Jump to content
Search In
  • More options...
Find results that contain...
Find results in...

Tuxlar

Members
  • Content count

    193
  • Joined

  • Last visited

Everything posted by Tuxlar

  1. Tuxlar

    Minimalist Challenge

    I didn't think it THAT hard to understand, but I agree it's not in the spirit of minimalism. That said, I also agree there might not be enough iwad choices for functional textures... I think the correct answer is to retract the rule, for the time being, and simply use SCIENCE to discern what creative options exist with the 96-constraint! The center 2s line along the corridor would break current constraints, I believe.
  2. Tuxlar

    Minimalist Challenge

    I'd prefer you not, if you can at all find ways to make it work. I'll understand if you don't want to be stuck using cropped textures, 16 x-offset BIGDOOR1 or BIGDOOR5, or SUPPORTX textures, however. On that note, I'm considering allowing custom TEXTURES, as long as they do not use custom patches. For now, though, focus on the layout and gameplay, and see what you can come up with! Edit: Custom textures allowed. Go wild! Edit 2: Retracted. Let's see how far we can go without, first.
  3. Tuxlar

    Minimalist Challenge

    At least 1. If I'm not mistaken, you can form unlimited 192x192 square rooms this way.
  4. Tuxlar

    Minimalist Challenge

    Vanilla only, for now. Let's stick to being 'minimalist' in all respects, to start. We'll see! For science!
  5. Tuxlar

    Effort, quality and reception.

    If you're mapping for any other reason than personal enrichment/fun, either you should already know with certainty that you're going to turn heads, be getting paid, or else you should instead spend that effort looking for more gainful opportunities elsewhere.
  6. That is, I'm trying to think of a way to make a 'playlist' of maps from different map sets to be played in a sequence (preset or shuffled) without actually physically arranging the maps them into a new, separate wad. Since not all map sets can simply be loaded together due to map slot conflicts and overriding resources, some form of hot swapping would likely be involved. What are my options for this (via. ports or otherwise)? Bonus points if specific maps could be forced into pistol starts, set to a given skill/gameplay mode, loaded with other specific resource wads, etc.
  7. Edit: Never mind. Looking into options now.
  8. Yeah, I even tried re-assigning the graphics for the skill settings accordingly in a previous map that did that, but I guess people use .bat files or something and play maps with '-skill 4' unthinkingly. I'm almost tempted (for my boom maps) to put the skill select in-game, somehow. I'll be looking into zdoom custom challenge modes at some point, but I don't think I'm quite ready to venture into zdoom mapping with so much vanilla/boom practice still needed. Edit: v1.2 - Various minor balance and cosmetic tweaks.
  9. Exactly as it implies. Shifting down the skill options and using skill 4 as a challenge mode, rather than the usual UV.
  10. I originally had that archvile able to run in to assist him, but I decided the PEs were a better substitute to decorate the arena with splash-damage-in-your-face makers. To a competent player, most of this is trivial, still. Yeah, you clearly worked the infighting quite well. I have to resist the temptation to see this as a map flaw, though, and consider balance for players more direct playstyles. This map would be a good use of the 'super-uv' mode I mentioned a while back. Aw. It looked like you were having so much fun in there. :(
  11. For better or worse, here it is. Theme is vaguely aquaduct, but ended up more like a hydroelectric plant, if you ask me. Should be beatable (skill 4 only), but I'm pretty sure it's not well balanced. name: Aych Two Oh theme: Aquaduct format: boom music: E1M7 Heretic time: 2 hours Enjoy!
  12. Ammo is tight, but it's definitely beatable without plasma on UV. However, I agree the archviles could upset the balance in some situations, so I'll try to accommodate that.
  13. v1.1 - Fixed several bugs, particularly for vanilla-compatibility. - Small tweaks to balance. Haha. Nice.
  14. Ah, thanks a bunch. Will fix shortly.
  15. Hey man, really appreciate it! I might just try making a multi-map vanilla set, when I get more free time.
  16. Tuxlar

    Community chest 5 start off?

    Aren't most megawads lately more-or-less community chests in their own right?
  17. Tuxlar

    The /newstuff Chronicles #458

    You have to use html. The equivalent is <s></s>, expectedly.
  18. Tuxlar

    Has Doom become... Boring?

    What's with the thread title, by the way? This shows up pretty cynically in the forum list, at a glance.
  19. Tuxlar

    Has Doom become... Boring?

    If it's boring, you're playing the wrong wads.
  20. Just felt like saying that. If you're lazy, I imagine just doing reviews like I (now) do ought to suffice:Make the review for players to decide if they'll want to play or not. Most players only care about some kind of numeric rating, but to be reasonably definitive, you'll want to assume some players will be looking for more specifics (not just 'genre'). For example, mentioning instances of 'slaughter' encounters, complex puzzles, extensive non-linearity, long play duration, balance issues, general annoyances (frequent claustrophobia, dark sector use, dickish hitscanners, etc.), among other relevant gameplay mechanics. Otherwise, authors can and should get more specific feedback by other means. Don't fuss over individual maps of multi-map sets. As an author, if you want the individual attention for a map, make it outstanding, or release it individually. Map sets get played more in general, so that much at least will balance out. As a reviewer, you're not here to document each nook and cranny. Don't write a highschool essay. Get the point across, move on. Try to at least complete the wad once, unless it becomes unplayable. Don't let one small part of a map decide your opinion of the whole. You can get away with a review-worthy impression without going UV max, but you should at least tried to fully traverse the map along its intended path. Take lots of screenshots as you go. Filter later. Try to prioritize getting screenshots that convey as much information as you can about notable instances of architecture and/or encounters. Alternatively, use screenshots to emphasize highly notable, specific elements (grand set pieces, spectacular HOMs, etc.). Don't flatter poor wads with many screenshots of their good side, don't bog down great wads with many mundane screenshots. Try to keep the quantity in proportion with the wad's overall quality, as well. Don't assume there's a definitive concept of 'standard' visuals, 'standard' gameplay, etc. This was a mistake I made earlier. You're judging these things subjectively no matter what. Just say what was or wasn't remarkable to you, and hope your opinion is in line with most others'. If you must, compare elements against the original iwads as your 'standard', when applicable (i.e. duration, difficulty, degree of "detailing", etc.). Wherever you can, without being too broad, use general words to encapsulate elements of the experience; not long, descriptive sentences. Be a bit more specific than simply defining an overarching 'genre', but not specific enough to tell stories. If the wad is hard to pin down with generalizations, but doesn't seem worth elaborating in detail (for the primary purpose of the review, as stated), you can simply indicate as such, instead. You're not here to 'sell' or 'condemn' the wad in question. Unless it's exceptionally good/bad, simply conveying the basic, raw information should be enough. Whether or not it's a venerable-but-dated 90s wad, a recent release by a notable mapper, or else a complete joke wad, treat it as if you're a clueless newcomer just trying to decide on something to play.
  21. Careful, sensibility is not the same as sensibilities, or even *a* sensibility. Sorry if that sounds weird. That is, an ability to have senses (sensibility, or just plain 'sense' I guess) is different from already having specific senses (sensibilities, or maybe also 'sensitivities'), which can indeed lead you to misunderstandings.
  22. Sensibilities can be both means and obstacle to understanding. If you can't tell these apart, maybe sticking with a safe minimum is best, if getting a job done is most important. I guess it's unfair to call them 'for the weak', though.
  23. Tuxlar

    Dig It (v1.0)

    Edit: Experimental crap cleanup.
×