Nine Inch Heels

  • Content count

  • Joined

  • Last visited

Everything posted by Nine Inch Heels

  1. If those maps are still seperate WADs, you're gonna have to compile them into a single WAD that contains all the maps using SLADE.
  2. Alternatively, if you enter linedef mode, you can drag-select all linedefs, and just drop frontside and backside startan all over the place. Note that this will break "illusio-pits" which are used for "insta-pop" monster reveals
  3. That's normal because the builder does not put textures where the player can't look, if that makes any sense. So if you play with ceiling heights, you get "naked" side-defs. I always thought those would also get a "standard texture" if you blaze through with "make sector mode" though (after changing heights)... If not, try "check map" and click'em through.
  4. usually DB2 puts startan everywhere you make a sector in "make sector mode" (m). You can also "check map for errors" and go through the missing textures one by one and put startan in.
  5. Upload the map, tell us where to look exactly, and we might fix it.
  6. You can play with "classic" settings in PrBoom+ just fine. Just don't make the mistake of trying to clean all the scanners before you enter the fortress and you'll be good. :-)
  7. You can either mark a user's text and then click the "Quote This" button to make sure everyone can understand what you want to refer to in particular (in which case the user gets notified that they have been quoted), or you use "@username", which will make a menu bar appear from which you can then choose the desired user to adress after typing in the first few letters, as in @Flying01. If you see this blue background like shown here, it means you did it right. Just make sure not to overuse the "@username", because usually people who already commented on a thread get notified when something happens. With great power comes great posting, or so they say. ;-)
  8. Yup, load the wad plus the resource pack, then it should all work just fine.
  9. A few things for you to consider if you plan on building gameplay around punching/sawing stuff: -Ammo, or lack thereof, is key if you want for people to understand that they are supposed to get in close and personal. -Choice of monsters: If people have to get in close, you need to make sure the entire thing does not become a dice-rolling hell. That said, if you make regular use of shotgunners, which can hit for a whopping 45% worth of damage, you gotta make sure people can recover from hits like these reasonably well, or keep the count of shotgunners within reason. Another way to mitigate some of the dice rolling is providing armour to smoothen out some of the damage spikes that may occur. Another thing to consider is that any enemy that has a gun also drops ammo, which might be yet another reason for you to keep their count a bit lower, unless of course weak "backup weapons" like the shotgun are something you design your map around. Furthermore, enemies that launch projectiles which can be dodged are interesting to have in tyson style maps, it makes the punching and sawing more skillbased than using primarily hitscanners which will hit at random no matter what the player does. -Terrain is key, running from one mob to another in huge open areas while tanking bullets along the way is not the most interesting way of doing things. If you downsize the rooms, and maybe add some obstacles/cover, you may be able to create a more "tactical" environment for people to move around in. Just make sure moving around doesn't become too finicky for no reason. -Encounter design: Try to think of scenarios in which players can benefit greatly from instigating infights between different monsters to give your gameplay something that isn't "only" dodging and punching, for example. Don't hesitate to also use bigger monsters in an appropriate environment that offers enough room to dodge without allowing players to turn the entire fight into a large enough circle strafe that it becomes trivial. Not sure if anything else is worth pointing out for a start. I guess since you map for ZDoom based ports, you can technically punch everything quite easily, had you been mapping with vanilla/boom compatibility in mind, then there might have been a few monsters that you shouldn't expect most people to successfully take down in melee combat, because these ports work with different hitboxes for monsters. Punching anything in boom is significantly more difficult if the enemy is huge (Cacos, Cybies, Mancs, Arachnotrons). So there you have it. A little (*ahem*) ramble that may or may not be useful. ;-)
  10. Fist mission, or "tyson" as the speedrunning discipline is called, should (does not have to per se) also involve a berserk pack. Punching something to gibs usually is quite satisfying, even if not necessarily much of a challenge at times. Well, I might give some feedback eventually, but I would like to point out that at times starting with a "blank slate" is probably easier, and maybe more satisfying than gradually working on a single map for like a month or two whenever feedback comes rolling in. You might better off starting a new map to experiment with, and returning to this one later down the line when you have some more experience and fresh ideas of your own. I think the last thing you should want is to end up in a position in which people tell you what they would like to see (because we all like different things), and you becoming their "mapping droid", if that makes any sense. Keep the map for now, or maybe do some simple touchups, but also try starting something new from scratch, it might help you a lot.
  11. Read this, then edit your OP accordingly: Your map format requires ZDoom or higher as the sourceport to run it with. Not too bad in terms of visuals for a first map, would recommend looking at other releases to see how people did things there to create a more believeable space. Gameplay is pretty shallow. If all you use is hitscanners and imps, most likely you're not gonna end up with something that has a lot of variety to it, if put in layouts such as this. The last huge room with all the former humans and imps wasn't very exciting to clear for lack of firepower and lack of threat. Huge spaces are more interesting if you use higher tier monsters like revenants, Mancubi, and Arachnotrons. Might as well put down some more weapons so that people have a larger arsenal to choose from. Chaingun and shotgun only usually isn't too much fun, especially because these two weapons behave kinda similar in this map of yours because of its layout. Large areas doesn't necessarily mean better gameplay. What makes gameplay interesting is how you work with the scope of the rooms and what manner of dynamic you create in doing so. Personally I like it better to design rooms for monsters, as opposed to designing a room to then add stuff later.
  12. Thouroughly agreed. Though I didn't really get upset, I simply find it annoying when things update all on their own without requiring any manner of confirmation on my end. I never looked into disabling updates or anything for Firefox either, so I can't blame Mozilla for that.
  13. I probably shouldn't talk on behalf of Lutz, but at this point I can't help but think that your idea of "help" is not something that is gonna be going anywhere. It's not like this map has been made and released within a few hours without any playtesting whatsoever. The author made a map that he likes such as it is, and isn't that what really matters?
  14. I had a first look around, and overall this is quite an enjoyable map if played in a leisurely paced way. The persistence of some of the hitscanners can be a problem in spite of freelook though. I skipped some of the early ones that I couldn't get in my FOV when using PrBoom+, which seemed to be a good decision, since I could get back at to some of them later down the line due to how the map is made. Overall the map seems reasonably generous with health, possibly due to the presence of hitscans just about everywhere, but they've never felt so numerous that I deemed it necessary to do a chaingun-tap-grind-from-cover anywhere for the most part, and even when that happened for convenience's sake it was over relatively quickly. In terms of ammo I played more conservative than I usually would, especially in terms of "higher grade ammo", which seems to be the intended way of doing things. The cybie with his Barons certainly was well suited for getting an infight going to save lots of shells, for example, and there's also zerks to grab, so firepower overall seems ample enough without allowing for wasteful spamming, which I consider to be a good thing. Monster density is relatively low in comparison to the map's size, but it still works out well without beeing either boring or too hectic. Visually this is without a doubt a nice piece of architecture to look at. The theme is executed well, from my POV, and the surrounding is believeable. In terms of custom sounds I almost got hit by a rocket because of how accustomed I am to the default SFX, so I needed to learn that lesson, but I learned it fast lol. Yeah. What can I say? I probably wouldn't want to maxrun this map at top speeds, but when I want some beautiful geometry with mostly relaxing combat, this will be one of the maps I will go back to. That said, I think this is a map many people will enjoy, and I would honestly like to know what @galileo31dos01 has to say about it, if he gets around to playing it, because this might be right up his alley.
  15. I approve of more fun and guns. ;-)
  16. That would be overly harsh. ;-)
  17. Good thing this poll is totally not biased at all. And nowhere does it say "I FUCKING HATE CHANGE!". That said, I like the new, supposedly shitty, version better. Add that to the list of fetishes that you think I may have. :p
    Giving 4 stars while being somewhat generous. And here's why: This is part jokewad and part vignette style combat (leaning towards slaughter among other things). At times this wad is competent at either of these things, other times I really felt like the joke has been pushed way past the point of breaking, hence way past the point of being funny for me personally. Everyone's sense of humor and its limits are different, mine is unfortunately not suited for the kind of mockery that happens here at times. Simply put: This megawad is not for everybody. I love me some "bizarre" stuff, but if you put me in an elevator shaft that takes more than just "a few" minutes to reach its destination... Sorry, these things are not quite my cup of tea. Jokes aside, there is some fun stuff in this set. Usage of scrolling floors not only for the purpose of voodoo doll scripting is something I have a soft spot for, punching the everliving crap out of a cybie is rather enjoyable as well, telefragging a bunch of stuff while memorizing which teleport pads have been used was also nice. In short: There is some creative stuff here that I thouroughly enjoyed. I'd recommend playing this with liberal use of IDCLEV in mind, because you may stumble upon something that you have a good time with.
  18. Map 12 tyson in 1:42
  19. What if I told you that said reason was entirely subjective, which by extension means that it's not to be confused with an objective verdict in regards to the iWAD's overall quality? If you don't like somewhat sprawling maps, okay. There's some of that in doom II, which is the reason why I, personally, like it better than doom I. When I first played doom, quake was already released IIRC, and Duke Nukem 3D was a thing back then as well, still I could see how maps like Industrial Zone, the Living End, and whatnot are really cool. I know lots of people hate them, but I also like The Chasm and Barrels of fun. We can always look back and talk about how they executed their ideas at the time and pat ourselves on the back how modding, scripting and mapping transcended all that in some way shape or form, but that's going nowhere. Id had awesome concepts, many of which were so unique that you're gonna be hard pressed to find them in other, more modern games at all, let alone in ways that are actually more fun. Wanna know where the bamboo-pole platforming in some slaughter maps is from? That's the chasm for you right there. Id made it happen, people just used their concept and made it more difficult. Opening monster closets that grant access to a new area in a map? Look no further than "Dead Simple", id made that happen. Putting people under time pressure while doing a "hurdle run"? Look at "Barrels of fun" and guess who made it happen. Good concepts are like art, they don't need you to like them, they just need to be inventive in a way that makes gameplay different in order to be good concepts. The many large, open, and epic sceneries you see in so many games today? Id made them first, only at "lower resolution". I could go on for some time here. Fact is that everything that is made by this community today is essentially an "evolution" of a concept that we've seen in iWADs from the past. That's why they're awesome for obvious and maybe not so obvious reasons, imo. Some people should ask themselves if it's reasonable, let alone fair, to pass the verdict that iWADs are boring when they've played them seemingly hundreds of times already.
  20. What's worse than seeing a manc survive 3 SSG blasts? Seeing how there's only "one pixel" left in its health bar.
  21. Health bars are not allowed for the purposes of demo recording.
  22. Doom and Doom II are different because by the time doom II was made, the people over at id actually had quite a bit of expertise with building maps, and they actually have been playing their own product extensively as well by that time (which is why the new monsters they added fit in so well, for example). I can't quite wrap my head around the idea that their original maps are bad though. First off, people back then were generally not as good at dooming overall, second off, the average person's hardware (or lack thereof) back then was a limitation to keep in mind if you wanted your product to be attractive to a wide audience. Comparing today's maps (be it a GZDoom map with insane detailing, or a boom map with thousands of monsters, just to name a few stereotypes) with the vanilla experience that id provided back then is like comparing apples and berries. EDIT: I mean, just in terms of gameplay the cyberdemon in e2m8 was considered difficult by the standards of the time. When was the last time you felt like a single cybie in a wide open area was a serious problem?
  23. Wanna play one of my vanillaâ„¢ slaughtermaps? ;-)
  24. I would agree that maybe this way of thinking isn't particularly "fair". At the same time, if you use UDMF in ways as basic as they come (which seems to be a minority of use cases for releases that have some manner of "gravity" to them), you have excluded PrBoom+ for no actual reason other than maybe personal preference of format. It's at that point that I'd argue you might as well have used boom to reach a wider audience by virtue of including another popular port that your maps can be played with. This seems to be the reason why some people kind of expect ZDoom format maps to actually use some of their advanced features to "justify" the use case to begin with, because why exclude a source port when you don't really have to? Let's not pretend that people never went for UDMF just to use wall-textures as flats. That said, the only reason for me to ever map in UDMF would be to do something that boom doesn't bring to the table, and the most noteworthy things are 3D floors and ACS. If I don't need any of those to A) get the intended gameplay in place, and B) create a decent environment for people to move around in, I, personally, have no reason to use UDMF at all. I suppose the same applies to several other people as well, because, like I said, if it were that easy to pinpoint how UDMF is so much better than boom in every single respect [easy to get into, intuitive to use, simplistic "building blocks" with oodles of ways to apply them (and that's where this debate kinda kicked off)], people wouldn't use boom anymore. The fact that people still happily use boom in spite of all the "UDMF is objectively the best thing since sliced bread" talk speaks volumes, but some people are simply astonishingly good at covering their eyes and ears (or making up nonsensical arguments about square roots, or trying to sneak an argument of authority in through the back-door). That aside, there's still lots of people who want the nostalgic "vanilla" behaviour of things with all the pros and cons, which includes designing their maps with these things in mind (others don't, their choice). The moment I map in anything ZDoom-y, I can not design around vanilla thing behaviour anymore at all, because of how the targeted source port operates in several respects, same deal if the targeted port is GZDoom. So that's one major aspect aside of large scale slaughter that you can have in boom, but not in UDMF, because the format determines which ports can be used and ports simply behave differently to varying extent, let's at least be honest about that in spite of all the "format ideology" that is happening here.