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kinker31

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About kinker31

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  1. kinker31

    He Came From Beyond

    Saw the gameplay/preview videos, although it's not something I'd personally play, I could legitimately see this getting a Ship of Theseus Cacoward when it fully comes out! Keep up the good work!
  2. Man, it's been a while, hasn't it? Haven't posted anything in over a year... I should probably fix that. Thus, here's a (somewhat orthogonal) heretic level designed around the three keys and key colors of Heretic! It's not my cream of the crop, but it should hopefully be somewhat fun, if tough on Smitemeister. It's also a little experimental, so that's also a thing! Oh, and it replaces E2M1, or the first level of Hell's Maw. Please play and give feedback, demos are much appreciated, etc. etc. Push on the butt to download!
  3. Well, technically there is Crispy Heretic, but good luck trying to actually get every sprite in the first room to render at once, let alone the shitstorm that can only await poor Corvus on the second room.
  4. kinker31

    Fati Praecepti

    Jack in the Teleporter: You know that thing where you walk though a teleport linedef and suddenly you're face to face with a large/threatening monster, often with barely any ammo to take it down? That was you on the receiving end of a Jack-In-The-Teleporter. Firing Squad: Mostly reserved for large patches of Chaingunners, whose natural habitats are within the heat-seeking missile fields of Plutonia, usually with an additional Archvile because everyone likes those! Self-Referencing Sectors: Make a sector inside a sector (that's preferably inside yet another sector, mostly as a walkway), then, ensuring all linedefs in the innermost are all pointing outside, make the back/front sector index of all those linedefs the same number as the front/back index, and presto, vanilla-compatible deep water/glass floors! -100 Points: The fate of many wads that choose to use a lot of Archviles. May or may not come from a Swedish livestreamer. ZDoomism: WADs that require features introduced in ZDoom, or rely on a special mechanic ZDoom and it's ports do differently from other ports to beat. Might be negative in nature, I dunno. Insta-Monsters: Using an embedded fake floor, you can turn the true height of said floor into lifts, and using a mechanic that allows lifts to raise instantly by "lowering" them into a height higher than the floor itself, you can do stuff like spring a Cyberdemon right in front of a player after he walks across a seemingly innocent (and invisible) linedef, preferably in front of a much-needed stimpack!
  5. Don't forget OP Weapon mods! My personal choice is a coin-toss between Guncaster and Russian Overkill. For other maps/mods, I try(...?) my best to not pull out the IDDQD, preferring to use "give health" or "summon (ammo/backpack)" or worst-case scenario, my resurrect keybind for when the going gets really tough, and I only use it when I can't even resurrect my way out of whatever pickle jar I landed myself into.
  6. I think I know what you mean, but I was thinking moreso an Oblige-like engine built to generate decent-at-least, 'no need to tweak' Quake bsp files.
  7. I've been using Oblige 7.70 and Obaddon more often, and it got me thinking: Since Oblige's able to make sector-based game maps (Doom, Heretic, Hacx...) with ease, could a similar program involving (and/or making good use) the Quake Engine's brushes be possible, and easy to make addons for the same way Oblige is, and could a Quake equivalent of ObAddon be made, or even built into this theoretical program? I'd personally love to see one get made, and I'd eagerly hop on board trying to develop one, but I right now, I'm not very good with code at the moment, at least not for stuff involving Quake, save for func_ent/brush_ent flags.
  8. kinker31

    Does The Loser's Sub-forum Still Exist?

    Probably not, I don't think the admins would want to encourage that kind of behavior. Could be wrong, though.
  9. So, Zandronum might've gotten a new update, I think, but it all just seems to be minor tweaks and stuff, but that's at least enough proof that the branch still might be active. However, do any of you think that GZDoom having it's own, newer, but more experimental netcode could work out for the better? I don't know what you think, but I'd personally would love to be able to run GZDoom 4.3+ mods on something like TSPG, and there really ain't much people who develop anything for Zandronum anymore...
  10. Am I the only one who actually has a custom banner?

  11. I've been starting to play a bit more of Quake recently, and somewhere around the time I actually managed to actually get around to finishing the first and second episodes of the base game, I decided to get myself more acquainted with TrenchBroom, one of the more modern editors for Quake 1. So far, I've been learning quite a bit about the brush and point-entity system, and I'm quite happy about that! That being said, I'm relatively new to the whole "Quake Map Creation" thing, and so far I've been using much of the rules of thumb I've been using for making Doom levels, loosely based around John Romero's guidelines for building Doom levels, adjusting for Quake's more limited texture palette and more advanced way of making levels every now and them. All of this being said, if any of you have tried out making a Quake map for yourself, is there any pitfalls, good advice, and or good things to know I should know about?
  12. Tried out the level, here's my thoughts. The direction could be a bit more clear, I only manged to find the exit of the level through randomly looking in rooms to see if something opened. The general shape of the level... half square and half low-sidedef outdoor attempt, with texture and flat choice being rather questionable, too. The level's also rather unbalanced, straight-up giving you a BFG near the end of the level against a few barons and one cyberdemon, with a Rocket launcher being easily found earlier within the level as well. It also seemed you didn't really use the lighting all that much aside from the blink specials, it's honestly rather flat if it isn't blinking between extremely dark or almost-fullbright. Also, does the final path to the exit (Out of about 4 or so fake-outs, which is kinda ridiculous) have to require a radiation suit to not die in? There could've been other ways of using that utterly massive open arena without that rather awkward spiral in the center of the level. All in all, this averages out to a mediocre map. Not too horrendous, but not very good either. [Oh, and there's a way to implement custom level names, music, and par times without having to resort to MAPINFO, but you'll need WhackED4, SLADE3, Doom Writer, and maybe some other software.]
  13. I'm probably gonna anger a few vanilla purists. Vertical mouselook only gets disabled if it's running under a software renderer. Visplane warping makes me queasy. ZDoom-based jumping, and sometimes ZDoom-based crouching are a few charges I'm guilty of, especially in official maps. I always use horizontal mouselook. I've been too pampered and spoiled by more modern FPSes to even consider using anything else to aim. Plenty 'O Particles, Not a Single Decal, just like Quake 1. Unlike Quake 1, I don't enable rocket trails, and all 'puffs' are rendered as sprites. I've ran GZDoom under a low virtual resolution before, and even simulated Doom's palette, but that didn't last too long. I only really use MBF/Boom-compatible ports or Chocolate-based ports for compatibility testing, and that's if I'm not mapping in UDMF. I don't even play Vanilla Doom anymore, I go to MetaDoom v0.666 or Smooth Doom on rare occasions for vanilla-based gameplay. My two primary non-vanilla-based mods are Russian Overkill and Guncaster. I also play Project Brutality, and I've done so on official iwad maps.
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