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Decay

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Everything posted by Decay

  1. Logged in just to like that post, thanks for linking it!
  2. Decay

    The Joke Map Conset

    got you an interpic fam
  3. Decay

    Any mapping discord servers ?

    If you want to do any PVP related mapping, you'll find feedback here https://discord.gg/gsVSHGK
  4. Decay

    Question about Zandronum and PrBoom+

    Please correct me if I'm wrong but I don't think the hitboxes (barring the mastermind, which was reduced to 112 units vs 128 in zdoom ages ago but there is a compatibility flag for this now) changed at all. There's a different hit registration with the fist I think but that's about it? Are you possibly referring to blockmap?
  5. Decay

    Question about Zandronum and PrBoom+

    Each port has a set of "compatibility" flags that replicate vanilla or older port behaviours, so "original game behaviour" isn't much of an argument there.
  6. Decay

    Question about Zandronum and PrBoom+

    Odd, once you turn off freelook it should be saved in your INI config file so you shouldn't have to turn it off every time. That applies to every command, so I'm not sure why you're having that problem. To change map for pistol start, I think you need to use the command "map eXmX" instead of "changemap eXmX". There are also pwads for zandronum that will do this automatically for you but I'm not sure what they are called, given I don't play single player. As for ports, play whatever makes you happy.
  7. Decay

    do you put Easter eggs in your WADS?

    @hobomaster22 likes putting pics of his cats in his maps. As for me, almost every map I've made since 2014 has an easter egg/joke in there somewhere. It's a neat little thing to do, sometimes it's poking fun at someone, sometimes it's changing the map a bit, sometimes just a small joke, probably the most meaningful one is a tribute to the late DemonSphere (RIP).
  8. Decay

    Favorite Metal Bands

    Moonsorrow 100% for atmospheric metal. Check out the albums Kivenkantaja and V: Havitetty, both of them require a full listen, Havitetty in particular, a true masterpiece.
  9. KFC is crazy, maybe there is a greater goal behind this
  10. Decay

    32in24 - Best of DM Pack

    Best to make a brand new pack then, because there is a very good reason nobody plays these packs/maps outside of singular events.
  11. Decay

    lulzworthy drama bs

    Is this really where people want to be
  12. Decay

    AI research and Doom multiplayer

    That video is Dwango5 map01, SSL2, and Judas23_ @Fonze Doomseeker supports odamex as well Freelook and jumping are optional mechanics of course - the user does not necessarily need to use them in most maps, even in newschool ones. But I'd agree that oldschool is probably the best way to go for this particular project. Flags (settings) are different between ports so it'll be a matter of choosing which port you believe is best suited for the project (you could go chocolate doom for the most "pure" experience).
  13. Decay

    AI research and Doom multiplayer

    Hi, There's a number of factors at play when picking what is "standard" (and there are many competing views on that). Easiest way would be to demarcate a line between oldschool (which has a more clearly designated "standards" or flagsets) and newschool (a bit more nebulous and has a variety of approaches). The most important distinguishing points between these 2 would be the enabling of jump, freelook, and finite actor height. Oldschool mostly tries to emulate vanilla play in more modern ports such as Zandronum, though the other alternative choice would be Odamex. Odamex is arguably more suitable for oldschool play, and the maps that have been used in tournaments (most recently quake con I believe) would be SSL2, Dwango5 Map01, Judas23_, Doom2 Map01, and I think King1. Might've been Dwango5 map07, which is another viable standard map everybody knows. Those are for 1v1. For FFA deathmatch, this question has actually been asked before on the zdoom forums, here: https://forum.zdoom.org/viewtopic.php?f=4&t=56552 which is mostly unchanged, the only difference being an additional newschool set made by the same people who made DBAB and Aeon, called NeonDM Port choice is player preference, neither are "standard" but it's worth keeping in mind there are nuanced differences between them that changes feelings for players (Odamex is based on a much older version of ZDoom and CSDoom, while Zandronum is based on a much newer version of Zdoom). Zandronum supports more modern features which change map dynamics (such as 3D floors which allows room over room creation) while Odamex more definitely caters to old school Newschool has less bound rules but there are many people willing to help you out, starting with the MDF yea. As for finding players, MDF and WDL are good places to look, I think Devastation is still around, Ralphis is still here, @dew can probably give good suggestions for viable players who aren't too immature for the research process.
  14. Decay

    The Slaughter Spectrum - RC1 Release

    It's easy to make it seem like that's all this is about really, but it's not, and it's kind of disingenuous to dismiss everything I pointed out in my first post by just saying that. If BB was some random nobody who did this nonsense with the pk3, half the forum would jump down his throat. The only reason you guys aren't is because he makes pretty maps and established himself with streaming. It kinda sucks that this is partly just a private drama that's being dragged out of the shadows, but the reality of things is that it's easy for BB to seem like he's done little/no wrong when all the public facing posts indicate so, but a series of shitty pms, waving the threat of separating these maps from RR before they were kicked, blatant disrespect to other mappers on the project, utter disdain for people not fortunate enough to have decent computers, and borderline bi-polar attitude towards help tell me that BB is not the saint you guys think he is. He doesn't need you defending him, he can defend himself.
  15. Decay

    The Slaughter Spectrum - RC1 Release

    I'm not sure what your definition of "riddled" is but literally everything in my post was fact except the speculation of vindictiveness which was based on various quotes and contexts I've seen as part of RR's development. I have no intention of stating how I did this. I did plenty of map breaking for these maps when they were part of RR, and clearly what I said was ignored so I really don't see much incentive to point out how to skip 3/4 of map01 or half of map02. "Trademark aggressive behaviour" yea, that seems about right.
  16. Decay

    The Slaughter Spectrum - RC1 Release

    I didn't realize BB needed acolytes to defend him :( All I did was point out that mutilating the existing pk3 was bad practice and he got mad for being called out on it. Also I was wrong, I skipped everything right up to the vile encounter and from there it was a relatively easy exit.
  17. Decay

    The Slaughter Spectrum - RC1 Release

    Relax dude. Maybe you'd like some feedback instead? I managed to skip the entire first half of map01 without having to fire a single shot, guess you should find out how I managed that.
  18. Decay

    The Slaughter Spectrum - RC1 Release

    so I actually finally got around to downloading THIS version of the maps, pk3 whatever, and I'd like to point out the following. When you separate maps from a project, typically you build new pk3 from the ground up. This pk3 is basically a bastardized version of the last RR build, including ACS, sound, graphics, text files, and other unused resources, resulting in a flood of console errors (even just opening console in map01 returns errors), contributing to an incredibly sloppy "release candidate" that was clearly rushed out the door. Funnily enough you couldn't even be bothered to give the hub map music, and it's missing the titlemus. I know the previous version had that stuff in because it was a direct rip from RR, which is humourous enough in itself, because I know you have strong opinions about "tarnished" and "buggy" releases. The credits file is a sloppy edit of the RR one and doesn't specify what RR resources are being used here and who made them, or update the credits file (I see the light colour edits from NeonDM are in the pk3, which were a recent addition and I'm sure are not used, but still requires crediting the original texture source and the person who recoloured them). Hell it even says 17 colourful maps, last I checked this was 5 *hits blunt* Saying this is cool and all, but you don't cover everything with broad strokes like that. This was the quote removing you from the team. This means assets used specifically in your maps. It doesn't mean menu graphics/pointer, text files, the boss ACS, etc. Anything else would require direct permission and attribution. You should also consider replacing any shader textures used or get permission from serious_mood for this project, since that permission is not RR's to extend. I understand the grievances between you and RR but this lacks integrity, and I can't tell if you were just being enthusiastic wanting to release these or just wanted to be slightly vindictive about how things went by rushing something out the door to beat RR to the punch. If you really want to do a good job of making a separate release, start by making a new pk3 instead of abducting and molesting the existing one, so you actually only use what you've been given permission to use and what you actually use.
  19. Decay

    The Slaughter Spectrum - RC1 Release

    This is a very ignorant comment and is trying to drum up drama for no reason. Anyway, I don't typically play single-player stuff, but I tested these maps when they were part of Refracted Reality. Visually striking, they were reminiscent of Gothic99, with borderline unplayable frame-rates and extremely boring game play (set piece after set piece battles), to the point where I don't think I'd ever be able to get through these in a single life and they have been majorly toned down from older versions. Some very interesting mechanics have been demonstrated here, from a structural and aesthetic stand point these maps are great but too often the game play leaves something to be desired IMHO. Nevertheless, good job on the maps and congrats on finishing.
  20. Decay

    [Released] NeonDM

    This is another spiritual sequel to Don't be a Bitch Last Man Standing but also AeonDM because apparently 66 maps are simply not enough. If you have played DBAB and/or Aeon, you will automatically have an idea of what Neon is aiming for in terms of game play. Smooth layouts, high detail, amusing easter eggs, and great game play making use of advanced port features (Zandronum and higher required) are the defining features we are aiming for once again. "Decay, wasn't there a lot more information here? What about the call for mappers?" Neon was split into 2 projects for a variety of reasons I won't get into here. If you are interested in working with us on another project using the same principles, palette, textures, etc, join the discord below or be on the look-out for the next project, Delta Q DM. Features: 15 new maps (Neon01-15) Support for mod-compatibility via skill-settings New game mode! See skill settings for details Implementation of skill-settings Basic settings No crouching Jump enabled Limited air control Freelook Double ammo Skills Choose a skill to determine how you want to play Skill 0 (Beginning in Rage) will have the maps all with BFG starts, so you can spam and meme to your heart's content Skill 1 (Don't be a Bitch) is dedicated to the mod "Death Foretold" - the items are specifically laid out just for this. Skill 2 (Vanishing Aeons) is dedicated to the mod "Quake Champions: Doom Edition"- the items are specifically laid out just for this. Skill 3 (The Progressive Era) is straight vanilla weapons - nothing fancy here, and compatible with any mod you want to play with Skill 4 (Lost in Neon) is the true intended mode with Eon Weapons, following the previous 3 mapsets we have made as a group Skill 5 (Bourgeois Realized) is a new game mode - Neon Hunter! The maps use the skill 3 weapon layout, but with a couple added Invisibility spheres, but these aren't normal invisibility spheres - they provide advanced weaponry to the user (the Eon Weapons - railgun, grenade launcher, lightning gun, and strong chainsaw), an additional 100 HP, and 100 points of Blue Armour, as well as a speed boost. Download: Neon DM Download: Eon Weapons Rc 8 Contact: https://discord.gg/gsVSHGK Project Lead: @Razgriz Maplist: Screenshots of Maps, segmented for your viewing pleasure.
  21. Yes all the time, in fact Impromptu DM was a speed session specifically inspired by how terrible VGP DM was, so the challenge was to make a better wad in 36 hours than what took VGP 9 months. Diet DBAB was inspired by Joe-Ilya's poor mapping ability. Every other map pack I took part of was partly born out of dissatisfaction with pre-existing pvp wads. Bad maps are a fountain of inspiration for a variety of reasons!
  22. Decay

    [Released] NeonDM

    Not sure what necessarily can be done for the jpeg artifacting - some quality was sacrificed to reduce filesize (otherwise would be well over 150mb, and even atm it's sitting at 80mb which is on the borderline of unacceptable for 15 maps!). I'll see what we can do about that. The missing THING in 08 is a good catch, I thought I ran through all of the skills, but alas did not run through vanilla itself. Poor quality control! Good thing that isn't the final release lol. Animating the pink lasers I'm on the fence about. The old theme with the green lasers did that and it gave me a headache every time we played, so I'm not sure I want to revisit that. The infinitely growing spirals surprisingly do not create memory loss or anything. We speculated about that last year actually and razgriz sat in a server for 30 minutes to see what would happen, and nothing did. As for the instant death slime, well, that's a battle i've long since gave up but it has more to do with anti-LMS camping than being obnoxious. Maybe I can convince compromise. Thanks for pointing these out!
  23. Decay

    [Released] NeonDM

    Glad to see this, and happy to have you on board, even if it was late in the project :) RC3 was released today, and is the final RC. After an excellent test run this morning, there just looking to be some minor clean up in a couple maps, but it seems like we are most likely to have a final release and release party on Sunday! Get the latest version here or in the first post. Highlights! There are some last minute additions to further enjoy the pack. Skill settings Choosing skill 0 (Beginning in Rage) will have the maps all with BFG starts, so you can spam and meme to your heart's content Skill 1 (Don't be a Bitch) is dedicated to the mod "Death Foretold" - the items are specifically laid out just for this. Skill 2 (Vanishing Aeons) is dedicated to the mod "Quake Champions: Doom Edition" - the items are specifically laid out just for this. Skill 3 (The Progressive Era) is straight vanilla weapons - nothing fancy here, and compatible with any mod you want to play with Skill 4 (Lost in Neon) is the true intended mode with Eon Weapons, following the previous 3 mapsets we have made as a group Skill 5 (Bourgeois Realized) is a new game mode - Neon Hunter! The maps use the skill 3 weapon layout, but with a couple added Invisibility spheres, but these aren't normal invisibility spheres - they provide advanced weaponry to the user (the Eon Weapons - railgun, grenade launcher, lightning gun, and strong chainsaw), an additional 100 HP, and 100 points of Blue Armour, as well as a speed boost. Neon08 got a bit of colour touch-up: Neon09 (SubNautical) received an overhaul Graphics! There's a cool f1 help screen and start up screen now, check it out All the maps received some dynamic light treatment. Not really something you see for DM, but they definitely add a little bit of additional atmosphere. Since the project lead is doing the final release post, I'm going to make my thanks now. It's been a tough 2.5 years with many setbacks and points of stagnation, but we finally pulled through. Thanks to some of the people who stuck around til the end and made the project a reality. @Razgriz, the project lead, who held the entire thing together by a thread with inexhaustible willpower. Without him, the entire project would've fallen apart and never materialized. A true leader. @killerkouhai did some wicked graphics work for the project, added the dynamic lights, and helped me out on Project Dark-Lite, as well as serving as inspiration to continue changing and working on the pack. Michaelis, who lacks a Doomworld account, for many logistics-related things, scripting, and getting the set specifically compatible with D4T and QC:DE, along with @DBThanatos for doing item placement for QC:DE, running an event on stream that doubled as a test session, and some additional quality assurance support. @Combinebobnt for getting the basics for the project together with the palette work and a ton of recolours to get the ball rolling, and a lot of layouts for us to fix. @HeavenWraith @jdagenet @Argent Agent for picking up mapslots, taking over maps, and custom musics. @Dragonfly for his map and promotion of the project with his streams and otherwise, along with @Bridgeburner56 for streaming DM sessions as well that were valuable test-flights, and of course their regular crew for essentially being our secondary testing team. Everyone who supported the project and played it! What's next? It's been a crazy past few years for me and mapping for PVP, and I think it's time to pack my bags and call it a day. At this point I only hope that this pack serves as an inspiration to other and future PVP mappers, as much as @Mechadon and @esselfortium inspired me, to realize what Doom PVP can truly get. Without packs such as Sabbat Martyr and SpaceDM9, I don't think I would've even done half the work I did here, and in previous projects, so I will remain forever indebted to them. But that's just me! As far as I know, Razgriz is willing to head up another pack - Delta Q DM. If this pack does inspire you to do something, I encourage you to talk to him. It's never too late to pick up on PVP mapping.
  24. Decay

    What would be the perfect Doom 2 FFA server?

    There is no such thing. The "perfect" ffa is a random combo of maps, player numbers, and people you play with. Wads will only take you so far, and even "bad" wads can be dumb fun once in a while if you're playing with the right people.
  25. Decay

    Favorite Doom Multiplayer gamemode?

    oh i thought it was because you couldn't even muster double digits in a match with 20+ people.......
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