpunk

    What would have made Doom 3 perfect to you?

    In the game(play)'s defence, Doom 3 took place in unusually (for Doom) cramped quarters, so anything longer range would have made this weapon dominate at all ranges for most of the game. Which wouldn't necessarily have been a problem in my eyes, but it's pretty clear they had different "roles" in mind for each weapon. Shotgun in Doom 3 (sans expansion) is p much akin to SSG in Doom 2 - a melee range weapon that requires you to juke around while waiting for the reload.
  6. schwerpunk

    You MUST play this Quake map pack.

    Is that Ogre... fishing?
  7. Consider the source, haha. But honestly, I have never considered the SM easy, unless placed in an area that obviously undermines its strengths.
  8. Hear hear. Although I like the idea of "door made of HP" for certain situations. I'd split the baron into two more specialised mobs: 1) Magic baron, like you said. 2) Slothy blob. Just a big sack of HP with short range melee attack and super, super slow movement speed. Like a pinkie, but much less mobile. Maybe give it an AOE attack.
  9. schwerpunk

    What do you hate the most about mapping?

    Some great suggestions to get the juices flowing. Further to these, I would suggest a philosophical twist in your approach to mapping: Rather than creating a starting area first, or even at all, start by creating the ending area and mapping backwards from it. Or start by creating the most interesting area, the middle (or "hub"-like area), first, then mapping outward from it. Stop mapping when it starts getting boring! That's a good instinct to have. Too often I ignore this instinct and end up with a boring, sprawling map, that should've ended a long time ago. When to comes to starting areas, unless you've got something specific in mind, I'd say just don't make one. Instead, start the player off somewhere a little quieter (using the techniques described by @rdwpa). As long as the player isn't too far from a weapon, and your map is fairly interconnected, then your options are almost limitless!
  10. schwerpunk

    How did you guys learn how to map?

    It's funny you should mention that. I actually did include a small section on Doom tinkering on my CV, back when I was just starting out as a software dev. I think it helped quite a bit, as most interviewers were at least somewhat familiar with the material.
  11. schwerpunk

    What do you hate the most about mapping?

    Definitely this. Since I haven't owned a Windows PC for at least a year, my attempts at mapping haven't even been worth sharing. I had such a good workflow going with GZDB. Maybe I should just buy a Windows key and run it in a virtual machine.
  12. schwerpunk

    I finished my first Doom map

    Good variety of visuals.
  13. schwerpunk

    Doom editing & UX design

    Seems there are various categories for an archetypal Doom map emerging in this discussion. Two interesting categories as I see them: 1) Jump-in maps - rely on previous Doom experience, tropes mentioned above (teleporters, elevators, etc). 2) Experiential maps - maps that train the "user" in how to successfully interact with them. These would typically involve a novel or non-traditional element. Although they can also train users about traditional Doom mapping tropes. Example of 1) you spawn, and there's a shotgun and an imp. Shooting the imp triggers more monsters to pour in. Proceeding, your knowledge of Doom's weapon and monster mechanics helps you complete the level successfully. Example of 2) you spawn, and there's a wide dark pool in front of you. Crossing over it, you take some damage, but it's okay because there's a small health pack on the other side. Proceeding, you'll have to navigate the map, using health as a resource to pass over similar pools until you complete the level successfully. I admit there is some bleed-over between these two. I think the core difference is that the former expects you to intuit certain rules, whereas the latter will attempt to "train" you via an example of new rules, before presenting them to you in a dangerous situation.
  14. [DOWNLOAD] -- last fix by Da Werecat (August 1st, 2013) [view readme] UPDATE #19 - bugfixDa Werecat posted a fix of the entire megawad - notes here gathering intel for bugfix (tentatively, July 14th) brainstorming for future MMPs UPDATE #18 - RELEASE v1.0 v1.0 download link added. It's been an honour. UPDATE #17 uploading release version to idgames... Bug-squashing megawad Added joe-ilya's entry, "Processing Area." UPDATE #16 Pre-release pre-released! Testing underway. scientist completed titlepic. scientist completed interpic. pre-release megawad updated, details here. scientist completed endpic. UPDATE #15 Still wrapping up the final entries... Deadline extended, to be determined by pfl. pfl promoted to co-lead! UPDATE #14 Added Cacowad's pending entry, "Monochromatic Affinity." Updated gggmork's entry, "LightCrap." Added Jaws in Space's 4th entry, "Brown Room." Added gggmork's penting entry, "bigCyberFloor." Moved Obsidian's "Good and Evil, Black and White" from pending the completed. Oops! UPDATE #13 Wrapping up. UPDATE #12 added Phendrena's entry, "Monochromatic Nightmare." updated the WIP link to Obsidian's pending entry, "Good and Evil, Black and White." UPDATE #11 added FractalXX's 3rd entry, "Tessel Dose." updated the WIP link to Phendrena's pending entry, "Monochromatic Nightmare." updated the link to FractalXX's 3rd entry, "Tessel Dose." added Jaw's in Space's pending entry, "unnamed city." added screenshots of Phendrena's pending entry, "Monochromatic Nightmare." Phendrena updated the link to his WIP entry, "Monochromatic Nightmare" to V0.25. added Obsidian pending entry, "Good and Evil, Black and White" with a WIP link. added Death Egg's pending entry, "house." added WIP link to Death Egg's pending entry, "house." UPDATE #10 added FractalXX's 2nd entry, "Abuse." added WIP link to Phendrena's entry, "Monochromatic Nightmare." UPDATE #9 renamed CorSair's pending entry, "Water Realm / Aqua Regnumi" to "Ultramarine Kingdom." added Jaws in Space's 3rd entry, "Support Storage." added Phendrena's pending entry, "Monochromatic Nightmare." UPDATE #8 added gggmork's 2nd entry, "zdLightCrap." removed gggmork's 1st entry, LightCrap." [explanation] UPDATE #7 added four (4) new screenshots to Corsair's pending entry, "Water Realm" or "Aqua Regnumi." changed Da Werecat's entry named "Greyroom" to "The Primitive." added FractalXX's pending entry, "Abuse." added Jaws in Space's 2nd entry, "Outpost Gamma." added CorSair's pending entry, "Water Realm" or "Aqua Regnumi." added FractalXX's link to visual WAD that changes weapon/blood sprites to B&W added schwerpunk's entry, "WhiteRoom." UPDATE #6 added sawd's entry, "Temple of Light." added Da Werecat's entry, "Greyroom." sawd updated his entry. "Temple of Light." UPDATE #5 added Jaws In Space's entry, "Control Centre." UPDATE #4 added Scientist's reupholstered entry, "Dada." added gggmork's entry, "LightCrap1." added Cacowad's pending entry, "monocromatic chaos." added schwerpunk's pending entry, "WhiteRoom." UPDATE #3 added Membrain's 3rd entry, "Shortwave." UPDATE #2 added stuff, incl. attractive splash logo Da Werecat donated a pure B&W texturepack UPDATE #1 added some maps, idkNON-MAP CONTRIBUTIONS: FractalXX's resource WAD (B&W sprites (weapons/blood)): [download] Da Werecat's resource WAD (B&W textures/flats): [download] [mirror] COMPLETED ENTRIES: Scypek2's entry (unnamed): [pic1] [pic2] [pic3] [download] FractalXX's entry (Mono Asbest): [pic1] [pic2] [pic3] [pic4] [pic5] [pic6] [download] Membrain's entry (Coagulation): [pic1] [pic2] [pic3] [pic4] [download] Membrain's 2nd entry (Abstraction Complex): [pic1] [pic2] [download] Membrain's 3rd entry (Shortwave): [Pic1] [Pic2] [Pic3] [Pic4] [Pic5] [download] Jaws In Space's entry (Control Centre): [pic] [download] sawd's entry (The Temple of Light): [pic1] [pic2] [pic3] [download] Da Werecat's entry (The Primitive): [pic] [download] Jaws in Space's 2nd entry (Outpost Gamma): [pic1] [pic2] [pic3] [pic4] [download] Schwerpunk's entry (WhiteRoom): [pic1] [pic2] [pic3] [download] gggmork's entry (zdLightCrap): [pic1] [pic2] [download] Jaws in Space's 3rd entry (Support Storage): [pic1] [pic2] [pic3] [pic4] [download] FractalXX's 2nd entry (Abuse): [pic1] [pic2] [pic3] [pic4] [pic5] [pic6] [pic7] [pic8] [pic9] [download] FractalXX's 3rd entry (Tessel Dose): [pic1] [pic2] [download] Phendrena's entry (Monochromatic Nightmare): [pic1] [pic2] [pic3] [pic4] [pic5] [pic6] [download] Jaws in Space's 4th entry (Brown Room): [download] Obsidian's entry (Good and Evil, Black and White): [pic1] [pic2] [pic3] [download] joe-ilya's entry (Processing Area): [pic1] [pic2] [pic3] [pic4] [pic5] [download] REUPHOLSTERED ENTRIES: Scientist's entry (Dada): [download] PENDING ENTRIES: Katamori's entry (Contrast): [pic1] [pic2] [pic3] [pic4] [under construction] Cacowad's entry (monocromatic chaos): [pic] [under construction] CorSair's entry (Water Realm or Aqua Regnumi): [pic1] [pic2] [pic3] [pic3] [pic4] [pic4] [under construction] Jaws in Space's 4th entry (unnamed city): [pic] [WIP] Dead Egg's entry (house): [pic] [WIP] Cacowad's entry (Monochromatic Affinity): [pic] [under construction] gggmork's entry (bigCyberFloor): [WIP] ===================================================== This is a little project to test your ability to make a fun map using only 2 to 4 Doom2 textures, depending on what level of challenge you're looking for. The two basic textures are FLAT19 (light grey) & CEIL5_1 (dark grey). Additional, allowable textures are FLOOR1_6 (red) & FLAT14 (blue). If someone does end up making a good map using only the first two textures, I might just have to soup up a medal for them. Finally, I suppose you could use other textures if you really wanted to, as long as you keep with the spirit of the project. The spirit of the project is to focus on gameplay and ambiance while keeping the amount of textures to a minimum. This will cause your use of map dynamics, lighting, elevation and object placement to come into primary focus. If you think you're up to it, just remember that while this isn't a speedmapping (or even stanismapping) project, these don't have to be complex maps. So while more advanced detailing isn't forbidden, it isn't the primary focus of the project, either. Other than minimizing texture use, there are no restrictions: You can use scripting, or any sourceport you want (EDIT: although ZDoom/Eternity is recommended, as it allows you to place flats on walls). Coloured lighting is also allowed. Here's a quick example: Again, the basic textures are:FLAT19 CEIL5_1 *FLOOR1_6 *FLAT14 * denotes optional texturesP.S. I came up with this project (though I'm sure I'm not the first) after a HDD crash lost me over eight months of progress on a WAD. After that I decided to get back to basics, because the idea of taking on a larger project again was too demoralizing.
  15. schwerpunk

    How do you aim at Icon of Sin?

  16. schwerpunk

    Favourite automap colour

    I like the classic look, but I'm not a huge fan of bright yellow for sectors what hang down.
  17. That's good news. Although, I had hoped this was all some misunderstanding that would've resolved itself by now. The fact that she's still missing is really worrying, though.
  18. schwerpunk

    Good horror movies that don't suck?

    Alright, I got some treats for ya: The Babadook - probably my favourite overall horror movie. It's about more than just the monster. Cube - great aesthetic, concept, execution. Fun to let your imagination go wild with this one. Circle - if you liked the above, you'll love this one. Again, more about the dark side of human nature than an 'oogie-boogie' monster of some kind.
  19. schwerpunk

    Great Games no one ever heard of!

    Rogue Trooper - an excellent, and refreshing 3rd person tactical shooter. Linear story, but lots of granular freedom in how to approach individual engagements. One of the few games I've actually bothered to beat. Just a rock-solid 8/10 action game that satisfies the itch to be a badass. Recommend hardest difficulty for maximum fun.
  20. schwerpunk

    What would make a better DOOM cover?

    I echo the above feminist sentiments. I don't think id's marketing team is even mature enough to tackle a fem-doomguy, though. :p For my part, I agree with dsm, that a fun mid-90s -style cover would make me the happiest. Failing that, I'd like to see an homage to the Doom II cover: Same poses; just doomguy facing off against a big enemy (not the new cybie, though - it looks like Bleszinskesque interpretation).
  21. schwerpunk

    Draw your monster redesigns!

    jackio -> scary, because Halloween -> embodies sacrilege, because Christmas lasers -> spider crab for extra scary -> spawned from Halloween Elemental
  22. schwerpunk

    What happens when AIs become spiritual?

    Sweet mecha-jesus, this thread...
  23. schwerpunk


    I develop stuff for a solar microinverter shop, mostly using a ubuntu|expressjs|nodejs stack, but my real love is writing GNU autotests in m4. Don't know why, but I just love writing tests. Even when I'm writing js modules, I'm looking forward to coming up with a robust test-driver / test-group for it. :) Unfortunately, this shop is closing soon, due to a funding shortfall, so who knows what I'll be doing next. :/
  24. schwerpunk

    Post Your Doom Picture (Part 2)

    Lights around bookshelves? How modern. I've always loved the look of bright lights paired with more archaic textures, actually.