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Jayextee

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Posts posted by Jayextee


  1. I try not to think of death. It gives me a panic attack almost every time I do; as I'm not religious and don't believe in any kind of afterlife, the idea of just not-being freaks me out immensely; it'll be as if I never existed at all, every memory I ever had gone, every thought I could've had rendered as nothingness -- I will know nothing of what will be after, and nothing of my life as it happened, just as I knew nothing before. Myself, as I know them, and the universe around me, will be as if they never existed.

    I need a hug and perhaps some immortality serum.


  2. Adding to the words of Capellan and Ryath here, I'm gonna pop in and say that 2s linedefs are your friend here in a way you wouldn't have previously imagined. Align the heights of your sectors well enough and two-sided line becomes a wall for two rooms; as long as one of them occupies the floor/ceiling space of another, you're good to go. Of course, such a difference in heights and a wish to conserve lines means that you may be leaning in lifts rather than stairs for traversal.

    If I may be so bold, my own 900 Deep in the Dead is a good study for this kind of mapping limitation; some of the ways I've played around with linedef economy include E1M5's dynamically-changing layout, E1M6's "elevator hub" design and whatever ritual sacrifice I employed to get the wonderfully-nonlinear E1M7 working (I'm kidding, of course, but it is very much the summation of all the tricks I'd picked up from making a bunch of 100-line maps up until that point).

    This being said, it is excellent to see another mapper rising to the challenge of this format. Great work!


  3. Most recently-released? DOOM Eternal.

    However, I was out at a gaming café for some food today to give my partner some quiet time in the apartment, and finished four games on a mini Megadrive clone whilst I was there; Kid Chameleon, Sonic the Hedgehog, Sonic the Hedgehog 2, and Dr. Robotnik's Mean Bean Machine.


  4. "The reason Samurai Showdown [sic] has all these things Samurai Shodown has always had, is because of a game that arrived after Samurai Shodown had already four games (and a badly-received 3D experiment) released did them; in a different fashion"

    The level of delusion here checks out. Let us not forget that the neutral game has been a thing in FGs since the original release of Street Fighter II in 1991 at least.

     

    But also, fuck Nintendo.


  5. Oooh, I'll bite in an area in which I have a little experience!

    100 Lines
    Incredibly limiting but enough to get a reasonable size of map out of with some clever linedef economy. Detail? Nah, mate. It's a mug's game.

    300 Lines
    Probably not so limiting, but still a great way to keep maps to coffee-break size without too much visual 'clutter'.
    400 Lines
    Honestly, I think this is the perfect linedef limit if you want to enforce a pre-sourceport 'feel' to your maps. Enough there to make a nicely-sized map but spend a few linedefs here and there on some details for flavour.
    404 Lines
    Error: Opinion Not Found!
    486 Lines
    E1M1 innit.
    666 Lines
    Community project when?

    As a bonus;

    50 Lines
    Sounds like utter sadism. You want superfuckingturbo microslaughter? Yo.
    69 Lines
    Nice.


  6. I'm halfway through Dissolution of Eternity and am sick to the back teeth of switching my weapon back to the one I had selected because the game decided to switch to the new weapon (or ammo for a previously-empty type) that I just grabbed. Can we get an option for that?


  7. 1 minute ago, aletaster said:

    should have worded it better, vanilla resources and classic style maps with funky twists.


    I gathered, but it's a growing bone of contention of mine when I see something labelled as 'vanilla' with detail levels I can smell VPO or HOM in just looking at them; this is from the POV of someone who does map for vanilla-compatibility mind you. :)

    I will reiterate the interest in your E2 replacement though. It's my least-favourite episode of the original three, so reimaginings are always welcome in my eyes. :)


  8. 3 hours ago, aletaster said:

    The idea behind this project came to me about a week ago when I forced my friend to play The Ultimate Doom for the first time. He constantly commented how ugly E2 was compared to E1, so I took matters into my own hands, and started creating a "better" E2. Better is in quotes because I love the original E2 and this is just my take on the episode. The maps are not remade, but replaced with new concepts. There are probably a thousand projects like this, but who cares? This is if I did E2, my E2. 

     

    This was very similar to the overall thought process of why I made The Becoming a couple of years back, as I too think E2 is an ugly episode in a few ways. Although judging from a review or two, the idea of a 'bridge' episode of transformation between the E1 and E3 styles didn't appeal to everyone; I nonetheless took that as an overall concept and ran with it.

     

    Looking forward to see where yours goes, even if that floor-lettering looks distinctly not vanilla as claimed. ;)


  9. Kinda worried how DotM is going to chug on my base PS4, given that I've had the occasional framedrop on both the default campaign and Scourge of Armagon (I'm slowly making my way through the lot).

    Ah well.

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