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Everything posted by 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 -
I'm getting serious "Deus Ex" vibes from those shots
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I have made some big, complex levels in the past, but for the first time I have managed to exceed the linedef limit (with the damn level only 2/3 complete) -- I suspect a combination of gradient lighting and and natural rock formations, plus some stupidly unnecessary floor details that probably should just be a texture. First of all: DAMMIT. Second: are there .WAD formats that support an increased number of linedefs, or is that an inflexible DOOM limitation? Third: I'm certain other folks have been in this situation -- what did you do? How did you go about re-working your creations, or did you scrap them altogether? Forth: DAMMIT!
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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
I'm about to start (having finally spoken with our AI overlord directly), but have a question for the group. The AI is telling me that the level takes place in and around apartment buildings -- which is fine -- but I am struggling with how much "DoomCute" stuff to put in the level. The IWADs aren't famous for a lot of sector furniture (the throne in "The Spirit World" comes to mind, but that's about it), so do I make a truly abstract 'apartment building' in the style of the IWADs or a more realistic (for Doom) set of rooms with rugs and tables? -
DoomGPT: An AI-directed Doom II mapping project (v1.2)
Lutz replied to iddq_tea's topic in WAD Releases & Development
I think I know the answers, but just to clarify: 1) Level-of-Detail: we are trying to (roughly) emulate the original IWAD, correct? 2) To the point that it is mentioned, texturing should be governed by the AI overlord -- however, if It is unclear, should we default to the texturing scheme of the original level? 3) Ditto for level-of-difficulty...? Thanks. -
DoomGPT: An AI-directed Doom II mapping project (v1.2)
Lutz replied to iddq_tea's topic in WAD Releases & Development
Completely unrelated answer: it's my remake of "The Chasm" from Doom II: Hellscape -
DoomGPT: An AI-directed Doom II mapping project (v1.2)
Lutz replied to iddq_tea's topic in WAD Releases & Development
I've not had any luck making an account; if someone could ask Skynet for some map 17 data, that would be awesome... -
DoomGPT: An AI-directed Doom II mapping project (v1.2)
Lutz replied to iddq_tea's topic in WAD Releases & Development
This sounds incredibly fun -- I'll take map 17 if it's still available... -
I see what you mean; it looks pretty darn good. Also, that level layout certainly seems familiar...
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Lowly opinion: the new textures look amazing, but as a level designer, I love having some bright colors to add some (tasteful) "pop" to certain areas; as such, I kind of prefer the older nukage to the new one. Obviously it depends on what aesthetic you're attempting, and I am no expert in canonical Star Wars liquids, but I can definitely imagine that green adding some awesome contrast in the middle of a drab Imperial base.
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I had a 386 and had some major issues with Doom II, specifically level 15 (Industrial Zone). I can definitely remember having to shrink the screen to the point at which it was tough to make out what was an enemy, and vividly remember pumping 100+ chaingun bullets into what turned out to be a torch.