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About Bauul

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  1. Bauul

    "Artificial Difficulty" in video games / Doom?

    I always presumed the word was chosen as the opposite to difficulty that felt "natural" in the sense of the internal logic of the game. Obviously that's not a real distinction in a technical sense, but in a well designed game you don't feel the 'presence' of the code, the whole experience feels coherent and immersive. I've seen difficulty described as artificial where it essentially becomes immersion breaking. When difficulty doesn't come from the core design of the game, but rather overtly and obviously inserted by the developers. The previous example of Doom 3's depleting health feels "artificial" because it isn't in keeping with the rest of the game. It feels unnatural in the sense that there's no reason it would ever happen organically in the logic of the game world. There is no technical distinction of course, but I think that's where the use of the word came from.
  2. Bauul

    The Hellforge One Year Anniversary Project

    Great experience working with everyone, 10/10 would do it again and have BB pull his hair out all over again beta testing it for us. :D Rough breakdown of who worked on what (spoiler warning if you've yet to play the map. Also may be slightly out of date):
  3. Bauul

    is it easy to make custom assets?

    Yep, it's how many sprites of the time were made. And yeah, it looks very different.
  4. Bauul

    is it easy to make custom assets?

    Doom graphics are an interesting mixture between photo-realism and pixel-art. Many of the original monsters were physical models that were photographed, scanned, down-scaled, paletted, and then manually touched up. Getting that quintessential "Doom look" is pretty difficult. I think the only way to replicate the look is to either go down the route of actual physical models, or make a 3D model that's so high quality (and well rendered) it might as well be a real model.
  5. Bauul

    An Avatar Conundrum

    I'd be looking at you. Forever.
  6. Bauul

    Sonic Movie.

    As someone who has never played a Pokemon game in my life and know nothing beyond Pikachu, I rather enjoyed Detective Pikachu. I understand there was a lot of fan service there (which all went over my head), but it's wrong to say that the movie was designed to be appealing literally only to Pokemon fans. It's a perfectly decent kids film too.
  7. Bauul

    wads for potatos?

    Any vanilla compatible wads are bound by the same limitations id Software designed for PCs in 1993, so must should work absolutely fine on modern hardware. In the Downloads section / id Games archive if you go to the Levels / Doom 2 (or Doom 1) folder, everything in there except anything in the "Ports" section will be vanilla compatible and is pretty much guaranteed to run on anything.
  8. Bauul

    Missing Textures in Doom Builder

    In standard Doom format (which it looks like you're using) textures are split into Flats and Textures. Flats are used on floors and ceilings, and Textures are used on walls. You can't mix and match them, they're two unique sets of images. You've selected a floor in the above screenshot, and so you're only being shown Flats. There aren't any Flats in the Door category, hence it's blank. UDMF, the more advanced map format for advanced souce ports, does away with this limitation.
  9. Bauul

    Quake III Arena vs Unreal Tournament

    Q3A: Team Arena was the best of both worlds. I always thought it was a shame it never took off.
  10. Bauul

    Post Your Doom Picture (Part 2)

    Very slowly plodding through a new Earth Episode map for Elementalism.
  11. Bauul

    Any Opinions On Episodic WADs?

    It's perhaps little surprise that the thematic consistency and environmental storytelling a coherent episode (/ level cluster) experience can provide is lost on you if this is how you approach playing Doom levels. Eviternity's episodes, for example, aren't just thematically coherent across levels, but physically coherent too: each level begins where the prior one ended. You could (more or less) stitch every level from an episode into a single giant map and you wouldn't notice the seems. Many of us thoroughly enjoy the narrative experience of playing Doom levels, the stories each level tells through its environment and type and intensity of the gameplay. Episodes in a megawad give the author an opportunity to extend that experience over multiple levels. Granted some of them can just feel like a bunch of disconnected levels using the same texture set, but when done well they provide a strong and memorable gameplay and experience progression.
  12. I'm no expert on Doom's RNG table, but isn't it the case that advancing the table by two could be as much a hindrance as a help? Unless you know the RNG table by heart, and where the game currently is in it, you could in effect be stealing high numbers away from the monsters to use up on your punches. This would therefore make them attack less when previously they'd attack more?
  13. Edward850 is completely correct. As far as I'm aware, there's absolutely nothing in the code that makes monsters attack more frequently if you're punching the air (or attacking generally in any form). Punching the air is simply a way of ensuring as many enemies as possible are woken up at the same time. It's easier to get enemies to infight if they're bunched up, so alerting them all at once is a sensible tactic. Punching allows you to do that with no ammo use, and is more pleasant on the ears than the chainsaw.
  14. Thank you for the review! Your take pretty much matches exactly how I feel about the map in hindsight. I cringe at some of the rudimentary encounters now, but that being said I do still feel quite proud of some of the ideas I had, even if the execution was a little hamfisted. It's interesting you mention it feels like a map from the late 90s. When I returned to the Doom scene after a 15 year break and decided to make Foursite, I made the (perhaps somewhat ill-considered) decision that I didn't want my first map to be influenced by any other custom wads. I wanted my first map to be purely me. I played Doom to death in the 90s as a kid and I wanted what I made to be a reflection of those memories. So I made it without exploring a single thing the community had produced since about 2001. I didn't even engage with the community as I made it, with no playtesters bar myself. My only frame of reference was basically the IWADs, and a distant memory of early PWADs like Doomsday of the UAC. I have since come to realize I needn't have worried, and even if you wear your influences proudly on your sleeve anything you make is still undeniably yours. In truth even just a cursory playthrough of the map from a more experienced Doomer would have yielded all kinds of beneficial improvements, and there are without a doubt a great many basic things that could have been improved with even just a little more personal experience of what makes a good PWAD. But all that being said, I don't regret the process I took. I feel I played suitable homage to the 10 year old Bauul discovering Doom 2 for the first time. And I have to say, it's been an absolute blast now catching up on the last two decades of Doom mapping, and I thoroughly look forward to the next two!
  15. Bauul

    how Do I Compress Images?

    How big do you want it? If you want it to match the size of an existing Doom enemy (and want to maintain the same pixel sizes) I'd download Slade, open up Doom.wad or Doom2.wad and have a look at the dimensions of the existing sprites of whatever enemy you want to match.