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Everything posted by rodster
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Where do you go to find help with mapping issues?
rodster replied to Major Arlene's topic in Doom Editing Help
I didn't make much maps, but here is how I proceeded: 1.) I watched a couple of tutorials on the Webpage of DoomBuilder2 2.) I heard from Cosmic13 to use GZDoomBuilder2, so at some point I got used to GZDoomBuilder2 3.) For scripting questions I just asked Krawa for help. I tried to learn from the Wiki but I couldn't understand anything from there. 4.) When I saw something nice in another map, I just opened it up in GZDoomBuilder2 and tried to realize how the mapper did it. 5.) Not there yet, but I would just ask other mappers for help when I get stuck again. It's probably the easiest and best way, because trying to understand something from a Wiki page is like trying to learn from a script that your Professor gave you..... it's dry and has too much unnecessary stuff in it and it usually contains only the most basic examples, which isn't helpfull at all. Videos (with comments) are fine, too. -
Slaughterfest 3 [Beta_C released, 05/08/2017]
rodster replied to Ribbiks's topic in Map Releases & Development
*shamelessly bumping* soooo, any release date for the final Version? I don't want to pressure or anything, I just love the Slaughterfest series and would love if this gets a final release version. -
Permabans? I think stuff like spambots should get instant permabans for sure, thankfully I have never seen spambots here :) (or they just didn't survive long enough for me to take notice). From my point of view, permabans are inevitable at some point. Usually a sincere apology is enough to get rid of a ban.
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Well, that went strangely fast, did I rush too much? @Eris Falling I died on Map01 :'( xD Category 1 - Blind run: rodster_oscillation.zip
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Begging or Commisioning; a question of unethical practice of modding.
rodster replied to R1ck's topic in Everything Else
What about those fancy start-up companies which we nevear hear of again? :D -
First pistol shot is always a 100% accurate shot.
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The DWIronman League dies to: End Game & End Point
rodster replied to Alfonzo's topic in WAD Discussion
Endpoint had too many "right behind the door traps filled with a chaingunner" for my taste :D:D Here are my runs. I died on both at about map04 to map05. ironman_rodster_endme.zip -
i just gotta ask, where is your profile pic from? It looks cool!
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A new trick discovery: zero press!
rodster replied to ZeroMaster010's topic in Other Demos & Discussion
Does the complevel matter? I mean does this work in all complevels? -
Will current-gen graphics eventually be nostalgic?
rodster replied to Koko Ricky's topic in Everything Else
Yes! I look at it this way. A couple of years ago (well more than 10 years) Gran Turismo 2 looked extremely good to me, but if I play it now I only see pixels. This happened with pretty much every old game I played. Back in the day we were all like "Wow man! Look at those awesome graphics!". We give the very same reactions with today's games but I believe that in a couple of years we will say again "Were these old games really that pixelated? They looked very realistic back in time". Another example; I watched an F12010 gameplay video and then a F12016 gameplay video. When I first saw F12010 back in the year 2009/2010 I thought to myself "Wow, they did a good job on the graphics!", now I'm just wondering how they are still improving, there is a positively notable difference between F12010 all throughout to F12016. Afterall, even a simple photo has no chance against our eyes. To make a good photo you always have to consider stuff like light, lense quality etc... I see it the same way with creating a virtual environment. It will always be different. All of this shows clearly to me that we will never be able to create something perfect, instead we will improve on what we build before. But this is kinda offtopic now. -
About the shotgun thing; it's a badass weapon. :D But that topic reminded me of some futuristic movies (e.g. Elysium) which use Assembler as a programming language for seemingly complex programs, but this is rather offtopic. :D
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For testing purposes, I would rocket-face myself and keep vodoo at a safe distance. I believe in this case I would have less than 100hp and vodoo would have still 100hp. :thinking:
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High Noon Drifter <3
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Cacodemon - Tomato Pain Elemental - Potato (not my idea though)
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In the first time you played E1M1, where did you go first?
rodster replied to MTF Sergeant's topic in Doom General Discussion
I don't remember it that well. But I remember recognizing the "Blue Carpet" as Water until I watched the interview with Jon Romero, in which he evaluated his own maps. :D It just wouldn't make sense to me: "why is there water in the middle of the room?" :D But I didn't mind much, I just progressed with the game. -
I think, I died on map04 with about 32:17 minutes playing. fda_osiris_rodster.zip
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Skulldash Expansion - RELEASE DATE ANNOUNCED
rodster replied to Dragonfly's topic in Map Releases & Development
Saw this on stream :D Gonna try it out when released, looks awesome. -
Best/worst map in Doom II
rodster replied to superchargecacodemons800's topic in Doom General Discussion
Best: Map 11 "'O' of Destruction", it looked really cool with the green surroundings and red Cacodemons flying around. Worst: Map 09 "The Pit", because I couldn't beat it on UV difficulty as a child :D My brother did beat that map for me haha :) -
I played this with Brutal Doom and on Realism Mode difficulty (I just like the fact that I can kill monsters with a few shots on this difficulty :D ). I liked this WAD a lot! I would love to see the finished version of it :) A few things I have noticed:
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Looks great from the screenshots, gonna try it if i find some time.
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Finish TNT as well and then go for Plutonia 2 :) After that check out Hell Revealed 1 and Hell Revealed 2. Then Slaughterfest 2011 and Slaughterfest 2012 and as climax Chillax.
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If you are in GZDoomBuilder and in "3D Mode" (I can't remember the proper name for it sorry) you can place your cursor for example one the door and press 'a' or 'shift+a', the program will try to automatically align the textures. In somecase you might still have to play with the values, just like pcorf shows in his post. The map is fine, except the misalligned door textures :D Would like to see more.
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First-try Demo Contest #17 (September 2, 14:00 UTC)
rodster replied to cybermind's topic in Speed Demo Submissions
I'm in. EDIT: I can't. :( EDIT2: Maybe can, no idea. -
@bzzrak Thank you! :)