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Lutz

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  1. Lutz

    Doom Pictures Thread 2020

    Yeah, I know. The bushes on the stalks are supposed to be palm trees -- this is one of those "work with what you've got" experiments. Also, monsters will be attempting to rip you to pieces, so mismatched fauna won't necessarily be the most pressing issue.
  2. Lutz

    Doom Pictures Thread 2020

    Egypt level 3, featuring an oasis (and sector water lilies! -- because flowers are the new toilets)
  3. Lutz

    Do you get lost in maps?

    I rarely get lost -- my guess is that the part of my brain devoted to spatial cognition violently annexed the part that is supposed to remember people's names, 'cause I can't do that for shit -- but certain maps do occasionally present a challenge in that it is difficult to relate the auto-map to what I am observing in the game. I can vividly remember the first time I played Heretic E1M4 ("The Guard Tower"): I must have spent 30 minutes trying to figure out which auto-map lines represented a particular dock/building (ditto for UD E4M5). Honestly, though, I really enjoy those maps; when you have been playing Doom-engine games for 25+ years (I'm old), it's nice to find you can still be surprised/confused.
  4. Lutz

    What are some odd mapping quirks you love to see?

    I do this all the time in my levels, particularly with rockets -- 5 co-located/tightly-grouped rockets just looks better than the ugly old rocket box.
  5. Doom: E1M3 | E1M5 | E3M4 | E4M5 | E4M6 Doom II: M17 | M29 Eternal Doom: M12 ("Darkdome") The Artifact (Boom Version)
  6. Lutz

    Doom Pictures Thread 2020

    More subterranean Egyptian fun:
  7. Lutz

    What's your opinion about 3D bridges?

    IMHO: Fake 3D in vanilla / BOOM is part of the challenge of mapping for DOOM. Quite frankly, if you wanted complete architectural freedom, DOOM is a terrible engine (GZDoom/Eternity do amazing things, but c'mon -- if you want to design true 3D stuff, use Quake/Unreal); however, it's perfect if you want to stretch yourself to see just how far you can take an engine nearing it's 30th birthday. I liken DOOM to modelling real-world stuff with Legos: there are fundamentally a limited number of 'building blocks' available and there are some inherent properties of the 'pieces' that can make certain structures a real challenge to recreate...but part of the joy is figuring out how to use/adapt those limited pieces in novel ways to achieve the desired effect.
  8. Lutz

    Doom Pictures Thread 2020

    Second Egyptian level -- very much a work in progress
  9. I bought and played Strife immediately after it first was released (I'm old), even before the patch that let you use more than one save slot per game. Though @ReaperAA and others are definitely correct about the underwhelming combat (thought the grenade launcher -- in sufficient open space -- is a joy to beheld), I cannot stress just how ahead of the times the level environments were. While Duke3D had "realistic" levels, they were so humorous/satirical that it undid most of the realism, whereas Strife really nailed the feeling of exploring a "real world" (albeit one limited by the technology and visplane limits of the time). The notion that the Programmer's keep you were attacking becomes your home base was clever, but both the original level layout and the subsequent changes to the later version as a result of both the assault and occupation took Doom-era technology level design to new heights (IMO). For the young whippersnappers just discovering the game I can see why it is an underwhelming slog, but I given my history I still appreciate just how much atmosphere Rogue was able to wring from the engine. Also, major props to Night Dive for the Veteran's Edition.
  10. I'm sure this will all boil down to "the author should do what he/she feel appropriate," but I'm interested in some discussion concerning play speed versus scripted events and/or major special effects. Without giving too much away, I am contemplating a level featuring a pretty major (voodoo-doll) scripted event: 1) Player hits switch on overlooking ledge 2) Helper geometry moves into place 3) Helper geometry generates warm-up effect 4) Principal geometry generates major effect 5) Level geometry significantly alters 6) Player can proceed along main route This kind of effect obviously introduces a trade-off between "drama" and speed -- so, from a player perspective, how do you feel about these sort of "in-game cinematic" experiences? If I don't force you to watch (i.e. prohibit the player from leaving the overlook in step #1) and time the effect to take about as long as the journey to the point at which you can proceed in step #6, does it really matter? Do players care about classic Doom "cinema" or is it simply about killing monsters?
  11. Lutz

    Arch-Ville mapping tricks

    There is a level (13? 14?) in Eternal Doom III in which one route involves requiring an Archie-assisted "jump" (using the force of an Arch-vile attack to help propel the player) to clear a death-pit.
  12. Lutz

    Post Your Doom Picture (Part 2)

    That was my first impression, too. "From out of the Hellmouth loomed a terrifying visage, and it was called Cubix, the demon of Unattainable Storage and Defiler of Warehouse Mazes..."
  13. Lutz

    Post Your Doom Picture (Part 2)

    Boom (generic limit-removing)
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