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Benjogami

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Everything posted by Benjogami

  1. Sure, why not: https://www.dropbox.com/s/lg86j806xcwuxg3/old_eggs.zip?dl=1 Also included is RC1 and a UV-Max demo for it that I recorded. I don't recommend playing these or viewing the demo, but here they are if you want them. :D
  2. Fun to see my collab with Walter end up here. Walter originally made it for Mayhem16 and I did thing placement, and the rule was exactly 160 things. Looks like Walter kept most of the thing placement as it was, but I did notice two significant changes :D Really good adaptation to the new theme! I love the goofy Wolfenstein gfx and sounds.
  3. Here's a pack of demos that I had a good time making: luclust_demos.zip
  4. Benjogami

    Miracle Soundfont (now with 55 flavors!)

    Really cool soundfont, thanks for sharing. :) Always fun to try out my favorite midis with a new soundfont, and I'm liking this one a lot more than some of the much heavier (in MBs) soundfonts.
  5. Benjogami

    Worst WADS?

    Worst is very hard to achieve. As a wad approaches the limits of bad, it actually starts becoming good.
  6. Benjogami

    Bizarre teleport trap problem

    This assertion appears to be incorrect according to what I'm seeing in the screenshots. Monsters teleport when their middle crosses the teleport line, and since the monsters need to walk about half their lengths before teleporting, and since pinkies are faster than cacos, the pinkies will teleport faster. And then, if a pinky blocks the caco, the caco will be stuck in the space below the teleport lines (as rdwpa pointed out).
  7. So... why did you make your name that if you hadn't even seen the movie? Hmmmmmmmm
  8. Benjogami

    SlaughterMAX. Now on /idgames!

    This is on /idgames finally! https://www.doomworld.com/idgames/levels/doom2/Ports/megawads/smax The version for coop isn't included in the idgames release; it still needs some testing and will be released separately. 
  9. Benjogami

    How do you tackle lighting in your maps?

    I only worry about software, mostly. I have some guidelines that I usually follow: - 128 is default - Anything brighter 128 should be justified by a light source (sky, torch, or light-emitting texture/flat) - Anything darker than 128 should be far from a light source, around a corner or in a cramped space, maybe a low ceiling or narrow passageway. - Intensely bright surfaces (192+) should have line of sight to an appropriately bright source - Areas near light sources but without line of sight can get some diffused light levels between 128 and 192, but sometimes hard contrast is better - Embrace the false contrast on walls that are mostly orthogonal (typically buildings/constructions), eliminate all false contrast on walls that are mostly non-orthogonal (typically natural/rocky/fleshy stuff). If everything is looking too bland and flat and 128-y, add some sky or torches or light-emitting textures, brighten things up accordingly, darken areas furthest from light sources. Generally, any given room should have multiple light values. For example, one light source shouldn't brighten a whole room to the same light value even if it makes sense for it to; it should instead light an area around itself intensely and leave stuff further away darker. And of course, break rules when it's better to. For example, sometimes it's a good idea to use FLAT17 on the entire ceiling in a room and make it all fullbright.
  10. Benjogami

    Good slaughtermaps to play on Nightmare?

    Makes sense that you'd want to play on Nightmare if you're coming from Doom 2016, but Nightmare in the old games is pretty goofy---I wouldn't recommend it. ;) Especially on slaughter and challenge maps, Nightmare won't always be possible and is usually only played in tightly-routed speedruns.
  11. Yeah sure, here's the mid: shizuku.zip
  12. Benjogami

    Cheaters caught red handed

    Regarding Krypto and asterisks: I will be uploading SlaughterMAX very soon (I promise!), and it has several Krypto demos that are UV Max "records" (until they are beaten) that are credited by CWIL, text file, and by the demos themselves which will be archived with the wad. Because of this, I feel like I should weigh in and explain what I'm gonna do. I'm not gonna make any changes or add asterisks or notes or anything like that, and will take the demos at face value. I do believe that Krypto cheated in the Ironmans, because I believe in the mass of expert knowledge and consideration (not just Zero-Master's) that went into the accusation, and because of the ridiculous non-defense offered in return. But I don't feel like the same mass of evidence and expertise has been offered towards Krypto's demos. They are suspicious, for sure. Krypto has boasted that he doesn't spend much time recording his demos and cheekily wonders how much time others spend in comparison [citation would be nice but I don't got time to find that atm]. Could it be because he re-records when he fails?! Maybe. UV Max demos are very different from Ironman runs. In Ironman, you only have one chance. The biggest chunk of evidence against the legitimacy of his Ironman runs is that the collective luck of his 1-chance runs approached absurdity, but, in a UV Max demo, this dimension of evidence doesn't exist unless it's offered up. Even if you boast about how few attempts it took you to achieve your demo, the fact of the matter is that you can try and retry the run as many times as it takes to reach your goal, in which case it's expected that your demo will feature good luck. Also, his UV Max demos just aren't that remarkable. Even if they are records, they're not on highly competitive maps and the times aren't optimal. There's even an example from SlaughterMAX where Bdubzzz beats Krypto in a competitive back n forth, which is at least one example of a demo where Krypto didn't cheat to save his pride even though it presumably would have been easy to do so. I'll leave the asterisks to someone else. ;)
  13. Benjogami

    "Artificial Difficulty" in video games / Doom?

    What makes all of this "artificial difficulty" rather than design choices that you don't agree with? You've clearly described some things that make 2 more difficult than 1, seems like you could just say that these things make it less fun for you and stop there, rather than calling it artificial difficulty. It's as if Dark Souls 1 is the accepted reference point, and anything that makes it harder is artificial because you can measure the difference. Seems similar to the complaint about Doom 3's Nightmare mode, because UV is the reference point and the changes that make Nightmare harder really stand out (and probably make it less fun). Maybe if you could describe what changes could be made to Dark Souls 1's mechanics that would make it more difficult but in a non-artificial way, it would be clearer.
  14. Benjogami

    "Artificial Difficulty" in video games / Doom?

    “artificial difficulty” is artificial criticism.
  15. Benjogami

    Cacowards 2019 Mentionation Thread

    The recently-retired Andy Olivera for Espi. edit: oh, he already won. Well maybe he should win again!
  16. Benjogami

    The DooMed Speed Demos Archive returns!

    A truly heroic tenure. Thank you, and enjoy retirement. :)
  17. Benjogami

    SlaughterMAX. Now on /idgames!

    Good find, but I don't think it can be fixed without desyncing the demo. There's just one issue to solve and some more testing for the coop version. I'm tempted to just upload them to the archive separately at this point! Hopefully it lowers this pillar/teleporter:
  18. I started in September, hope to have 32 vanilla Doom2 maps done sometime soon but maybe not the end of October. Against the rules, but definitely inspired by nanowadmo:
  19. Benjogami

    Bored, and what something new

    Check out Mark's Maps https://www.doomworld.com/idgames/levels/doom2/m-o/mm1_6
  20. A brand new editor that isn't tied to Windows and other old stuff is pretty exciting, and indeed seems like a good reason to hold back on new features for DBX. I'll stay tuned.
  21. I'd like to use DBX more, but there are some features in GZDB that are missing in DBX that I really don't want to go without: Showing thing sprites on their icons Multiple test programs (can choose between PrBoom+, ChocoRenderlimits, or Chocolate Doom when testing, for example) In the dialog where you choose a line action, you can start typing something like "w1 floor l" to see all the options that match There were a few more that I'm not remembering at the moment, but I'll dig in and try to rediscover them if you're interested in making changes like these. :)
  22. Benjogami

    Doom 64 coming to PC and modern consoles?

    I'm guessing they just didn't want to show gore in the Direct, but that the game will have all the traditional gore, even on Switch. :D
  23. Benjogami

    Abandon [final]

    It's looking like we'll have 15 maps.
  24. Benjogami

    DyingCamel's Demons demos [-complevel 9]

    DyingCamel's Demons #1 MAP10 UV Max in 9:58 DYINCAM110-958.zip
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