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Rook

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Everything posted by Rook

  1. Here are some screens for Sucker Punch 2.
  2. Rook

    Post your Doom video! [but don't quote video]

    Another video of one my maps, this time "Sand Trap" - my contribution to RAMP.
  3. Rook

    Post your Doom video! [but don't quote video]

    I made a commentary video for my map "By Inferno's Light", which is my contribution to the Doomworld Maximum Project 2021.
  4. Congratulations on releasing an excellent set SCF - I very much enjoyed this. It's easy to see where the inspiration from MSCP comes from, but you put your own spin on things and while that (otherwise great) mapset had a few dips in quality this one is quite consistent throughout. Great visuals from a thoughtful use of OTEX, as well - and I really appreciate how each map has its own distinct look. A strong recommendation from me, especially to anyone who enjoyed MSCP.
  5. Rook

    Doomworld Mega Project 2021 (18 maps)

    I'll contribute a map to this.
  6. Thanks for the additional comments and feedback everyone - I need to get one or two other things out of the way, then I will be making some final adjustments to this WAD and an idgames upload shortly.
  7. As an only moderately experienced mapper, for me Boom format is the happy medium between the fussy restrictiveness of vanilla and the excessive feature set of UDMF. I'm not particularly fond of advanced port features, so it makes no sense for me to use a format which incorporates a wealth of options I don't use, which clutter the editor UI. I sometimes worry that a perception that UDMF is the "default" format, especially for new mappers, can lead to a situation where people feel that learning and including advanced features like 3D floors is somehow mandatory. I wouldn't want to restrict the options available to new mappers, but I'd suggest that learning to map in something limit-removing, and then potentially pivoting to vanilla and/or UDMF on subsequent projects might make sense. To me it's easier to learn the fundamentals if you are freed from vanilla limits or any expectation of making grandiose, multi-level structures with slopes and coloured lighting - and it's the fundamentals which make for good maps.
  8. Rook

    All time favorite strategy games post

    Populous: The Beginning is superb and a game I will often recommend to people. It was very much ahead of its time in 1998 and was likely punished for that in terms of sales. I wrote a piece about it last year, trying to capture what I think is so unique and special about it. If you pick it up on GOG, you get an expansion with it which was very hard to get hold of for a long time. I'd also echo some of the comments about StarCraft II. To me it is really the definitive old-fashioned, "classic" RTS polished to near-perfection by Blizzard. I played it online extensively for a while, but the campaigns are also extremely good and worth playing. My one gripe with them is Blizzard's determination to constantly create urgency by imposing time limits of one kind or another - this is the reverse of the original, which tended to give players all the time in the world. Also last year, I finally got around to playing Company of Heroes and its expansions for the first time and thorougly enjoyed it. The level of realism is just right, and it modernised the RTS in ways which I think few (if any) developers picked up and ran with subsequently.
  9. Rook

    Best Single Map WADs

    Forsaken Overlook by Matt Tropiano is a very entertaining adventure-style map which deservedly won a 2013 Cacoward.
  10. Here is "By Inferno's Light" [DOWNLOAD v1], the map for this project I have been teasing on DW and on Twitter for a couple of weeks. It is a Boom format map and uses the UAC Ultra texture pack. While it isn't huge by any means, this is the largest map I have made by some margin. It aims to be non-linear and re-playable in that it has three possible start positions. All feedback much appreciated on this - particularly on difficulty, and balance between the different start positions.
  11. More progress on my map for DMP21.
  12. Vanguard's early maps (MAP01 to MAP05) are based around abandoned structures being reclaimed by nature.
  13. I'd be interested to see what you make of Sucker Punch 2 - nine maps, but they're small.
  14. Early WIP for a map for DMP21.
  15. I thought we were going to meet Bela Lugosi in this WAD and then I realised he was Hungarian, not Bulgarian - ho hum. This looks to be quite something. I'll be sure to boot it up.
  16. This project sounds promising - the uploader/compiler is very impressive. While I'm not quite in the newcomer bracket the brief is targeting, I hope to be able to contribute a map. Like KubaloBlackMT I've got a DMP21 map underway at the moment, but hopefully I can get to this next.
  17. I was delighted when I found out fairly recently that I have a Doom wiki page. When Sucker Punch 2 goes up on idgames, I will have 20 maps on the archive which is a nice milestone. Since 2015 I've got in and out of mapping, but I have a sense that I may stick around this time. We'll see.
  18. I've updated the OP with an update to the mapset, plus a link to my post-mortem article. Thanks again for the plays and comments so far.
  19. As I've just finished a project, I'll sign up for this and will most likely begin work on a map for it next. It'll be nice to be part of a community project again, for the first time since 2015.
  20. Rook

    YOUR SHORT REVIEW of a map/mapset you played?

    UAC Ultra (2010) by 40oz and Super Jamie [idgames] [wiki] (Boom format, linear, dark, 1x custom monster, sector boss, 11 maps, custom textures) UAC Ultra won a Cacoward back in 2010 and still stands up well today. I've played it a number of times, on this occasion using the Final Doomer mod with the Hellbound weapon set which is a good fit. It does show its age in its very linear design and relatively boxy geometry, but I keep coming back to it because of its straightforward, energetic gameplay. The texture set created specifically for the WAD is dark and grimy, and has enough variety to sustain itself over 11 maps. MAP07 and MAP10 are particularly good - the former introducing a new enemy, the "Haymaker". While I always wish there were more outdoor areas, and that 40oz and Super Jamie let us play with the big guns a bit more often, this is a personal favourite. Playable in something like 90 minutes, this is a good choice for a quick and modestly challenging blast. Screenshot (MAP09: "Counteraction Terminal")
  21. Thanks for the demos! Glad you enjoyed the WAD. Good spot! I will try to fix or at least mitigate this in the next version.
  22. Thanks for playing @BlipBlerp, @ScrappyMcDoogerton and @Arbys550 and I'm glad you enjoyed the maps. I'm noting down the errors you've noticed, which is a big help.
  23. No worries - thanks for a quick fix! I can recommend these tools to others. I'm not very used to command line utilities but these ones save a lot of time and hassle. I've run the new version of WTexport and the WAD now works correctly in GZDoom, PrBoom+, Doom Retro and Eternity. Now, to finish my maps...
  24. I've almost completed a nine-map set using OTEX 1.1, and am now looking into adding the textures I used into the WAD file which contains the map geometry. I've tried to use MTrop's WTexscan and WTexport utilities to do this, but it produces an error message. My input string is: wtexscan sckrpnch2.wad | wtexport OTEX_1.1.wad --base-wad doom2.wad --output \SP2tex --add Which produces the following output: C:\SP2Textures>wtexscan sckrpnch2.wad | wtexport OTEX_1.1.wad --base-wad doom2.wad --output \SP2tex --add Input texture/flat list: Scanning doom2.wad... Scanning TEXTUREx/PNAMES... 428 entries in TEXTURE1. 469 entries in PNAMES. Scanning patch entries... 475 patches. Scanning flat entries... 153 flats. Scanning texture namespace entries... 0 namespace textures. Scanning OTEX_1.1.wad... Scanning patch entries... 4042 patches. Scanning flat entries... 1309 flats. Scanning texture namespace entries... 0 namespace textures. Exception in thread "main" java.lang.NullPointerException at net.mtrop.doom.tools.WTExportMain$Context.scanWAD(WTExportMain.java:278) at net.mtrop.doom.tools.WTExportMain$Context.doTextureExtraction(WTExportMain.java:983) at net.mtrop.doom.tools.WTExportMain.call(WTExportMain.java:1447) at net.mtrop.doom.tools.WTExportMain.main(WTExportMain.java:1462) My guess at this point is that the problem is to do with OTEX's use of a TEXTURE2 lump. I presume other people have encountered this problem as OTEX and (I would guess) MTrop's utilities are widely used. Despite reading a number of tutorials I find texture management very confusing so would appreciate any tips on how to get these utilities to work in this case, or suggestions of an alternative approach.
  25. By using the latest version of the utilities above, I've successfully merged the textures that I used from OTEX into my WAD. However, I've encountered a crash when testing in Doom Retro and PrBoom+. I presume by these error messages that this has to do with switches; the WAD runs just fine in GZDoom and Eternity. Can anyone shed any light on this please?
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