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Status Updates posted by mrthejoshmon
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Spoiler
A squad of Howling Banshees I finished today, could've done better on the wearing and bases but I think it's aight.
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Tried to make my Dehacked weapon mods work in the new port
There is an SS trooper walking on the top left of the screen under all those errors.
Thank you Dehacked, can always rely on you. I should really learn how to better implement this. -
Got an idea, nothing solid at all so not posting an actual thread but genuine question:
When playing an episode (no gimmicks, just straight up maps, say like 8 or so) how long should MAP01 roughly be?
- How many enemies is acceptable on something like HNTR for newer/intermediate players?
- Time length, say for the average guy to beat from start to exit (not 100%ing)?
- How many secrets would you expect?
- How complex should the encounters be?
- How many main rooms in total?
I find myself making levels too astronomically long, too needlessly packed with combat, I want to get a better understanding from more viewpoints of how to ease newer people in and make more accessible levels.
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-I've always liked initial levels (MAP01s) that have less than 50 enemies - as more of a 'taster' before the main meat of the WAD.
-I would say most MAP01s I've played have been sub-5 minutes - depends on what you're going for though, if your levels later are VERY long, then a longer MAP01 might suit you better.
-IDK, 1 or 2 secrets would probably suffice, IMO.
-Nothing too crazy, I don't think, but then again, if your later levels are tough, you might want to introduce more enemy varieties than just your usual zombiemen, sergeants, imps, and pinkies. Sometimes introducing the more complex enemies early works.
-I wouldn't say much more than 4-6 rooms, most MAP01s should probably be small-ish, I like to look at MAP01s as an appetizer, so something small and dainty before the tougher stuff.
Take what I say w/ a grain of salt, I'm like 90% a multiplayer guy, but when I play singleplayer stuff, the above is what I tend to see most often. 100% up to you what works of course, all depends mainly on the size and style of the later maps, I think!
Looking forward to whatever you end up making down the road!:)
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God damn it
Not sure what the issue is, either I've made this too complex or there is one sector monging everything up.
Either way, classic render outright bombs out.-
Answer: Too complex, even for PsyDoom.
Solution: Split into 2 maps
Gonna have to redesign my original vision for this level and cut it in half. Got to be careful to not exceed the limit on this half too.
Might make it a boss level, to compensate. -
That's interesting. Gotta let @intacowetrust know about it, I guess?
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In that case, here is the broken version for examination and tinkering
BUNKERbusted.zip
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I know status updates don't entirely work, but I ain't got nowhere else to post this shiiieeet
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Yeah, we back, we so back.
Got internet again, no more garbage mobile data.
Made this:
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Quick test render of something I'm doing:
SpoilerHas a lot of stuff to do before it is done.
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The easier starting section geometry is done.
SpoilerNow to just make the gameplay.
Then I will need to learn how to make custom melee weapons and enemies for the modded ZDoom version I want to release alongside the Boom version. Should be fun. -
I think that the starting area is too intense for the gameplay I had planned for it, I think I'll add an additional starting area to ease the player into the map for a more friendly start instead of throwing them in the deep end (I want people to enjoy themselves).
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Yo dude, just checking out your PFP and that's a pretty sick Nurgle mini you got there (not as familiar with chaos, Motarion?), you got a page you post your stuff too at all.
(Like an Instagram or anything?) -
Aight, thought I'd ease back into my Eldar
SpoilerPicked something unnecessarily difficult and as such it's a bit sloppy (please do not look at the gems/Soulstones), very happy with the cyclops eye though.
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I want to get the Quake editor up on the go but I am so painfully mid at 3D mapping that I hate to even look at the editor. I get so frustrated at my lack of skill when it comes to making 3D environments but I so want to do it.
Enough self pity, improvement:
Do you fellas know of any good starting points I can use to help myself improve making levels in 3D?
Anything, tutorials, advice, methods of research, documents ect, any and all. I don't expect to get good overnight, over a week, maybe even months.
Thank you.
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I think the best way to learn it fast is by watching videos (or livestreams) of other Quake mappers while they map.
I'm not shure how different Quake mapping is to Doom mapping but I think Mapping in UDMF format in Doom can give you a good feeling for 3d leveldesign aswell, as you can mess with 3d floors and other effects.
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So, anyone here want to privately test the PsyDoom wad for me before I release it?
Not sure about the gameplay, anyone willing to hand out some feedback?It's final Doom, because of course it is.
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The layout and progression has been laid out and finished, now just to add extra areas then add gameplay and we should be sorted.
Saying that, the exit is just a switch at the end of a corridor, now I can make a final fight/arena but I am worried about it overstaying it's welcome (like a lot of my things do).
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I'm never finishing anything ever, I swear to Helm you can thank Baldur's Gate 3 for that.
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So, funny story.
A """journalist""" decides to make a "best 90's FPS" list, he decides to use AI for it and doesn't actually look at the list the AI produces.
Forbes Corporate Warrior, worthless shovelware from the 90's nobody played, currently has 2 5/5 reviews on an Abandonware website and ONLY those reviews exist.
AI thinks Forbes Corporate Warrior as the best 90's FPS game (literally perfect score), """author""" doesn't check it and just fucking posts it to GameRant's official Facebook.
SpoilerAs you can see the list and ranking is incredible, really sink that in fellas.
God I fucking love AI, God I fucking love inept media.
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Spoiler
Been learning the DNF2001 editor by recreating an old Doom map in it, got the main shapes down but Christ that editor is super clunky to use, definitely a product of 2001.
When I learn more about it I hope to use it a bit more, hopefully I learn to streamline it, at the moment I don't expect to be joining the Restoration Team any time soon but I think I'll be able to at the very least do some map conversions (those being conversions of my own stuff, they're basic enough to be easily ported to DNF 01).
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Spoiler
Coming to a Playstation near you this winter! (probably)
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I fucking hate modern interpretations of 90's and 80's action movies/games.
It's always ironic and a parody, without fail, the appeal and magic of gratuitous action and macho bullshit just gets lost when it isn't played deadpan seriously, the charm is almost always lost.
The old films aren't cheesy because they were designed to be so, they're cheesy because they were designed to be as unironically badass as possible in the eyes of the director which produced something completely serious but so completely unaware of how goofy it ultimately was.
It's a lot like the whole old DeviantArt OC thing, they were hilarious because they were a genuine effort by someone to make their badass Sonic oc and were innocently unaware of how silly it was. However the fake OC's where everything is exaggerated are no where near as funny despite being an actual joke.
Maybe irony ruined everything, which is ironic given my reliance on irony in my own humour. Maybe I'm just sick of irony, maybe I'm just an old man who knows.
I wish someone would make something just straight faced with no shame guns blasting like Commando or Hard Boiled.
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Maybe irony ruined everything, which is ironic given my reliance on irony in my own humour. Maybe I'm just sick of irony, maybe I'm just an old man who knows.
I can definitely attest to my own growing dissatisfaction with the impenetrably-thick layers of irony the cultural zeitgeist appears to be wallowing in these days. In general I feel like being facetious, sarcastic or tongue-in-cheek can be fun here and there and I do it a fair bit, but when that's ALL there seems to be anymore, the utter dearth of anything earnest be it in art, media or something simple as a conversation with another person can feel tiresome and bleak. My friend DryChris wrote a very thought-provoking piece on this phenomenon a couple of months ago.
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@Biodegradable That was a good read actually, I was mulling over it for the entirety of my shift at work today.
Maybe I'm just a bit behind but also it is good to see it isn't just a "one guy" kind of thing I'm feeling here.
Thanks for the link, sorry for the late response I was at work.
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