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Albertoni

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Posts posted by Albertoni


  1. On 12/15/2023 at 10:39 PM, DoomGappy said:

    I am going to necro this because I cam across it by accident. Yes, this is accurate, I've been there and I was actually amazed to see that someone had made something like this. It made me want to do an update on this with more modern editing tools and also include other buildings in the campus. This topic is also interesting in general. 

     

    If you do, please remember to tag me when you release it


  2. On 3/15/2021 at 3:44 PM, UnknDoomer said:

    +/- The Given. Heard about that one, but didn't play. For now it's probably the closest thing in case for puzzles and ~ 1,5+ hours spending on them, but it's one huge map, not wad, same it's not cover narrative-contemplative component

     

    It has a story, but it's not told through words. The ending level has a cutscene.


  3. 5 minutes ago, dasho said:

    I need to make time move during all of the non-weapon-ready frames as well to keep hitscans from being as OP 

     

    My idea to solve this was simple. Take a hint from Brutal Doom and turn hitscans into very fast projectiles. Of course, then you have to figure a way to make them pass through decorations... Could be better, could be worse.

     

    I don't think that'd work in your case since, well, it'd be a port option and that would make things maybe too weird for a gameplay toggle. Sorry.


  4. To me what makes or breaks a jokewad is taking itself seriously. Actual serious effort aimed at entertainment being put into the WAD.

    Hell, to me the apex is when you cannot even tell if you're playing a joke or if you're supposed to take it seriously, as per my Philosodoom wad.

     

    I have been planning / developing a bunch of those, tbh, for example:

    • Ballet gameplay mod. Jumps and twirls and kicks and hops, causing damage and dodges and parries. Pink tutu is not optional.
    • Idle Doom 2: Idle Harder. Prestige mechanic along with a bunch of monsters from Realm667. If anyone has any idea on how to get system time in ZScript, so I can calculate offline gains, that'd make my life balancing it so much easier.
    • A map where I listen to the voices in my head to see if they agree that a room is well-designed or not, and also listen to their suggestions for new rooms, making something akin to Yume Nikki.
    • A map that's actually different every time you play it, comprised of about a hundred different rooms and corridors that are dynamically connected by portals when the map starts. Some combinations making it unbeatable is intentional.
    • Health is alcohol. The more HP you have, the more your aim wiggles and the more zig-zaggy you run. This has been hell to balance so far.
    • E1 of Doom 1, but the map is rotated. That is, instead of going north, you go up. Controls modified to play similarly to Descent. Mild performance problems because damn that's a lot of portals and 3d sectors.
    • A SuperHot clone. How to implement the slowdown, you ask? Still unsure if I should do it with A_SetTics or Decorate variables. As for projectiles, gotta go through all of them manually and multiply their speed, or at least I didn't find a better way.

    Disclaimer: Not all of those are real. At least half of those are lies for comical effect. One was a lie for comical effect and I actually liked it and might do it in the future. Tell your doctor if you've been to areas where certain types of fungal infections are common. In case of side effects, stop treatment immediately and seek medical assistance.


  5. Disclaimer: I was a beta tester.

     

    This wad is worth it just for the moment when you rip the modded gun out of... Well, where it is resting, so as to not to spoil much. That scripted scene, damn does it feel good.

     

    I don't want to say much because I never played anything quite like it, even if some parts do feel like mid 2000s ZDoom levels, but it's good stuff.


  6. 2 hours ago, Redead-ITA said:

    Oh boy, i remember the way the dev cycle for Nova 3 went actually.

    we started on the way the other Nova's went, with new mappers joining in doing maps and stuff (i was reeeaally new back then, with my recent entries being joy of mapping 4 or 5) it went ok untill after a while the project just went... vaporwave, so then @Albertoni (who provided me my map with feedback) eventually relaunch the project(Or at least i think he was him), along with a discord and got to work from there

     

    Definitely not me, no


  7. I won't say anything about the quality of the compositions as so far the whole topic has been about precisely that.

     

    What I will say however, is that in technical aspects, at the very least in 1995 we already had games using full blown sample-based music in their soundtracks. For example, In Pursuit of Greed.

     

    Better sounding, worse sounding, you judge. The only thing I'll say is that at least it played the same in all sound cards that supported this sort of samples.

     

     


  8. Waaaait, textures I made? Well then, guess I'll have to play it to figure out where it is, because I really don't remember making, or at least posting, a lot of textures lol

     

    Edit: Oh right, the textures I created for level 3 of Shrooms 1. I legit loved those. Brigadinha pelo momento de nostalgia <3

     

    Edit 2: Oh, you forgot two midis named 33 and 34 inside the wad. Nice songs, though.


  9. On 12/3/2021 at 10:59 PM, Spawn said:

    Decorate (and ACS), on the other hand, is finished and thus stable

     

    Yes but no. They're backwards compatible, that is, what worked on GZDoom 2 should work on GZDoom 4, unless you were exploiting a bug or something similar.

     

    For example, Idle Doom only works on ZDoom 2.4 onwards, as this thingy named User Variables was added at that point, and Idle Doom only exists because of it. So nothing (other than Graf) stops someone from adding some new feature to those two languages.


  10. If this was Boom-only, you could jerry-rig something with raise / lower to nearest floor / ceiling actions, and grabbing the key moves a sector in such a way that only after grabbing the key there's a height difference to move to.

     

    Since you're not limited to that, use ACS. It's way cleaner if you need to change it later.


  11. Nah man. If I wanted Ghost Recon, I'd play Ghost Recon. Don't mess with my fast reloadless shooting while I run laps around fireballs.

     

    11 hours ago, DEATH762 said:

    When you can outrun enemy fire, you just end up strafing and speeding around like a slot car. The common method of increasing the difficulty here is simply adding more monsters, but that only elicits a false sense of difficulty; you resort to running backwards and shooting, or "door-fighting".

    This is easily fixed by level design. You go and play Saturnine Chapel (or just watch a gameplay I guess), then tell me how many times you died on those one-on-one fights against default monsters.


  12. 11 hours ago, Andromeda said:

    I'm gonna pitch in with a more loosely translated one: AGPC9000 (Arma Grande para Caralho).

    Now that's a proper localization. Good job.

     

    On 10/26/2021 at 3:12 PM, Lol 6 said:

    That would be the literal translation, but in Spanish it doesn't sound quite right.

    Fair enough, I only have book-knowledge of Spanish, so my knowledge of cussing and swearing is very small.


  13. 1 hour ago, Noiser said:

    AGDP9000

    Arma Grande Da Porra? Makes sense I guess. Now that I stop to think about it, translating the F is actually pretty hard.

     

    1 hour ago, Berzerker said:

    I thought PUTA meant (Whore) or (Bitch)

    Yes, but in Spanish (and Portuguese) it can be used to emphasize something, like "puta delicioso" -> "fucking delicious"


  14. Map first, try to find a music later.

     

    I do have a pair of great midis waiting the right opportunity and mindset to make a good map for them, but eh. Feels weird to try and focus your creativity towards the feelings of a music, instead of letting things roll free. That's just me though.

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