scifista42

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About scifista42

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  1. It is equally easy. To test continuous play, start the map from pistol start and type IDFA. My preferred approach/goal: Balance maps such that they'll be beatable but noticeably hard from pistol start, and casually playable while still somewhat challenging when played continuously.
  2. To be entirely precise, "distance between the first and last step" must not be greater than "the monster's diameter minus the monster's speed per one move". But if the "distance between the first and last step" is in the critical range between "monster's diameter minus its speed per one move" and full "monster's diameter", the monster may or may not succeed to climb the step any time it tries to do so, depending on the monster's very exact position relative to the steps. In this scenario, the greater distance, the more likely the monster will succeed to climb the step. You can observe this for example with Revenants on staircases where each step is 16 units high and 32 units narrow. They will seem "partially blocked" by the stairs, slowly climbing them in the long term but staying on each step for quite a long time before succeeding to move to the next step.
  3. Your stairs may be too steep for monsters to climb. A monster can only step to a new position if the terrain directly below the monster's hitbox on the new position is relatively plain, precisely that the height difference between the lowest and the highest heights of all floors below the monster's hitbox must be lesser or equal the monster step height, which is standardly 24 map units. This makes too wide monsters unable to climb stairs that are too narrow and steep. Generally, the monster's diameter and walking speed, and each step's height and narrowness, are all factors that determine whether the monster will be able to climb the stairs or not.
  4. If it was truly random, then yes, it would. But it's not truly random.
  5. You could salvage your effort while reincluding only a minimum of graphics by replacing every instance of a stock patch with a negative y offset by a custom patch with zero y offset that would look like the respective stock patch with the upper part cut out.
  6. Just so you know, even PrBoom-plus is among the classic ports that keep this buggy behavior.
  7. Or unless you're playing in a port like ZDoom that changes the RNG behavior, possibly turning the "theoretical maximum unachievable with vanilla RNG" into a practically achievable maximum.
  8. I admit I used the wrong term when I said just "theoretical minimum". I mean the theoretical minimum of average-damage shots, not the absolute theoretical minimum with damage randomization taken into account, as the latter is impossible to achieve consistently anyway, as it depends on a highly improbable RNG luck. In practice, each SSG shot does roughly between 100 and 300 damage - values close to 200 are vastly more probable than values close to either 100 or to 300, though - so it's certainly possible to kill monsters in a lesser or greater number of shots depending on RNG.
  9. An average SSG shot does 200 damage if all pellets hit. Out of mid-tier monsters, Revenant has 300 HP, Cacodemon and Pain Elemental have 400, Arachnotron and Hell Knight have 500, Mancubus has 600, Archvile has 700, Baron has 1000. I aim to kill each enemy with the theoretical minimum number of average-damage SSG shots: 2 shots for Revenant, Cacodemon and PE, 3 shots for Arachtotron, Hell Knight and Mancubus, 4 shots for Archvile, 5 shots for Baron. If the monster manages to survive that number of SSG shots, I tend to switch to another weapon to finish them off with.
  10. Beware using negative y offsets for any patches in the texture editor, they don't work properly in classic ports, making the textures look glitched out. See for example TEKWALL1 - in vanilla and classic ports, the upper 16 pixels of this texture get duplicated when displayed in the game, even though it doesn't look like that in the texture editor or preview. Negative y offsets for patches in the texture editor should be entirely avoided unless you're making the texture pack specifically for advanced ports that fix this.
  11. See the "Base Resource" and "Palette" boxes at the top right? Either set "Base Resource" to "Doom2.wad", or set "Palette" to "Doom". Then paletted graphics in wads that don't contain their own palette will display like with the Doom palette.
  12. E1: -Most run-and-gun oriented, with lots of ammo, low-tier monsters, and upbeat music in half the maps. -Decent amounts of non-orthogonal architecture, non-linear layouts, and colorful visuals. -A distinct, cool style that never gets old (to me, that is), and while it does limit variety, there is actually more than enough variety to make me consider the episode good both in variety and unification.
  13. SLADE3 just shows "Type: Marker" for any (non-special) lump with "Size: 0". PrBoom-plus and GlBoom-plus are among the certain ports where this works, sure.
  14. ^ I think that only works in certain ports. Also, DEMO1-3 are not markers, but normal lumps, and demos are not supposed to be between them, but in them.
  15. Using a weak weapon on weak enemies in order to save up ammo for a powerful weapon to be later used on powerful enemies, is an essential balance principle in pretty much any game where you shoot enemies with weapons with limited ammo and you have more than 1 weapon to choose from, and in maps that place its ammo / weapons / enemies in a well balanced way, both the weak and the powerful weapon will be very important and useful for the player. The fact that chaingun bullets travel at infinite speed is also a huge advantage in many common scenarios.