Spectre01

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  1. As far as health/ammo balance goes, playtesting is probably still the best way to judge it. Play through your map a few times and see how many unused resources are left over. Then, remove some health/ammo depending on how strict you want the map to be.
  2. The best thing you can do about this is disable jump/crouch in MAPINFO and specify that it's not intended in the text file. At the very least, the former will deter the clueless player while someone who enjoys hopping around can turn it back on and do whatever.
  3. Scythe 2, map32: this switch just doesn't work in GL/PRBoom+ for whatever reason. Using Doom v1.9 for compat, which should be correct.

    doom04.png

    1. Memfis

      Memfis

      That switch uses a Boom action, so no wonder...

    2. Yugiboy85

      Yugiboy85

      Does that make scythe 2 automatically cl9 only then? 

    3. Memfis

      Memfis

      Nah, that action is not necessary for level completion.

    4. Yugiboy85

      Yugiboy85

      I see, it's some sort of bonus action then (like ancient aliens's zdoom scripts). What does it actually do though? Out of curiosity

    5. Spectre01

      Spectre01

      It lowers part of the wall on the left there, allowing you direct access to the area from the main courtyard. You can still walk off the wall, it's just weird when a familiar aspect of the map doesn't work under the intended compatibility settings.

  4. @Memfis That's an interesting perspective but also a lot of extra mapping and testing effort to accommodate niche play styles. When you think about how many people actually play your map and then narrow it down to those who liked it enough to replay/speedrun, it doesn't seem worth it. I'll throw out another tip that I need to start following too. If you're making a hard map, include extra resources and keep the difficulty moderate while you test. Then once you're happy with how the map feels, you can start removing resources and adding extra enemies for UV purposes. This also has the added benefit of having lower difficulties implemented and fun to play.
  5. Gif, gibs, giraffe - all with a hard G.
  6. Must've been either Scythe or Plutonia 2.
  7. Scythe is exactly that, sans maps 29 and 30 which are longer. Going Down's maps can also be finished very quickly.
  8. It's a fun and very ammo efficient weapon, so I try to maximize its use when I have it. BFG spam maps can also be fun, although I usually prefer a mix of BFG/rocket play during slaughtermaps.
  9. What's the deal with Mancubus fireballs flying through walls in PRBoom+? I got hit no less than 3 times today while behind cover.

    1. Show previous comments  8 more
    2. Doomkid

      Doomkid

      So does that mean the explanation found here is totally off base? http://forums.zdaemon.org/viewtopic.php?t=16625

       

      Quote

      You see, the "speed" of a projectile is how many units it instantaneously moves forward on each "step". The frame duration defines how often the projectile makes such steps. Thing is, if your projectile is currently close to a wall (but still without touching it), it might appear entirely on the other side of the wall after making another step. It will fly straight through the wall because the collision technically never happened.

      To fix this, decrease the duration of the projectile frames and also the speed parameter. That way the projectile can fly just as fast, but the steps will be shorter and thus it will improve the odds of (or even guarantee) proper collisions with any walls. This will, however, increase the animation speed as well.

      To keep the animation the same as well, here's what you can do. I'll use plasma projectiles as an example. Plasma loops through frames 107 and 108; 6 tics for each frame. Instead, make it loop through four frames (e.g. 107, 108, and unused frames 720, 721); 3 tics for each. Frames 107/108 and 720/721 would visually look the same. Now decrease its speed (e.g. from 25 to 15) and you'll have a projectile that looks and acts identically to usual plasma except it travels 20% faster and yet collides with all the walls properly.

      I apologize if you're experienced with dehacked enough not to be explained these things in such detail but I figured perhaps others could find it helpful.

      I just ended up increasing the radius of the projectiles, but I thought this idea was brilliant - but based on what I'm hearing here, it won't actually work?

    3. Doomkid

      Doomkid

      (Also interesting chats like this make me wish status updates were easier to find after they drift away from the front page..)

    4. scifista42

      scifista42

      The occurence of clipping through a single 1-sided line (or through an extremely-thin wall) is determined by the projectile's speed, the line's angle, the projectile's angle relative to the line, and the projectile's exact position relative to the line, which in turn is determined by the distance from the attacker to the wall modulo the projectile's speed.

       

      Passing through a thick wall with void inside it (thicker than the projectile's diameter) consists of 2 events: Passing through one line into the void, and passing through another line out of the void. The chance of it happening depends on the very things described in the paragraph above, but applied twice in a row, and for that very reason, the chance is further affected by the distance between the 2 lines, their relative angle, and the angle under which the projectile passes through the first line.

    5. scifista42

      scifista42

      @Doomkid Yes, you can change the projectile's animation however you want and it won't affect its movement in any way. Decreasing the projectile's speed and/or increasing its radius are the only effective changes.

    6. Da Werecat

      Da Werecat

      I just made the rockets "static" (they were looped with 1 tic duration before) and they worked just fine. If that explanation was true, they'd just freeze in place.

       

      Strangely enough, when I put 0 into the next frame, the rocket never shows up, even though it's not supposed to change frames with -1 in duration. DEHACKED is fun.

    7. scifista42

      scifista42

      @Da Werecat Would you share your DEHACKED so I could look at the duration issue?

    8. Da Werecat

      Da Werecat

      Patch File for DeHackEd v3.0
      # Created with WhackEd4 1.2.0 BETA
      # Note: Use the pound sign ('#') to start comment lines.

      Doom version = 21
      Patch format = 6


      Frame 114
      Duration = -1
      Next frame = 0
       

    9. Da Werecat

      Da Werecat

      I changed next frame to 115 and rockets turn into BFG balls now. A second -1 down the line stops the animation. Looks like it's just the first frame that can't be static.

    10. Doomkid

      Doomkid

      That's totally bizarre

    11. scifista42

      scifista42

      Frame 115 is a BFG ball frame, Da Werecat just tested whether next frame will work in that case, and it worked as it should have, that part is not bizarre.

       

      I think I found the issue in the source code. When a projectile gets spawned, the following function is called:

      void P_CheckMissileSpawn (mobj_t* th)
      {
          th->tics -= P_Random()&3;
          if (th->tics < 1)
      	th->tics = 1;

      The last 3 lines are supposed to randomize the projectile's animation, but if the duration of the first frame is -1, this code will change it to 1. As a result, the projectile will animate even though it's not supposed to. And since the duration is only 1 and the next frame is set to 0, the projectile will disappear as soon as it tries to animate.

  10. Setting: It's very hard to pick just one as they strongly depend on execution. If I had to pick two I'd go for abstract techscape (Speedo Doom/Valiant map31) and flesh-tech Hell (Sunder map08, Hellbound map31). Difficulty: Hard, although I also enjoy easy maps. Chaingunners: Yes please. I love well-placed Chaingunners that pose a real threat and force you to use map geometry/cover. Long or Short: Longer maps tend to be more memorable than something you blast through in 5-10 minutes. Detail/Gameplay Focused: Detail doesn't have to be super high, just as long as the maps are pleasing to look at. Something like Scythe 2 with nice clean visuals is a good example. 50k sidedefs not necessary. Gameplay is the main focus, although I also enjoy wads carried by their atmosphere where gameplay doesn't seem like the primary focus (Hellbound, A.L.T.).
  11. I like chocolate (upvotes to the left).
  12. Plutonia's map29, Odyssey of Noises, is my absolute favourite IWAD map. It's also the best executed and detailed of the sandbox-style city maps. Worst would be Habitat, which is not only the ugliest map in TNT but one of the worst looking maps ever made. Mother of God... Play Plutonia, now, do it!
  13. As mentioned above, I find e4m2 more difficult because it forces you to play fast and the environment is very unfriendly. Meanwhile e4m1 becomes much easier with slow and careful play.
  14. The later episodes of Scythe 2 are great and I'd say the tech base E3 (maps 11-15) is the weakest. Of course that depends on you tolerance for difficulty as maps 23 and beyond are significantly more serious. Also Mr X who requires a very different approach to fight.
  15. I guess I could be considered straight-edge as I don't drink alcohol or smoke/snort any illicit substances. Don't really follow the whole culture thing around it or have sXe tattood anywhere though.