-
Content count
2529 -
Joined
-
Last visited
Posts posted by roadworx
-
-
11 minutes ago, Edward850 said:An important limitation to note is the tools used for the time. A lot of the limitations older editors had directly affected how you could make maps, both in time and technical complexity. You couldn't simply draw sectors over other sectors, for example, you had to carefully build them inside out as no editor had that feature to just construct new sectors out of overlapping lines.
In a way, DOS is a vital tool to making a 90s wad.
not necessarily. down the drain captures 90s wads - specifically the less fondly remembered ones - almost perfectly. it can absolutely be done, you just have to know what you're doing.
besides, this is more of a vibe thing, y'know? you can make a map in deu, but it won't necessarily feel 90s because people had different sensibilities at the time. this is more about getting into their heads rather than what tools were used
-
i've always had this feeling whenever i've played wads styled after 90s maps where it never really feels like something from the 90s (with a few exceptions). by this, i don't mean in terms of gameplay, but instead in visuals and certain design choices. they never feel authentic, not even to the higher quality maps that came out of the 90s. i think that, if a mapper really wants to make a mapset feel authentically old, there has to be a lot more going into it than simply "less linedefs".
now, i myself am not really sure as to what exactly it is that gives the feeling of authenticity, but i've come up with some ideas. feel free to tell me i'm full of shit if you think i'm wrong about all of this.
- there were a lot of visual trends back then that a lot of throwback wads seem to gloss over. things like sector bars and curving staircases, for example, were pretty common sights back then. it's always felt like people were trying to make their maps seem more impressive by doing things like that.
- thematic inconsistency! while this wasnt the norm for all mapsets - icarus, eternal doom, and strain all have maps that are pretty thematically consistent - a lot of them weren't. that's not to say they were abstract messes ofc, but they switched themes and locations. whether that was because the author was trying to make a big adventure with lots of different places or threw a bunch of separate ideas into one map depends on what it is, but it's definitely something that was common.
- lots of moving parts. this is something you see a lot of in the higher quality 90s stuff: moving sectors. in dark covenant for example, i believe in map07 you drained a bunch of water to access lower sections of buildings. or in icarus map01, with the cross in the one room that turns upside down. or, in obituary and the troopers playground, where you constantly have raising staircases, lowering floors, etc. this is especially true with visual things, like icarus's aforementioned cross. it was like they were trying to be cinematic, in a way
- while this depended on the author (dark covenant has almost none of this for example), i feel like little optional areas were a bit more common back then as well. it seems like a lot of people took after doom 1's more exploratory nature back then.
lmk what you all think, because there's definitely more to this. or not, maybe i'm just wayyyy overthinking shit
this isn't an attack or criticism onf any mappers btw, i just obsess over minute details like this lol. i really value authenticity in my own maps, so this is partially so i can figure out what's what when it comes to this
-
yeah, you guys are looking waaaay too into this. chances are that code edward posted is the obfuscation decryption and the av results are false positives; hakros is a complete dipshit but i don't think he's that malicious. he wants clout more than anything else, not bitcoins mined from computers.
he's been dragged through the mud more than enough at this point, we don't need to go hurling unfounded accusations based entirely on suspicion.
-
who the hell is john romero? this is a thread for known people, not really obscure users that nobody knows about
-
i don't think that it's malware tbh. the reason for the obfuscation is probably because it has shitloads of stolen code lol
-
-
1 hour ago, Devalaous said:An alternative console command is 'buddha' which gives you a special god mode where your health wont fall below 1, so you get all the gameplay feedback of red pain flashes, grunts, face bloodying, picking up health kits etc, without the stress of losing minutes to hours of progress to a mistake; its a great way to revisit wads already conquered for a chill experience.
this is also very useful for playtesting if you're looking for how you should be balancing health/armor in a map. you could probably also use dsda's rewind for the same purposes, but i find that buddha allows me to figure out how spread out health and armor pickups should be and how many of them there need to be much easier, because instead of rewinding so you avoid damage, you can figure out how much damage someone is typically gonna be taking by how often you find yourself at 1%
-
-
-
On 3/5/2024 at 3:22 AM, Orchid87 said:What is it about Doom 1 level design that some people here love so much? Doom 1 is full of flat narrow halls.
doom 1 had a lot more exploration, much more interesting secrets, and the maps did feel a bit more dynamic with all the changing geometry
-
+1 for kmx; he's someone that a lot of newer people likely don't know about because he mostly wrote instead of mapped, but he was once a very prolific figure in the community. not only did he write for several cacowards, but he also maintained a very extensive blog with reviews for over 800 wads, both well-known and obscure, all of which are highly detailed and even go so far as to include screenshots and reviews of individual maps if there's multiple in a wad. it's a great resource, both for people looking for something to play as well as the mappers looking for insights into their favorite wads.
he also has a ton of old posts scattered around the forums that likely provide a lot of useful insights into level design and such
-
hi cadman!! welcome back :)
i've only ever heard of you from the older members before, but it's still really nice to see that you're back. i look forward to seeing what you'll be up to now that you've returned
-
i mean TeChNiCaLLy you can't put them directly into your wad, but at the same time, it's so commonly done that absolutely nobody will care if you do. dario casali isn't gonna bust down your door with a swat team behind his back because you yoinked some textures from a nearly 30y/o game - in fact, i doubt he, romero, carmack, or even any of the current id employees would so much as blink an eye.
there's zero point in not doing it, so go ahead. the community is at least partially built on ripping assets from games anyways
-
this is gonna sound bizarre, but i actually really like how the blue ones look; even the hud is strangely nice, at least with that color palette. i feel like you could make an interesting wad out of that.
-
what? no. there's a stat screen at the end to show you if you've gotten 100% in any of the categories or if you've beaten the par time, and we have demo sharing and dsda for everything else. why is it necessary to have a redundant popup telling you that you've done something when it's already showing you that you've done it?
-
-
yeah, listen to xaser. he knows what he's talking about.
with that being said, i'd like to claim mesozoic :)
-
6 minutes ago, rita remton said:never force the player to retrace the player's steps. for instance, the player enters a room through the door, then the player should exit the room not by the same door, but via another door or through the window.
nah, this isn't great advice. dead ends are fine as long as the branching path is either very short or you're repopulating the area behind the player, though even then there's exceptions to that. besides, they give a great opportunity to pressure the player with enemies coming in from behind :)
trying to make zero dead ends at all times, especially when you're starting out, is just gonna make things way more difficult than necessary
-
-
42 minutes ago, Kinetic said:ok well let's see how many people who mapped for this end up showing up in the comments of this thread
none
-
2 hours ago, Ravendesk said:If a wad at any point has more than 3 monsters in one room it's a slaughter wad.
¯\_(ツ)_/¯
it's a nebulous term. a lot of people do consider those wads slaughtery tho, even if i wouldn't specifically label them as "slaughterwads" myself
-
27 minutes ago, m8f said:Marked slaughtermaps in the spreadsheet. Top:
- Sunlust
- Sunder
- Hell Revealed II
- Resurgence
- Kama Sutra
- Stardate 20X6
- Deus Vult II
- Stardate 20X7
- Miasma
- Abandon
- Swim With the Whales
- Slaughterfest 2012
- Disturbia
- Chillax
- Haste
- Micro Slaughter Community Project
- Newgothic Movement 2
- Capybara
- Deus Vult
- Slaughterfest 2011
- Slaughterfest 3
- Rush
- Italo-Doom
- Combat Shock 2
- Newgothic - movement 1
- Holy Hell
- Death in Excess
- Dimensions
- No Chance
- Occula
- Dance on the Water
- NoReason's Speedmaps 2
- Okuplok Slaughter Map
- Phmlspd
- DOOM Barracks Zone (DBZone)
- Flotsam
- Gateway to Shangri-La
- The Egg of Human Endeavors
- Cosmogenesis
- Invasion UAC
- SlaughterMAX
- Toilet of the Gods
- Cryogenics
- Firefly
- Ice Rage
- World Orifice
- Azazel's Second Descent
- Combat Shock
- SQUARES
- The Mucus Empire
- The Slaughter Spectrum
Please let me know if I missed something or some maps aren't really slaughter.
hmm. it feels odd to lump stuff like kama sutra and resurgence in with sunder and flotsam, but if we're doing that, here's some notable omissions to the list:
- alien vendetta
- speed of doom
- h2h-xmas
- bloodstain
- plutonia 2
- scythe 2
- scythe
- going down
-
On 4/4/2024 at 2:22 PM, TheMagicMushroomMan said:I really don't think there is any reason for anyone to hate the guy (unless there's something I'm not aware of). The worst I can accuse him of is playing dumb and spreading misinformation about a video game in order to make some money (no idea how much) from his Youtube channel. It's hardly a crime against humanity, plus you can tell by listening to the guy and from the way he talks to people in general, that he's likely a humble, mellow person.
...
I've probably been a little too harsh about him sometimes in all honesty. But yeah, I don't even hate his channel, let alone the man himself. The videos can be stupid and incorrect in many ways, but he's not out to hurt anyone, he doesn't talk shit about people, just makes dumb videos full of misleading or falsified "facts" when he could do just as well without all that stuff.
as much as i like to shit on him and make it out like i want his head on a spike, even i can agree with this lol. he seems like a normal guy who, while definitely doing a shitty thing, is kinda just trying to make a living the easiest way he can. if that means stooping to the level of a tabloid, then so be it.
that being said, as long as he keeps pushing out awful, sensationalist content, i'm gonna continue to berate him for fun when the topic comes up for the millionth time :p
-
this isn't really a texture pack to be used for finished maps, but hamtex is something that i think might be really useful for a lot of people starting out. if you're like me and get bogged down texturing while you make the map, hamtex will pretty much force you to block things out first before going and texturing. it'll save you so, so much time
is it just me, or do 90s-styled wads not feel 90s at all a lot of the time?
in WAD Discussion
Posted · Edited by roadworx
what i'm talking about is stuff that's more shared across several different mappers of that period.
take the sector bars (i.e. solid bars as opposed to midtextures) for example. you can find them in the memento moris, requiem, the troopers playground, the darkening e1, there's even some in alien vendetta. it was the trendy thing to do it seems.
though, i do get what you mean. people take from specific things rather than looking at the era as a whole when replicating nails of that decade
imo, i think what sets 90s optional areas apart were that they were kinda more out of the way. they were their own little paths, i suppose. kinda like some of doom 1's optional stuff
also, that's another thing - railings! people really liked railings back then, heh.