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About Lutz
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Yeah, I am getting handcuffed by the 20KB upload limit -- but I'm certain the artifacts are undoubtedly hiding some gross texture mis-alignment, so it's probably for the best...
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DoomGPT: An AI-directed Doom II mapping project (v1.2)
Lutz replied to iddq_tea's topic in WAD Releases & Development
Quick question: is this going to be uploaded to /idgames at some point? -
Personally, I don't care one way or the other about how slopes are accomplished, but I will say that modern editors make it a heck of a lot easier to create "Boom Slopes." Speaking as an old man, part of the wow-factor of Boom Slopes back in the day was not only the visual appeal, but the understanding of the stupid amount of effort that went in to creating them -- a process that generally involved creating sectors in an editor that did NOT want you so make anything off the 8 pixel grid, plus a whole bunch of typing in numbers by hand (for both floor/ceiling heights and texture offsets).
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DoomGPT: An AI-directed Doom II mapping project (v1.2)
Lutz replied to iddq_tea's topic in WAD Releases & Development
Thanks for all your hard work! -
My first thought was "I think your profile picture is objectively the cutest thing in this thread"
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I vaguely remember Phocus Island II doing something like this...
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Is there anything FIREBLU can't do?
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What!? -- No skulls? Weak.
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DoomGPT: An AI-directed Doom II mapping project (v1.2)
Lutz replied to iddq_tea's topic in WAD Releases & Development
@spineapple tea / @iddq_tea -- I had the same issue with ASHWALL2 while testing my level; I changed all those textures to ASHWALL and went from there. I don't know if that's related to the fact that I was also loading d1tod2gfx.wad (or the order in which I was loading the various extra .WAD files), but this looks like a similar issue -
DoomGPT: An AI-directed Doom II mapping project (v1.2)
Lutz replied to iddq_tea's topic in WAD Releases & Development
Release candidate #1 for level 17 ("Tenements") is ready, but it's a little too big to attach here -- can I e-mail it to someone? It's definitely more detailed than Doom II, but I don't think I went overboard; also, it may be a bit harder than it should be, and potentially a little bit too dark in spots. On the plus side, I think I did do a pretty good job sticking to the AI description (even if that means the last secret is pretty worthless). Finally, note that d1gfxd2.wad is required. -
DoomGPT: An AI-directed Doom II mapping project (v1.2)
Lutz replied to iddq_tea's topic in WAD Releases & Development
My chat log for level 17 (Tenements) keeps mentioning "apartments" -- so, is this too much Doomcute? -
I have to go with my standard answer: Eternal Doom III, Map 12 ("Darkdome") @Soundblock
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DoomGPT: An AI-directed Doom II mapping project (v1.2)
Lutz replied to iddq_tea's topic in WAD Releases & Development
On it