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MrFlibble

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Everything posted by MrFlibble

  1. MrFlibble

    Freedoom video reviews

    I'd never argue against Raymoohawk's edits being an improvement, I just wanted to point out that the old versions weren't as bad as it is sometimes implied.
  2. MrFlibble

    The Latest Version of The People's DooM is ...

    So I got around to trying this with GZDoom, works fine but no stuff by CWolf in there yet. Any update soon?
  3. MrFlibble

    Freedoom video reviews

    Well, you did say in the first post that you intended your reviews as constructive criticism and I approached them as such. But the first video is basically about how you don't like the monster sprites/designs, with the only apparently constructive part in the suggestion to draw sprites as reimagined Doom monsters, which is not possible as explained above. Also there's a difference between saying that you don't like some piece of art, and saying that its author is inept. There's this very simple rule of criticising actions not people, it helps a lot to avoid unintentional personal attacks, and makes even subjective statements more fair and balanced. I know I've got my nostalgia filter on (I started playing Freedoom with v0.7 BTW) but actually the old sprites are mostly pretty decent, and do look like something that a 90s-era Doom ripoff could have used. I think it would be fair to say that the pre-Raymoohawk monsters are better than those found in Quiver or Angst, and they don't look excessively bad if you run it in the original 320x200 resolution (I played Freedoom using MBF through DOSBox mostly, as weird as it sounds I guess). Certainly they are way less appealing when at high resolutions with filters on, like in this shot:
  4. MrFlibble

    Catacombs 3D

    Yeah, I also wanted to mention the Catacomb Abyss ZDoom TC :) BTW hi there Blake00!
  5. MrFlibble

    Freedoom video reviews

    Well, first thing is that apparently you're not using the latest build of Freedoom and showcase levels and graphics that are no longer there. However the main thing with Part 1 for me is that I fail to understand why you so obviously don't like Raymoohawk's art. If you haven't already, you could take a look at the lengthy thread where discussions of Raymoohawks's work took place. I suspect that it won't convince you but the majority of the community here agreed that Raymoohawk's sprites are a major improvement over the previous versions of the monster sprites (even though admittedly Raymoohawk himself saw the possibility for further improvement of some of them, too bad there wasn't enough time for that I suppose). Personally I'm not liking how you imply that Raymoohawk can't draw (statement in the first video at around 1:27), because very obviously they pretty much can. I had the impression that you're confusing your own subjective opinion of the monster design with a judgement of artistic skill that tries to be objective. Around 4:30 you ask why Freedoom couldn't make monster designs that were similar to those from Doom: "Why couldn't you just go for your version of the Imp?" etc. The answer is that it's not allowed, please refer to the original message by John Carmack: If you're indeed interested in the project, I invite you to read the forum posts here, including old ones. This gave me a pretty good idea of how the project evolved over time. I'm not trying to justify Freedoom's shortcomings which do exist, but familiarising yourself with the project's history gives a good perspective on why some things ended up being what they are. For Part 2, I mostly agree with what you say about the level design. TBH I'm not a big fan of Freedoom's levels myself, and always found many of them confusing, with difficulty unexpectedly altering between super easy and very taxing. I also never liked how secrets were done in the maps that I played. I mostly used Freedoom to play PWADs, with a lot of good episodes there going for the original level design principles. Hope that my reply also comes across as constructive criticism! There is no doubt that you care enough about the game if you spent time and effort on the videos. In particular I like how you did analysis of the original Doom's levels in Part 2 to bring out the points that could be improved in Freedoom's levels. I believe that this is the right approach to building up a consistent design and identity for the game.
  6. MrFlibble

    My ideas for a Duke Nukem fangame

    YES Why not Build 2, that would be awesome. But seriously though, a stand-alone game might not happen at all unless Gearbox is not sticking to the long-standing 3D Realms' policy of shutting down and C&D'g anything Duke related. Have you played Alien Armageddon? Game mods/TCs are allowed to exist thankfully, this is probably the most realistic option for a fangame, as least according to my understanding.
  7. MrFlibble

    The Latest Version of The People's DooM is ...

    CWolf showed some pretty cool art in the other thread, how about some good screenshots?
  8. MrFlibble

    The People's Doom Developement thread: visuals

    Very awesome looking torch.
  9. MrFlibble

    Catacombs 3D

    I guess the "limit-removing" feature could at least be requested for Reflection Keen. This is actually a pretty unique gameplay feature which is available with the use of the hourglass artifact. I keep suspecting that the Catacombs games in many ways inspired Herectic and the presence of another item in the shape of a hourglass in that game is not a coincidence. The time-freezing option indeed allows to strategically place fireballs so that they instantly destroy enemies when the time flow resumes.
  10. MrFlibble

    Catacombs 3D

    Well, the official site says: This is not very encouraging, but NY00123's work with Reflection Keen should be more than enough, it's pretty much a dedicated source port with high-res support, correct aspect ratio, optional bilinear filtering and some other features. NY00123 is very careful about restoring the code and behaviour of the games, in the vein of Chocolate Doom. ^_^
  11. MrFlibble

    Catacombs 3D

    Wrong, there's Reflection Keen (yes, it's a port of Keen Dreams but also supports the Catacomb series). I'm not sure if you can remap keys to WASD though.
  12. MrFlibble

    The People's Doom Developement thread: visuals

    I completely agree, you have a distinct art style, great job! ^_^ So some of the weapons will not be centred?
  13. MrFlibble

    The Latest Version of The People's DooM is ...

    I tried to run this in MBF but it doesn't have an IWAD tag, and when I tried to load it as a PWAD I got a Segmentation Violation error.
  14. I have mixed feelings about this. It is certainly an unusual decision to use Duke3D weapons and enemies but base the levels on two completely different games (all the while running all this on the engine of yet another game). It kinda feels like one of those Taiwanese games (e.g. Mars 3D), perhaps intentionally? Personally I'd prefer if the levels from Rise of the Triad were recreated in Duke Nukem 3D proper, but that's just me.
  15. MrFlibble

    Haaslok's Art Thread

    That's absolutely not what I had in mind. I was talking about a clash when you use a Freedoom IWAD but the PWAD comes with edited Doom sprites. The art style clash as I understand it is only in having these alongside each other, not in the Pestmeister allegedly not fitting with the hellish castle texture set — I'll repeat that I have absolutely no problem with that. And the small PWAD I meant is just a PWAD with the monster sprites being loaded on top of the custom level(s) PWAD. Freedoom actually had a separately downloadable WAD with sprites only, available with versions up to 0.8. Very useful in some cases. As stated above, I don't believe there's any "clash" in the sense that you imply, with any of the current monster designs (leaving out those which are obviously in need of editing/quality update, e.g. the Combat Slug and the Flame Bringer). After all, it's a matter of taste. Would you prefer to have the old Baron replacement back instead of Raymoohawk's work? I just dug up that email John Carmack sent to @fraggle, and it's pretty straightforward about the do's and don't's: My point is that it is perfectly possible to make a completely different original game while still maintaining the goal of PWAD compatibility, but in the sense fraggle described in the quote above, i.e. that there are adequate replacements for all textures and flats.
  16. MrFlibble

    Old farts club

    I think it's not the memes per se. Rather, every generation gets an imprint of social behaviour markers for what's normal, and base their expectations on these imprints they get while growing up. But society changes and so do the markers, and suddenly you're facing younger generations that display some very obvious differences in the way they talk, dress etc. That can get quite uncomfortable because their behaviour no longer matches your expectations. However this does not change the fact that every individual has a unique personality. You can always try to relate to that and ignore the differences in behaviour etc. that result from changes in social norms. Conversely, if you have little in common with someone on a personal level, belonging to the same generation probably won't help that much.
  17. MrFlibble

    Advanced General Mechanics (Backstory)

    Your background gives a strong focus on AGM and its CEO while almost nothing is said about the main character of the game. Basically the only thing that the reader learns is that he's a ranger and gets the job done (supposedly). While Doomguy is also a nameless silent protagonist with very scant background story, don't forget that the first thing the readme tells about him is that he was sent to Mars for an act of insubordination when his commanding officer ordered to shoot civilians. This establishes the character in a much stronger way than if they told you his name was Chainsaw McFisticuffs. Personally I've always imagined the AGM as the bad guys who struck a deal with the aliens to gain access to outworld technologies, while the aliens and their eldritch allies had an invasion on their minds. But that's just my interpretation of the game's assets.
  18. MrFlibble

    Mac Doom on PC?

    As far as I know, the Mac version uses the same graphics and sounds as the PC version (unlike the Mac port of Wolf3D which uses higher-res graphics) but a different format for music. In fact, the Mac demo uses the same IWAD as the PC shareware version 1.9. You can take a look at some Mac screenshots at MobyGames. It appears that the game world was indeed rendered at a higher resolution, but any modern source port will give you better results if only by rendering at the correct aspect ratio.
  19. MrFlibble

    Haaslok's Art Thread

    I may be wrong, but if someone plays a Doom PWAD with a Freedoom IWAD it's because either the commercial Doom IWAD is unavailable or the Freedoom IWAD is preferred for some reason (e.g. aesthetics — I like the art better; or ideology — I don't use proprietary software, etc.). Pretending that a Doom PWAD was not created for Doom but for Freedoom outright (unless it was indeed created for Freedoom and intended to be played with it) seems like an unnecessary exercise of suspension of disbelief to me. Moreover it would be odd to try replacing the backstory of a custom PWAD with Freedoom's backstory, or combine them into something else. At least, a user can do that on their own, without the need for such backstory to be "official". Personally I played quite a few PWADs with Freedoom starting with v0.7 and never felt the need to have a "compatible" backstory to justify whatever was going on in these custom levels and episodes. In fact, I'm pretty fine with no back story at all. For PWADs, my only concern is when one comes with edited Doom sprites or textures which creates a certain degree of art style clash, but this may be fixed by loading a small PWAD on top with selected Freedoom assets to replace the derivative ones. And I certainly did not care if the original Freedoom levelset used any of the textures required by the PWADs I played. The content of default levels is kinda irrelevant when you play a custom map or episode/megawad. At least, that's how I feel it. Again it is worth noting that even if maps are rejected from the project they don't lose their merit because they still may be used as custom levels for Doom. The problem is not with "wasted" assets (with Freedoom, nothing is really wasted) but with creating content that would work towards a separate identity, and a game in its own right as opposed to a derivative of Doom. In fact, currently Freedoom is actually in a potential surplus of quality levels if you take contributions by Jimmy into consideration.
  20. MrFlibble

    Advanced General Mechanics (Backstory)

    We need to collect all the various stories proposed for Freedoom, many of them make for an interesting read. I remember one that was a novelisation of sorts, and very nicely done one! (actually I just realised that its author has in fact published several books). Anyway, what I wanted to say is that for some reason, background story proposals that have been floated here never seem to include any directions on how these stories would further translate into how actual gameplay narrative would be structured. The background story corresponds to exposition in the classic narrative structure, while the "meat" of the narrative is in the levels themselves. Think of the levels as chapters. What happened to the protagonist? Where is he going? What is his objective? I believe that Freedoom doesn't have to, and really shouldn't, copy the original Doom's approach to this. Subsequent FPS games by other developers and community creations alike have shown that within the gameplay framework of a Doom-like FPS, there can be an interesting story told through the surroundings encountered by the protagonist on their journey. For example, Build engine games like Duke Nukem 3D, Shadow Warrior and Blood took the "theme park" approach of creating each level after a familiar real-life location, and then loosely tying them together into a fun ride which is also the journey of these games' characters towards the final boss. But you can also build the narrative around a more definite goal split into stages that correspond to individual levels. For example, in Eradicator you're supposed to infiltrate a fortress and shut down the protective shield, and level progression is through the various parts of the fortress, from the entry point to the core of the base. The player's objectives along the way are structured accordingly: open the gate or find your way around; turn off shields, unlock doors, knock out generators that power base defences etc. Finally you can have what could be called mission-based approach. Think Star Wars: Dark Forces where every level takes place on a different planet. Mission briefings actually could be done in the same way as intermission screens for Hell to Pay and Perdition's Gate. This could help bring in quite a lot of variety within a single episode, although I guess the objectives would be all pretty similar. Here's what I meant by saying that the story should structure the levels. Just off the top of my head, here's what the level progression could be like: Level 1: Freedoomguy is held prisoner in a military medical research facility, overpowers a guard (it's guarded by those genetically altered former humans) and escapes. This one should be easy to structure: get out of the prison ward, through labs were experiments are carried out, unlock the doors/gates, get to the surface (if the facility is underground). Let's say he hijacks a truck at the end of the level. Level 2: He manages to get to the nearby town but it's overrun by hostile creatures. The corporation that owns the research facility has its office here, so he sets out to get there. The level could be a track through the town with locales like a shopping mall, gun shop etc. Level 3: Inside the corporation's building. Offices, some labs, an underground section and finally a train taking you to another secret facility. I'm shamelessly borrowing inspiration from the first level of HacX here. ... Level ?: Freedoomguy gets to a launch facility and travels either to a space station or to a different planet. Or, he could find the teleporter (no sense in not using this) to the same. Level ??: With an appropriate texture set, a time travel scenario could be pulled off, or at least one involving excavations of archaeological sites in the search of alien artifacts. Disclaimer: The above is just for illustration purposes/wishful thinking, but I do indeed believe that this approach would help bring about the unique identity of Freedoom, or at least for an interesting gameplay twist.
  21. MrFlibble

    Haaslok's Art Thread

    I think it's worth pointing out that while the "hellish" theme texture set is in the IWADs for the sake of PWAD compatibility, there's absolutely no reason for Freedoom to actually use it in the levels. The inclusion of the Aquatex set on the top of stock textures/flats in the IWADs is proof positive that Freedoom has very considerable freedom (no pun intended, but hey) in where level design may go, as is the earlier inclusion of Double Impact in the Episode 4 slot: this means that a different sky design may be used without detriment to PWAD compatibility. My opinion is that it would be more interesting to explore new themes for Freedoom instead of trying to fit the "definitely not Doom" story into the Techbase - Corrupted Techbase - Hell theme set of the original game. For example, what about a largely urban themed Episode 1? There's some urban levels in Phase 2 (echoing those of the original Doom II to an extent), so the respective texture/flat set is in there, and I think that these resources could be used quite creatively for a unique feel of an episode completely unlike that of Doom. I'd also very gladly vote for levels in an Ancient Greek/Roman setting, provided we can find appropriate textures and mappers to play around with them.
  22. MrFlibble

    Haaslok's Art Thread

    Best of luck resolving these issues ASAP! Waiting for your updates ^_^
  23. MrFlibble

    Haaslok's Art Thread

    Come to think if it, there are lots of themes that are left completely unexplored by Freedoom Phase 1, which AFAIK are perfectly doable since there's not hard limit to what textures may be used. For example, why not have Episode 1 use an urban setting with appropriate textures from Phase 2? There's already a precedent set with E4 (Double Impact) largely using the techbase theme traditionally reserved for E1. I think that the skies may be similarly altered if needed, like E4 uses the starry sky unlike its Doom counterpart. I will repeat my earlier statement about the value of the levels themselves telling a story. It seems that for a considerable period of time in Freedoom's development, many maps were made to be vaguely similar to Doom's maps, if not in layout or appearance then in general design leaning towards abstractness. Yet for example, no level appears to show Freedoomguy escaping from somewhere, although that would be kind of an appropriate theme if only as a form of name dropping. You don't need to do this Duke Nukem style either, Hell to Pay for instance starts with what is clearly the protagonist escaping from a prison cell. Actually, yes, yes I can, even three of them (one being a sequel though): Cube, Cube 2: Sauerbraten and Shadow Warrior (the data are not FOSS but the game is free and the source code is available). Personally I have no problem with an alien in high-tech armour walking around a medieval castle. In fact, I can make up a justification for that off the top of my head: the Pestmeister represents a technologically advanced alien race which at some point reverted to their old occult rituals, and some eldritch horrors answered their calls... So these guys use high-tech weaponry and can create cybernetically augmented mutants to serve them but monsters from beyond also fight alongside them. In fact, IIRC Lovecraftian mythos (and Raymoohawk admitted at some point that Lovecraft was kind of an inspiration) does combine advanced space-faring alien races and eldritch horrors so there's no contradiction IMO.
  24. MrFlibble

    Haaslok's Art Thread

    This has been discussed before, here's what fraggle said on the subject, and I think this still stands as a guideline for project development (emphasis added):
  25. MrFlibble

    Haaslok's Art Thread

    To be fair, Raymoohawk created some highly original and internally consistent monster designs, without relying heavily on a richly defined backstory. In fact, there were attempts to invent a backstory based on existing designs, not vice versa, and I don't think there's anything wrong with that. At any rate, Raymoohawk had some strong opinions about what monster design should be, regardless of the story, and held to them. I wish they'd come back and complete at least those monsters that are already partially done (Octaminator, Nukeptyle). The maps are an entirely different thing in this respect. There's a perfect possibility of telling a story through map design alone, as proven by many megawads out there. Of course, mappers have to work with something to put level progression into a single framework, otherwise the project may end up with many maps that are individually well done and internally consistent but fail to combine into a smooth narrative.
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