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Bauul

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About Bauul

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  1. Bauul

    Post Your Doom Picture (Part 2)

    Until quite recently the forums would auto-shrink quoted images to 320x200, which worked perfectly (you could see what the quoted screenshot was, but it took up very little screen real estate). But there was a forum backend upgrade and it stopped working. I raised it in the "forum bugs" thread but nothing's been fixed yet.
  2. Bauul

    Site and/or forum bugs or things not working

    It looks like the nice code that reduced quoted images to a smaller size has stopped working (at least on mobile view, I haven't checked desktop yet). I think it really helped keep the forums looking tidy if it's possible to fix it?
  3. Bauul

    Post Your Doom Picture (Part 2)

    For a moment I thought you'd finally taught yourself self-referencing sectors! 😉
  4. Bauul

    Commissioning mods?

    I'm currently wondering, for something like Elementalism, if the team were paid a salary (say $10 an hour, which is super low for professional services) how much it would have cost so far. I have probably put somewhere in the region of 150-200 hours into it so far. Between the near dozen people on the team we're probably looking at raw hourly costs of around $8,000-$10,000. And the mod is still a long way from completion. I think it can be quite easy to underestimate just how much time can go into a fullsized wad.
  5. Bauul

    VINESAUCE DOOM MAPPING CONTEST 2.

    Which map was that? Might be worth a giggle when the recording gets posted.
  6. Bauul

    Drifting DoomGuy

    Doom's movement is slippery, that's part of the design of the game. No control change will stop that. Being able to stop yourself from falling off tight ledges at speed is part of the challenge of getting good at the game. Or just turn off run (Capslock by default IIRC), that helps too!
  7. Bauul

    Atrium - A New Ruins Map For G/ZDoom 2

    Just add "-playdemo demofile[.lmp]" to the executable (using a shortcut or the command line tool), or use launcher like ZDL. ZDoom will automatically play the specified demo when it starts. If the .lmp extension is omitted, it will automatically be added (thanks ZDoom wiki!) However, if the demo was recorded on a different version of GZDoom than the one you have, it'll desync. You should confirm what version to use.
  8. Bauul

    Zdoom Friendly mods, Something that is dead?

    Given QZDoom is the advanced experimental version of GZDoom, I'm not sure there'd be necessarily benefits to using it in this situation, but could be worth a shot?
  9. Bauul

    Zdoom Friendly mods, Something that is dead?

    If your laptop can run ZDoom it should be able to run GZDoom in software mode just as well. The renderers are pretty similar (excluding dpJudas' awesome true-color work). To your original question though: no, I'm afraid it's unlikely anyone will make new mods for ZDoom. GZDoom in software mode is basically 'ZDoom plus', so targeting ZDoom would be akin to picking a older version of a sourceport and just targeting that.
  10. Bauul

    Rage 2 leaked?

    That looks alright actually! It's almost as if they've handed responsibility for the driving and open-world design to Avalanche and let id stay focused on the gunplay. This could actually work!
  11. Bauul

    What difficulty do you play Classic Doom on?

    I found the results if this poll interesting. Among the more seasoned players there's often a feeling that everyone plays on UV so why bother implementing lower difficulties? I was pleased to see just how many people don't play on UV. Implementing difficulty settings is important people! Don't skimp on it!
  12. Bauul

    DOOM II teased for E3

    While I haven't played much of what Rebellion has done for a long time, they'll always have a soft spot in my heart for 1999's AvP, which is still one of my favorite FPSs. I'd be rather interested to see what they could do with a Rage sequel.
  13. I said action games specifically, as I was more thinking things like hack'n'slashes and FPS titles. Sandboxes are kind of different (and obey different rules, like how they mitigate your ability to attack something from a long way away). Something I'd be fascinated to see worked out would be some kind of curated list of wads that together showed how mapping fashions evolved over the years. The Cacowards are great, but the best maps of each year aren't necessarily indicative of the trends of the time. Obviously it'd be subjective (as all history is), but I for one would find it fascinating to play through them.
  14. I think generally this is a difference between older games and newer games, not just Doom. Older action titles were content to create a system, an environment for that system to exist in, an objective (e.g. reach the end), and just let the player go for it. There was less attempt to "control" the experience. As games got more sophisticated, AAA designers became more interested in curating the experience to ensure the player has the "ideal" encounters. I think this has filtered through to mappers too, and you have situations like the OP states: "you shouldn't allow the player to do this". The cool thing about Doom is the game fully supports both approaches. It doesn't matter which you choose, it's purely down to the mapper. I think there's a sense that letting the player just approach any encounter however they like is the braver approach, but it doesn't have to be. Doom is well designed enough that encounters very rarely "break" if a player approaches something differently.
  15. Bauul

    Which DOOM did you play first?

    None of the above I'm afraid. I first played the Shareware release of the original Doom, two years before The Ultimate Doom came out. My order went: Shareware Doom Doom 2 Ultimate Doom Final Doom Doom 3 Doom 2016
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