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Fonze

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Everything posted by Fonze

  1. Fonze

    How many sides should a circular sector have?

    I think the number of lines doesn't matter so much as the visual distinction of doom's faux lighting on the orthogonal lines breaking the visual of a "circle" by implying that flat lines make it up. Other than that, idk how many people are gonna notice while playing a new map if a particular sector isn't perfectly round, or is some geometric shape that isn't exactly a circle. So that would be my take, but as with any art just make sure it looks good to you 😀
  2. Fonze

    so... putting actual music in wad.

    This would be my suggestion; just make a separate music wad with the copyrighted songs and only post the map/mod wad file without those songs. You can just state in the thread that your vision of the map is to be played with x song, and users can make that happen on their end if they value it too.
  3. Fonze

    Doom Pictures Thread 2023

    A screenie of a midtexture-y tree from a map I made before I joined dw. Kinda nostalgic looking back through old screenies; lots and lots of crate rooms lol
  4. Fonze

    Was the Pain Elemental a good idea?

    Pain elementals go great with a side of rockets! đŸ˜„đŸ’„â€ïžâ€ïž
  5. Fonze

    What is the appeal of the Evilution series

    Idk what concept really connects TNT to its derivatives but TNT was always my favorite of the iwads, in part for its large, expansive maps that are each memorable for their gimmicks and sights to be seen, and in part for it feeling like as much of a sequel to doom 2 as that was to doom 1. TNT felt like it pushed the boundaries on so many things and really set the imagination going for what could come next. I was def among those who thought wormhole was the coolest thing ever haha, but really most of the maps in TNT stand out to me among the big 'iwad map' list. I also tended to like the more forgiving and loose nature of TNT's combat to that of Plu, while at the same time being ramped up scenarios from what would have been found in doom 2. THT may not fit the mold as well as the other derivatives, as it was more a love letter to the previous archive maintainer, Ty Halderman, and as such several mappers took inspiration from eternal doom as well as TNT, since Ty made maps for both projects. THT was also originally a much smaller project and had very few restrictions on what mappers could and couldn't do; the only cohesive concept I remember to bind any of those maps to even each other in the same wad was just that they were tributes to Ty's work.
  6. Fonze

    Best use of potatoes

    Fry some potato chunks in a bit of olive oil in a skillet with some italian spices, garlic, etc đŸ€€đŸ€€ Among the poll options I'd have to pick au gratin; cant go wrong with pouring copious amounts of cheese onto things
  7. Fonze

    What Was Your Last Purchase?

    I bought a new bit of clothing for my cat in cat snack bar Her name is Faluffels and she is currently a bubble tea shop meownager đŸ„°
  8. I like them; they're very doomcute đŸ„° My only bit of constructive criticism would be to do with the way the baked in lighting of the texture tiles going up the tower. Not much you can do with that using the default iwad textures perhaps, but may be worth considering trying out a version of that texture or another texture without the harsh, contrasting baked in lighting. Also agreed with Tangra, a little light up top would be a neat touch 😀 I hope you make more of these and other midtexture fun stuffs! Was always something I enjoyed doing and it's fun to see what others come up with ❀
  9. Fonze

    What Chocolate is Best Chocolate?

    My choice for best đŸ€€đŸ€€đŸ«  I like that chocolate this dark doesn't interfere with the taste of other stuffs like drinks/etc (and I like this particular brand over others), but any chocolate is awesome to me
  10. I dont play much anymore so idk any recent wads to recommend, but I've played all types of wads on the phone (to varying degrees of success lol); I've even played cross-platform deathmatches against pc gamers on my touchscreen and had fun with all of them. Really it just comes down to what style of wad you like to play and how patient you are willing to be with touchscreen shenanigans and other learning pains along the way. The only wads I'd recommend staying away from are gzdoom, highly processor-intensive stuff that will lag your phone (note not all gzdoom maps, best to try each and see if it's playable). Other than that, maybe start with itytd for your favorite maps since the half damage will help stave off touchscreen sloppiness and the double ammo will keep you better equipped to handle what's in your way. Ultimately I think you'd be best off just searching for wads from artists who's style you like, or artists known for more chill maps if that in particular is what you're in to. Sorry to not contribute an actual list of wads, but I guess one fun little journey of a wad I can recommend is Violence by AD_79. A fun wad, not too hard but def has some teeth in some places and a very cool art style to it. Also, Jimmy makes a ton of maps, plus a few megawads at this point, and all of them translate well to the touchscreen. Happy fragging!
  11. Fonze

    Heretic... Actually pretty great.

    Lets not all forget the singular, most important thing heretic brought us over the dolums: the nauseating ability to look up and down until the world stretches and then you try to move and đŸ€ź
  12. Fonze

    What will be my legacy?

    Same as many others here, DWS is one of the sites that really got me into mapping as more than a quick, passing trend for doom, years before I joined DoomWorld. Your mapping has been influential in my learning process of mapping for doom and I'm sure the same for many others, and your work running DWS so long term is inspirational; it is a staple of doom much in the same way One Man Doom was(?) that I will be sad to see go away one day as time goes on and we all age. You're a great person Bob, it was nice writing for your site in the short term that I did. Sorry I stopped having the time to keep up with it; the length you have kept it going is astounding to me, but it is a memory I carry with me fondly and I'd like to thank you for the experience. Here's to hoping for many good years in front of us, and maybe a map or three from you sometime in the future 😉
  13. Fonze

    Hardest Experiences on I Am Too Young To Die

    Not entirely on the same page as the topic, but in a similar vein: more maps should flip the script on the uv-or-bust mindset and make their hardest difficulties itytd/hntr 😋
  14. Desculpe, eu nĂŁo falo portuguĂȘs, espero que o google tradutor me faça bem aqui lol. Sim, o Delta Touch executa a mesma versĂŁo do Zandronum que os PCs para que vocĂȘ possa jogar entre plataformas com usuĂĄrios de PC e com outros usuĂĄrios mĂłveis! VocĂȘ terĂĄ que se conectar com outras pessoas (pergunte no discord, aqui ou em outros lugares onde os doomers se reĂșnem) para obter os detalhes do servidor para ingressar e, em seguida, vocĂȘ deve ser definido. TambĂ©m tenho alguns vĂ­deos do youtube (em inglĂȘs, desculpe) de como se conectar a servidores usando delta touch se vocĂȘ pesquisar no meu youtube. Boa sorte e feliz fragging!
  15. Congrats on bringing all this work to bear; it's great to read that y'all are so close to release! Maybe I'll see y'all in a dm on these some time :)
  16. If anybody does this for the love of god don't doom it to p2p netcode by using zscript lol. That said, the hardest part to make I would think would be the minigames themselves. Other stuff may require some workarounds to be cleanly achieved but the minigames I think is where compromises may need to be made. Then again, mortal kombat was ported to zandronum and uses a setup which may work for the minigames so maybe that mod already has the answers to this. Final note, whodunit is a very fun game mode and captures the idea of among us with the gameplay and setup of doom.
  17. Fonze

    The 2020 Cacowards

    Congrats to all the winners! What an impressive body of work produced this year!
  18. I think a better example (at least in terms of the question about 3d floors) would be comparing doom to the inside of a small shed or a singular room in the real world based on the fact that it too doesn't have room over room. Or if fifa, madden, and the nba 2k games are all 2d because of the same reasoning 🙃
  19. Lmao I'm pretty sure he said that tongue-in-cheekily for humor as a parody of basically this exact argument from this thread, much like all the other humorous random memery going on in that video.
  20. Uhhh lol you sure about that? It may be a good idea to do research and ask questions before starting a debate, but definitely don't overtly lie mid-debate lol. Way to accept accountability for something nobody seriously cares about lol. People like the discussion, bumping this thread was not a bad thing, but maybe next time doing the smallest bit of research would go a long way heh, as would talking to people rather than at them, like when it was pointed out that Doom actually does calculate a z-axis and instead you stuck by your uninformed guns for a few more posts. Also, You do realize Doomkid isn't like the definitive, authoritative source of all knowledge on Doom rite? Why don't you take your own advice instead of acting super entitled and self-victimizing. Never once have you admitted you were wrong, why should anybody else owe you that courtesy? All you've done here is move your goalposts when proven to be wrong, but oh no you weren't actually wrong you just made assumptions (which turned out to be wrong) and you still stick by your guns on a point who's foundational pieces of logic and evidence are crumbling beneath you. Next time if you're gonna talk to a bunch of nerds who are probably fairly knowledgeable on the subject matter, approach things with an attitude of learning rather than debate, because you still have so much to learn.
  21. I like to think that imps just "throw harder" when their target is above them and "gravity" pulls projectiles down faster when their target is below.
  22. For my tastes on balancing my maps, I try to make UV something that I find fun under optimal conditions, such as mouse+kb. I should be able to beat each encounter consistently. For HMP I've done a few approaches, depending on how hard I think UV is and what exactly needs to be toned down (many options). I like to design HMP that I can beat it easily with just the keyboard or a controller, or not-so-easily with the touchscreen, but fundamentally the strategy to beat an HMP encounter vs a UV one is a bit less. For HNTR/ITYTD my goal is thinking about people who lack spatial awareness, who can't strafe well, and who'd find the original dooms tough on UV. There is some breathing room here with ITYTD being a good and viable option for people to play under, so some difficulty can be forgiven to smooth out the curve between HNTR and HMP. Type of map being built also influences the skill ceilings one may want to use. I like to design my maps that I can beat HNTR reliably on the touchscreen. Playing on touchscreen means a lot of silly mistakes will happen (sometimes it eats inputs or makes up its own lol, especially as ones hands get sweaty and the phone gets warmer), so this basically gives me a good way to gauge how my map will play to low skilled players. I love to read people's thoughts on stuff like this! My thoughts on a lot of stuff have changed over the years and I'm sure will continue to do so, so reading other people's thoughts on this gives great perspective.
  23. Fonze

    Discussion regarding death traps in maps...

    For every reason to not put in an inescapable pit or death trap into your map there will be somebody out there to note that there is no right or wrong answer in art. I do think that proper conveyance of any important idea in a map is important though; put a few dead marines in that pit and of course no supplies. My suggestion with this is to think about the player's end experience and what kind of map you're trying to make. Are you making a challenge map that gives no shits about its players? Then put in plenty of these because that's your artistic vision of your map and dont complain when people treat your stuff as "super hard," "unforgiving," and a "time sink." If you're not making a literal challenge map maybe ask yourself if it's possible for a player to fall into one of these after 30 minutes to an hour of not saving into the map and how that would make them feel when they could also just play any of the other thousands of wads that come out per year. Also keep in mind that your popularity is a large factor in what you can get away with: if people like you they'll play your map for that reason, and will also be more forgiving of your design decisions. If people dont know or dont care who you are then you're probably equally likely to find that they either dont finish the map or steer clear of your future works. People make a lot of points about mapping and playing for yourself on here but I think the more powerful goal is mapping and playing for your friends.
  24. I just found out about this yesterday while watching poo's latest mario maker 2 endless expert no skip video on youtube. From what I gather this guy stream sniped during a fall guys twitch rivals tournament. At least one of his teammates (grand poo bear) noticed and acknowledged it, but otherwise did nothing about it and thus at least the two of them, (though prolly their whole team) have been suspended from streaming on twitch for like a week or so and suspended from participating in twitch rivals tournaments for 6 months.
  25. Fonze

    iD please fix this mess

    Idk that this is gonna continue to be the case if the trend continues, especially the more that consoles become mini computers. The only thing consoles retain over pc's is the ability to not be upgraded, making things more simple for the end user. First, console prices are going way up and you can get a decent pc for the same price as a console; even laptops with a decent graphics card and mid-to-good-range gaming setup go for like 7-800 and the new ps5 isn't much cheaper than that. Beyond that, consoles don't play games at the same quality as pc's can, so you can't even compare the price of a console to that of a top end pc. Newer consoles also have problems with backwards compatibility, to the point that it has become a selling point for different models of new gen consoles, further increasing the price and/or necessitating having multiple consoles to play all the games one may want to play. I do still believe that consoles are generally cheaper now, but I also can't help but note that there are a lot of hidden costs finding their way into the console market, and that's never minding the online subscription per month costs. By the time the ps6 comes out console users will likely have spent more money on it than they would have on a similarly spec'd pc.
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