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Jayextee

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Posts posted by Jayextee


  1. 50 minutes ago, blueyosh43 said:

    What difference does it make if someone is learning with stock door texture A or unofficial door texture B? 


    Focus, mainly. Learn to make a map, just one map, and then worry about fucking around with textures. I knew this'd be a hot take.

     

    30 minutes ago, Fonze said:

    why would you actively try to make things harder for newcomers?


    LOL, trying to get newcomers to focus on one thing at a time, actually potentially making things easier for them! It's perhaps not an approach fit for everyone, but I can imagine a non-zero amount of people who may've been put off making their dream DOOM mod ever because they didn't realise that the texture has to be separate images added to the PNAMES and then then stitched together in the texture editor, etc, whatever. There's even a litany of newbie mistakes that come with texture pack usage as well, e.g. copying the whole pack into their WAD when they've used about three of hundreds, etc.

    And with this I draw attention to the OP, emphasis mine:

     

    3 hours ago, Rykzeon said:

    Hello, what are popular texture packs for custom wads that every new mapper should download?


    There's literally no such thing. Textures are textures. DOOM1/2's got a whole bunch and if you're new, they're good enough. They do the job whilst you're learning. Learn to walk before trying to sprint.


  2. Playing the WAD is only half the experience, you gotta then take to the Internet; usually these very forums, but YouTube comment sections will suffice in a pinch; and complain about the secrets, or that UV was very hard and made you feel inadequate.


  3. 2 minutes ago, QuaketallicA said:

    The same game was already there. You can see Powerslave sells for $5, with the newer Powerslave Exhumed at $15. Unless you're enough of a hardcore fan of this obscure title to care about the minute differences which existed between different versions, in which case I think the newer one includes the console variation.


    My sweet summer child, they are not the same game.


  4. On 3/16/2024 at 9:15 AM, QuaketallicA said:

    I just am in general sick or tired of the attitude in mainstream culture today to remaster every possible thing that was ever successful at some point for more money.


    With a lot of Nightdive's output though, it's been a case of "want to run this thing on modern hardware at all? LOL YOU'RE SHIT OUTTA LUCK BUD" until they came along. Whether or not DOOM64 or Powerslave Exhumed (to name two of ND's games I bought) were 'lazy' or even 'cash grabs' (and I believe they were neither), the fact is that they allowed me to play games I couldn't before; in any official/legitimate capacity that is.


  5. 7 hours ago, Xaser said:

    Ammo starvation is a legitimate tactic...

     

    ...on UV, at least. ;)


    This. So hard. I'm probably a pain in the ass for resource-starvation on UV. Intentionally so. You find yourself without enough to continue? Coulda played smarter -- believe me when I say I test my maps on all difficulties. I don't run out of ammo, and if I did at some point during mapping/testing I'd add a cache somewhere to balance things out.

    I give excess resources on skill 1/2, ample on skill 3, 'enough' on skill 4/5.


  6. I've never made UV the intended experience in my maps if I'm honest. It's usually "what I originally envisaged, but with added annoyances". This goes as far back as Murderous Intent back in 2001, in which I renamed the skill levels to reflect this.


  7. re: DOOM 'tourism'.

    I'm not against it. I don't know whether simply wandering around a locale would hold my attention, but in a bigger picture I think a little of it serves purpose.

    There have been certain mapsets I've played (Eviternity 1/2, BtSX, some others) that have offered combatless reprieves in some beautiful locales where there's time to just take in the vistas and, importantly, have a breather after a session of hard 'n' heavy monster shooting. IMO they're amazing for rhythm and pacing, too -- the rest period they offer being the remedy to my easily burned-out attention span. There's absolutely nothing wrong with making an amazing-looking map/hub/section of a map with nothing to shoot. DOOM may have originally been conceived as a combat-focused game, but that's not all the game's mechanics and systems can offer.


  8. The way I do difficulty is, well, kinda I just design the map first with the sort of fights I want to see. Tight circle-strafe a baron on a precarious ledge whilst a swarm of cacos come in from all sides? K, got it. That kinda thing.

    Then I'll see if it's possible, and what ammo/health I need in the encounter's general area to ensure this. Good, gotcha.

    Next is the bit where I consider my 'default' difficulty of HMP: if things seem about-right for me, I'll put an extra enemy or two in 'annoying places' to get in the way and disrupt the fight. If there's That One Enemy™ keeps killing me or being a general nuisance, I'll flag for UV only. I'll also feel out a general (or estimated) aggregate average of my stats after said encounter for any ITYTD/HNTR additional health or ammo. Will test on all of these settings to make sure it's (a) still possible and (b) feels 'right' to me.

    Then I'll consider if the fight would be made a touch more fun to breeze through with something additional I hadn't planned for the encounter (radsuit? blursphere? maybe even early access to a weapon usually found a bit later?) and then stick it somewhere in a secret in either an obscure-ish corner of the current area or an adjacent/close one. Importantly, I made sure the entire shebang was possible without this boon I just gave. Secrets are in no way mandatory, and I map for this.

     

    Spoiler

    This is of course, notwithstanding that I removed type-9 sector effects on secret areas in a recent WAD of mine, asked people not to get on my case about it, then pulled the WAD when they did anyway. Ho hum.

     

    Also on some occasions I'll move keys around to be easier to access on ITYTD/HNTR and a little more awkward on UV. Even if just a small change, it makes the difficulties kinda unique in their own ways IMO.


  9. Oh man, I've got a ton. Old games made in AMOS on Commodore Amiga (plus Acorn Archimedes stuff made back at school) as well as music and art made on computers I no longer have.

    DOOMwise; Murderous Intent 2 (although a demo version I distributed privately has made its way back to me), a Quake-textured mapset I started when burned out, plus the beginnings of a very promising Exhumed/Powerslave TC for an old, old version of EDGE.

    I've got some stuff now that's not likely to be released in any form, some I can't talk about, as well. And then there's my DOOM 30th Anniversary project which I couldn't care less if it mysteriously vanished off my HDD after I pulled RC1. Fucking cursed.

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