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Whymes5

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Everything posted by Whymes5

  1. Whymes5

    Scariest Doom Wad/Map?

    Hi there. I'm considering starting a horror-themed wad (or episode, for an upcoming project). Anyways, I'm just wondering what sorts of maps people find the most disturbing, and why. Clearly this topic has been posted before, but I think over time that people's opinions change. My vote obviously goes for Ghoul's Forest, but many people seem to think it's overrated, or cheap jump scare horror. If I had to pick one, it would be the first one, mostly because it seems a little more unbaked which I think adds to the vibe. I don't know. What do you think? Oh yeah, and I don't just mean aesthetics wise. I think certain gameplay can add to the intensity. I think one of the reasons Doom seemed so scary was due to the gameplay, that really was very hard and tense. Especially if you were new to the game.
  2. Whymes5

    VINESAUCE DOOM MAPPING CONTEST 2.

    Weird thing about the time limit is that sometimes Joel takes sidetracks to talk about various things instead of playing the wad (which isn't a bad thing really, sometimes it's about interesting stuff, but bad for a time limit on a contest). Seems like it could get into some weird territory there, either making Joel feel bad for not knowing whether the time limit settled on was followed faithfully enough or not. Not sure the time spent in the map on the minimap would be accurate. Honestly I'm having trouble thinking of a good way to even do it, even map size alone isn't the best way (e.g. limited to 1024x1024 pixels, obviously way bigger than that but as an example only) but it might be more fair than a time limit. But maybe there is another way not thought of yet. Best faith would also help things along, but since it is technically a contest still best to try to keep things as objective as possible... I think it is a bit of a conundrum for future contests.
  3. Whymes5

    VINESAUCE DOOM MAPPING CONTEST 2.

    I think he's basically encouraging releasing submissions on their own at this point, and a few already were released before they were streamed now anyway. Well, the only reason I do wish it was over was so that the submissions would be released so we can play them since they won't all be released individually by the authors. You know, I think he has been streaming them for about 8 months so far? Even at that long time, if the original amount of submissions was around 250 (some denied), that's still around 30 wads a month. Doable, but... not that crazy to see that it's still going on, only if it's been well over a year would it even start to get into bad territory. My point is that just by the nature of the competition there's not much reason to be annoyed, lol.
  4. Whymes5

    VINESAUCE DOOM MAPPING CONTEST 2.

    Dang, there's some mega saltiness in this thread. Mostly coming from a couple specific people. Honestly I'm glad someone at least somewhat relevant is even streaming OG doom, and even better that it's user made content. "Winning" the contest is really only a side thing. Honestly if it wasn't even a contest I would still like to submit content for it, and if you see it like that you will be far less annoyed when things don't go quite as planned. Could it have been done better? Yeah, but the way some people are reacting over it.. seems kinda messed up somehow. The amount of submissions is over double the last contest, that could have been hard for anyone to guess, and even with the new rule of 1 map people go way out of line and make these boring 1 hour long levels. I'm thankful for the contest and glad he hosted one this year.
  5. [Introduction:] Restoring Deimos is a 32-map megawad, compatible with single player and cooperative. It also has basic deathmatch support (weapons, ammo, health, and start points are placed for deathmatch). It also has difficulty support. There are 2 episodes, consisting of MAP01-MAP15 and MAP16-MAP30. Map 31 is a secret level from map 15, and map 32 is a credits map which automatically starts after beating map 30. Map 16 has a forced pistol start, as well as the boss maps (map 15 and map 30). It is based on ZDoom V 1.23, and so is compatible with zandronum, zdaemon, and other ZDoom compatible ports. Music in the wad is composed by various authors, mostly tracker music. I have used only music which is released under creative use non-commercial license, and have also credited the original composers in both the readme and the final credits map. Relased on: 6/16/2015 - On /idgames -=-=-=-=-=-=-=-=-=-=- [Maplist:] EPISODE 1: TO INFERNO MAP01 - Deimos Gardens Music: Soft and Cute (Okeanos) MAP02 - Down Under Music: Quiet Ambience (Klown Killer) MAP03 - Deimos Laboratory Music: Just a Dream (Arlen) MAP04 - Mines of Mordred Music: Galaxy Hero (Firage) MAP05 - Haven Music: The Quiet One (Arlen) MAP06 - Encounter at Night Music: Nightfall (Jesper Kyd) MAP07 - Showdown Music: Battle of Steel (Noby) MAP08 - Doomed Music: Deeper Shores: 2001 (Alex Smith) MAP09 - In Memory Music: Thirty-Three (The Smashing Pumpkins) MAP10 - Between Worlds Music: Overture (Noiseless) MAP11 - Armageddon Music: Temple of Rust (DavidN) MAP12 - The Demon Hive Music: Carmina Burana O Fortuna (Carl Orff) MAP13 - Inferno Keep Music: Gothic Dreams (Elbie) MAP14 - From Death Music: The Ditch (Michael Fonos) MAP15 - The Wicked Day - Episode Finale (Invasion-type) Music: The Wicked Day (Nightbeat) EPISODE 2: PILGRIMAGE OF REVENGE MAP16 - Sanctum of Life Music: The Sanctuary of Zi'Tah (Naoshi Mizuta) MAP17 - Aquarius Music: Like the Wind (DreaMSectioN) MAP18 - City of Beholder Music: Falling Slowly (Glen Hansard) MAP19 - Doomed Again Music: Deeper Shores: Single Mix (Alex Smith) MAP20 - Desolate Fringes Music: Ice Frontier (Skaven) MAP21 - Exosphere Music: Awakening (Henrik Eiriksson) MAP22 - The Virtual World Music: Anthem (Nightbeat) MAP23 - Into the Sun Music: Undying Love (Thomas Bergersen) MAP24 - ›?a??=?|?#¦??e?? Music: Hell's Churn (Aubrey Hodges) MAP25 - Heaven and Earth Music: Epicenter (Xaser) MAP26 - Foreign Capital Music: Mindwave (Nightbeat) MAP27 - The Crazy Factory Music: Green Grass, Grey Skies (Cloakboy) MAP28 - Core Overdrive Music: Salba's Thoughts (Cube) MAP29 - World of Chaos Music: Perfect Circle (Cube) MAP30 - The Destiny - Episode Finale Music: City of Legions (Nightbeat) MAP31 - Tribute Music: Homecoming (Elwood) MAP32 - Finale - Credits map Music: Dancing Angels (DreamSectioN) Intermission/Title/Manual Music: Chain of Ocean and Fire (Yasunori Mitsuda) -=-=-=-=-=-=-=-=-=-=- [WAD Download:] HERE: http://www.theultimatedoom.com/download/rdeimosa.zip MIRROR: http://www.doomworld.com/idgames/?file=levels/doom2/Ports/megawads/rdeimosa.zip [Full Credits:] HERE: http://m.uploadedit.com/ba3d/1434401714284.txt
  6. Whymes5

    PS4 Doom with Mouse/KB

    I know this has been asked before and probably is a dumb question, but does anyone know any way to get mouse and keyboard working on PS4? I reckon you could probably bind things with a keyboard with some sort of third party device/software, but the mouse escapes me. Can anyone think of ANY way for this? I don't care how much I'd have to spend, shady things I'd have to do, or what. I want to play Doom, but will not unless it's on keyboard/mouse. Only for SP. And I cannot run this with my current computer. By the way... does anyone know some absolute minimum specs that could run the game at 30 FPS steady at low settings? And low resolution. Not super low, but low. None of this 4k shiit. EDIT: If anyone has an older computer and a PC copy of the game, maybe you could run it on there and let me know how it runs? And what specs it has?
  7. Whymes5

    Cheat codes revealed

    To be fair even in original doom some damage could still kill you :D
  8. Whymes5

    My thoughts on the game!

    Another example of those animation bugs, the game seems full of them ><
  9. Whymes5

    My thoughts on the game!

    I echo the others. Game honestly looks pretty great! but really not sure how I feel about the drops and chainsaw. Glory kills.. ehh. Lol.
  10. Whymes5

    Bugs and other issues so far

    Don't get me wrong, the game seems cool and all but I still see buggy animations and things like that. If there isn't some sort of hotfix very soon after release for these sorts of things it'll be dissapointing... not that the original doom was without its bugs. Lol
  11. Whymes5

    Bugs and other issues so far

    I'm definitely worried about this being a buggy piece of crap. On beta I saw so many visual bugs. And we are talking open beta. Which they had no time to fix.
  12. Whymes5

    Possibly new trailer? (GONE NOW, SPOILERS AHEAD)

    Anyone able to pm this trailer still?
  13. Whymes5

    Doom Beta Personal Thoughts

    Oh yeah! Another tbing, there's no pain noises. Like when you die. I think it was very characteristic of the original games and it's sad to see it gone. Someone mentioned it in another thread and reminded me that I forgot to mention it.
  14. Whymes5

    Doom Beta Personal Thoughts

    I really like it. Some comments: 1. Yeah, demon rune and gauss rifle are a little too op. Or at least spawn too often. 2. Hack module announcement gets really annoying every respawn. Actually the announcer in general sucks. 3. A few of the guns seem a bit underpowered. But overall weapon balance is good. Big one: 4. No music... Wtf. Maybe the music isnt done? If Im right its usually done at the very end since it takes little time to develop.
  15. Whymes5

    Scariest Doom Wad/Map?

    Oh yeah, some of these are pretty great... I don't really know that many wads like this. The thing is that it's pretty hard to draw on good suspense an horror for more than a map or two without it getting dry too. You can't really have 10 maps full of bodies and jump scares without some "...ok?" going on. Well, this isn't just to make a new project, but also just that I love playing through these sorts of maps, with either creepy aestheics, tense gameplay, or both ;p
  16. The square room thing isn't just for looks. It's no fun to fight in rooms like that, because they usually have doors or hallways connecting them making it boring to just snipe the monsters from the doorway and makes the gameplay very grindy. There tends to be less variety in the map then too. Even if you add some sort of trap, it's just something you dont want to use too much of. Of course some is OK...
  17. That means you don't have the version on the idgames archive.
  18. Here, I whipped up a quick demo wad to see what I mean. You see one of the windows has the texture bleeding into the floor because it's too tall, right? Here: http://www.theultimatedoom.com/download/WINDOWEXAMPLE.zip
  19. Well, you either have to put the texture in a 2 pixel wide hole that goes down (1 pixel on each side) and leave the inside texture of the hole untextured, OR break it into two sectors and change either the floor/ceiling height or lighting on one side (the lighting isn't noticeable so obviously this is the easiest way), OR just make the actual texture smaller. And whether or not there's problems, I think it's just good practice to do things that support everything. But this is coming from someone who plays ZDaemon pretty much exclusively, even for SP(which is currently based on ZDoom 1.23, several years old), so yeah. A couple of other things that are just good practice: 1. Always make flats 64x64, 2. Always make custom textures a power of 8, like 128x64, or 128x128, etc. Patches don't have to be, but the textures you use the patches in do. Anyways, not sure how much of this you know already or not >.> So anyways, since we want to test this, where's the download link? Are we missing something? EDIT: Oh yeah, forgot to mention, I do dig the very vanilla-esque design of the maps. Just like I said, in rooms like the first one you're gonna want to add little ledges, windows, or something. And change the walls so it's not square orthogonic shapes. People don't like square rooms. Even support beams might help a bit, just don't spam them or make them get in the player's way.
  20. Whymes5

    Restoring Deimos

    The readme mentions being released on 6/17/2012, but the wad was actually finished on 6/17/2015. It was started in 2012, and the year was never updated. Just in case anyone was wondering.
  21. This is the final update I'll be posting - The wad is now avaialble on /idgames: http://www.doomworld.com/idgames/?file=levels/doom2/Ports/megawads/rdeimosa.zip If anyone has any further problems with the wad, use the contact information in the email or so. I don't like to double post, but felt that it's necessary to let people know the final version is on the archives, so people wanting to play through the full wad can play knowing that a newer update won't come out and invalidate their save games.
  22. Why do train maps always have to have two slopes on the side? Anyways, the updated version looks quite a lot better. I just hope you realize how much work 32 maps is. 32 is quite a lot. Actually, if you ever want someone to help map you could always find some people to make a few maps. I know I'd do it if I like what I saw in the rest of the wad. And you could still hold pretty much creative reign over most of the project.
  23. In the fifth screenshot, the texture on the steps needs to be changed if you don't want older ZDoom users or ZDaemon users to see tutti fruitti there. New ZDoom versions can display flats as textures, but the old ones can't. It looks to me like you pasted the floor texture to the vertical walls of the stairs. If you actually added a new texture already, then ignore this. If you don't want to change it to a new texture, just make a 128x64 version of that flat, then copy it in paint and add it to the wad file with something like SLADE or XWE. I hope this makes sense. The levels look alright, actually the first screenshot looks pretty awful but the rest is pretty alright. Good start. EDIT: Similarly, in the fourth screenshot, that little window with the texture between it seems like it will bleed through the floor, even in newer versions of ZDoom. Middle texture's can't exceed the height of the sector they're in, otherwise the texture bleeds into the floor. To fix this, divide the window into two sectors (one on each side of the middle texture), and reduce the lighting by 1 on one side. This makes DOOM divide it into two seperate drawed sectors, which stops the bleeding effect (it will treat the middle texture like a lower or upper then). For example, the light on one side should be 127 and 128 on another side. Another way is to just make a tiny sector 1 pixel wide on both sides and just drop it down to the height of the texture. It's not really noticeable since it's just 1 pixel. But that's a bit harder to explain and the first way is easier. Finally, you could just make a cropped version of that texture and add it to the wad again. If this is what you did already, ignore my comments. Then again, if you know both of these already then ignore it, they are just common mistakes people have. I just realized you didn't specifically say it was a ZDoom project, sorry I kept bringing it up. So if it's actually a vanilla project (it seems like it should be compatible with it so far), then these are some critical errors you'll want to fix. I might playtest it.
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