• Content count

  • Joined

  • Last visited

About CapnClever

  • Rank
    Junior Member
  1. I was asked to review this, so here we go! This is in no particular order, just notes as I remember them. First off, I didn't even come close to finding all 32 secrets. Even with a number of computer maps available, I think I might've found only half of them between by playthroughs. I'm not much of a secret-minded player, so grabbing even half of them might be considered decent: that said, a number of apparent secrets weren't all that enticing anyway (four backpacks?) and I think it's probably quite possible to complete the whole thing without finding even one. Most are pick-me-ups (e.g., supercharges) in case prior combat didn't go so well, and there are a couple cases of grabbing weapons faster than non-secret progression but not often in ways that work well (e.g., early rocket launcher but the next section is too cramped to use it). Then again, I only found half so I could be completely wrong about a lot of this. The intended non-linearity of the level is quite apparent, as there is no obvious "way to go" for most of the map and routes that skip a section or two. On the other hand, in spite of using all three keys for various functions, the player ultimately has to collect them in a strict progression (yellow > red > blue) which lends itself to some superfluous handling: The multikeyed pillar section can be done with yellow only but blue is required before that's relevant There's a red door near the mastermind that is to my knowledge impossible to reach without already having the red key The first key-door pairing exists in a straight path from one to the other; as this section is eventually blocked off entirely, this could simply be replaced with a switch that opens the door (there's exactly one other use for the key in this section and would work just as sensibly with the same switch) It's possible to stumble past the first step in red key progression (revealing the bluelight barrel room), only to be locked out just after it anyway I'm not saying any of these are necessarily problem areas to be addressed, only inconsistencies in the supposed nonlinear design. A curious player will choose to explore as much as they can regardless, and if others are fine playing through once having only discovered a quarter of it, that's their choice all the same. A major concern in nonlinearity is resource placement, such that the player not be left defenseless later on because of simple guesses earlier. The very first section feels disjointed from the rest of the map (basically everything leading up to the yellow key), not in the sense of it being poor quality but aesthetically dissimilar. Perhaps you're going for a techbase-into-hell theme, but the mood swing is stark in between. Warning icons are brilliant, definitely my favorite inclusion in the map. You may want to consider making their status more apparent early on so that the first time isn't a certain death, but other than that it's an incredibly standout quirk that I'll remember for a long time to come. Their associated setpiece is also probably the highlight of the map and appropriately adds anxiety to the section. The first Archvile on UV (just after collecting the blue key) is in a room where it's entirely possible (this happened on my first playthrough) to kill it without activating any of the reveal monsters. At the time it was a disappointing battle, especially since it's the first usage of the SSG: having understood how it could have played out, I recommend increasing the scope of what triggers the reveal, maybe even changing to linedef triggers via monster so they're bound to happen relatively quickly between reveals. You could probably afford to make the enemies a little harder there, too, like a couple extra revenants. Although I mentioned I've played through the map a couple times, I haven't been able to finish it: no idea what you're supposed to do about the barrels. On one occasion they exploded earlier than they were probably supposed to (might have been due to rocket splash). Am I supposed to be able to walk over them? (I was using infinite actor height at the time.) Anyway, all in all an interesting map that plays very differently from the modern mode, one that I had fun with. A little cramped at times but it fits the ambience you were going for.
  2. Based on the replies, you appear to be assuming that different difficulties actually change the properties of enemies. On I'm Too Young To Die you take half damage from all enemies; on Nightmare certain projectiles are faster, all enemies are more likely to attack at shorter intervals, Demon/Spectre action frame durations are halved (effectively doubling its total speed), and enemies have a chance to respawn every ~11(?) seconds; no other difficulty changes values like this. So if you're playing on HNTR or HMP or UV, the only thing different between these difficulties is thing placement, and if there are no thing placement differences then they play identically. Up to you if you decide this is lazy. Personally I think it's a sufficient way to map if you're clear to the players that this is the case, and that players who want an easier time can move up to ITYTD without worry that the enemy composition is different. Implementing interesting difficulty settings is really hard, after all.
  3. Here's an obvious one: if you don't play using a ZDoom port, you're not going to map with ZDoom in mind. It doesn't take much to learn that less than 100% of the playerbase uses ZDoom, and even less to make the inferential leap that some of these players are mappers. And mappers certainly aren't going to map in a format that makes it impossible to play their own maps correctly. Now you could make the assertion that everyone should use a ZDoom-based port, but that's a much harder sell. Whereas UDMF and ACS and whatnot are simply a means to do more than vanilla or Boom can do, ZDoom carries a lot more weight in terms of fundamental changes to the original Doom experience. This includes a number of patches people consider important to said experience. It's not completely unreasonable say that ZDoom is among the least Doom-like ports, whereas other source ports sacrifice extensible mechanics to better emulate that game from 1993. Ultimately, moreso than a mapper being used to the tools they map with, a player is used to the engine they play with, and trying to convince them to pick up all their experience and move to another engine is difficult indeed. I mean, I use all sorts of source ports. If it's supposed to be in Vanilla I'll head over to Chocolate Doom; if it's limit-removing I'll choose Crispy Doom; if it's Boom I'll pick up PrBoom+ or Eternity Engine; and for ZDoom-only stuff, I'll move toward GZDoom. To say that ZDoom-based ports are my last choice isn't to say that I specifically dislike the engine, rather than I prefer things that play closer to the original executable and that ZDoom ports are the furthest from this. If everyone were to suddenly map in UDMF from now until forever, I'd be disappointed but move on: it's not that much of a deal-breaker. But unless that happens, I'd rather play the closest I can to the mapper's intent.
  4. Hexen appears to have been designed with a heavy focus on cooperative play, especially using every class: Thing generation is flagged per-class, meaning if all three classes are in play then even more monsters (and items) are available; this flagging is in addition to coop flag, though I'm not sure if there are major cooperative-specific encounters The Mystic Ambit Incant is a cooperative-specific item that benefits all players within range and its use depends on class. Version 1.1 upped player starts from 4 to 8, by far the most significant difference in the patch. Because each class has something of a role to fill (fighter handles the melee and knockback keeps enemies at bay; mage snipes far targets and especially flyers that dodge; cleric plays crowd control with self-healing and strong group damage), combat with the greater volume of enemies leads to a well-crafted dynamic experience. Unfortunately this appears to come at the cost of the single-player experience, with each class carrying certain deficiencies that never resolve themselves and ultimately make the game feel incomplete. It's like playing some party-based RPG with all of the same class: interesting in certain settings but to do so on the first playthrough exposes just how important the variety (and role-playing) is. Incidentally, my first experience with Hexen was in a cooperative setting (as a young child at that!), so keep the bias in mind. As far as single-player goes, Mage probably has the best mileage on a first playthrough: the weapons are varied enough that each one has a niche use to keep things interesting, and the infinite railgun is always a safe strategy if you're patient. Fighter has a lot of staying power, and although his ultimate weapon is disappointing for its mana usage (in a relative sense) it's easy to skate through the game on the others. Cleric is easily the most lopsided class, with lackluster weapons for most of the game and an absurdly overpowered ultimate weapon that has to be used strategically lest you be forced to fall back to impotency. Preference depends entirely on approach, of course, and if you like the game you'll like it enough to play another two times. Hexen's also a game that is very obviously inspired by CRPGs from its time, though packaged into something that worked better on the Doom engine. What many players will miss on playthroughs is that the game is actually quite straight-forward: however, this is often juxtaposed by terrible conveyance. Unlike its inspirations, very rarely are there locations that do not involve progression, meaning: you are either meant to find a key/relic that solves the next point of progression (relics being the closest thing the game attempts at intuition), or after reaching the next area you are to find switches/linedefs that invoke yet another point of progression. Hub2, Shadow Wood, does the best job in being quite obvious about collecting keys to perform hub progression, which is likely why it also has the most optional sections of any hub. That said, where these switches or keys or relics (or freaking linedefs) appear is often non-obvious, and so Spot the Difference is a necessary component of gameplay. I imagine all of this was quite intentional, even if it did little to prevent panicked backtracking because the player forgot to search every crevice in the latest room. Most of the time the combat feels like an afterthought (at least in single-player) to give the player something to do on the journey of puzzle-solving. There are some polished encounters (Hub3 and Hub5 are the strongest contenders) but the biggest problem is the same one Heretic had: general lack of threat. The enemies capable of dealing real damage to the player (Wendigo, Stalkers, Reivers) are all massively confined due to theme: I honestly have no idea what they were thinking, making the glass cannon appear in the first hub and then never again. Afrits and Bishops are basically the Fire Gargoyles of the game, annoying to deal with but never put you in a problematic situation. This leaves Ettins and Serpents as effective but bland staples, and of course, the groan-inducing Centaur. As much as you see people complain about their very existence, Centaurs/Slaughtaurs are interesting enemies that make the game better and not worse. Their invulnerability/reflectivity does a far better job at forcing particular weapon usage than Heretic's ghosts, and in a pinch flechettes pierce through the shield (unfortunately for the Fighter their reflectivity still causes the grenades to bounce off). What makes them such a hated enemy is their frequency: as with Archviles and Pain Elementals, they help to perform a specific role in combat, but ad nauseum placement causes said combat to lose a great deal of flavor. Here I blame lack of context-less variety: the other interesting enemies are limited by the given setting, kind of like if you said Archviles could only be placed in libraries (exclusively, not just as a weird trend) or Mancubi could only be placed in room with SKINFACE walls. I don't hate the enemy but, much like Poison Slugs in Commander Keen 4, they overstay their welcome. That accounts for my big thoughts on Hexen. I could nitpick a lot of details that are good or bad, but I doubt many are interested in the nitty gritty.
  5. I got six words for you: Citadel at the Edge of Eternity. I think it took me 4 1/2 hours to do that blind.
  6. Boom as in the original port? Go to the Mouse Sensitivity settings and turn Vertical all the way down. It's the same as in prboom-plus.
  7. Try to confirm that the only IWADs on your computer are in C:\IWADS. This can be done by moving all IWAD files to another drive (like a USB stick). If there are no IWADs available, you'll get a screen like this: (EDIT: To avoid confusion, the screenshot was with GZDoom 3.0.1 but I just retried under 3.1.0 and it's exactly the same.) Granted you don't have to remove every IWAD just to check the Doom1/Doom2 cases, but please be thorough (considering this still isn't resolved). Your Ultimate Doom and Doom II non-BFG IWADs are confirmed valid, but the same can't be said of the BFG ones. You can check MD5/SHA-1 hashes with this online utility and compare them to the DOOM.WAD and DOOM2.WAD DoomWiki pages (relinked for convenience).
  8. Actually, it fails on PrBoom as well, though with a different error (at least it gets to the menu). PrBoom-PLUS, on the other hand, runs it a-okay. I tried looking into this myself earlier when I found that there were some demo desync cases between prboom-plus and Eternity Engine uses, and ultimately I couldn't guarantee that prboom-plus is creating demos "as intended". One could argue that Ancient Aliens was built with prboom-plus specifically in mind, though there are ZDoom/EE-specific features that work against such a claim. It'd be interesting to see if the errors are easy enough to debug, maybe even get the thing running with BOOM.EXE (unless there are static limitation concerns there).
  9. The "IWAD tag [file] not present" error indicates that the given IWAD failed the check that determines the file to be an IWAD. The first four bytes of the file should read, in ASCII, "IWAD", and for whatever reason that is not the case. (You can check yourself using this online hex editor.) I can think of three reasons for this: Your "doom2.wad" is a mistakenly-renamed PWAD Your "doom2.wad" is corrupt Your "doom2.wad" isn't a WAD file at all First thing you'll want to do is check that your doom2.wad is what it's supposed to be. Go to this DoomWiki page and confirm that the filesize you have matches one of those listed (probably 1.9 or BFG Edition, though I suppose it's possible you have an older version so check all of them if the first two don't match). If you find a matching filesize, use this online MD5/SHA-1 hash generator to confirm those values for the file as well. If you don't find a match, then you've got a problem and probably will want to retrieve whatever is necessary (Steam purchase, CD-ROM, etc) to gain an accurate copy of doom2.wad. If the problem is #1, you should be able to open it up in something like SLADE or Doom Builder and check what's actually there: it's possible some overwriting happened accidentally. Otherwise, you can safely discard that doom2.wad once you've retrieved the true copy. If you do find a match and it's still not loading, then you'll have to wait for a response for one of the devs, because I wouldn't know how to proceed from there. As for why it would be working in prboom-plus and GZDoom, I have no idea on that either: we can explore the problem further after you've verified the file.
  10. My guess is that your IWAD file is located in your GZDoom directory and that PrBoom-plus isn't just going to find it there, though it's hard to without context. Here are some potential solutions. Just throw a copy of your Doom2 IWAD into prboom-plus. It's a bit wasteful space-wise but 20MB on drives these days isn't that much. If you're trying to run prboom-plus from the command line: The -iwad parameter has to be specified if an IWAD isn't already in the current directory or prboom-plus's directory (plus some other miscellaneous cases that aren't going into here). "prboom-plus.exe -iwad C:/SomePath/ThatGoes/ToTheIWAD/doom2.wad" would be one such example. If you're trying to run prboom-plus from Doom Builder/GZDoom Builder: Confirm in "Tools > Game Configurations > [config you're using] > Testing" that the example command line (available by checking "Customize parameters") points to a valid IWAD file. If it doesn't, you can hardcode the path yourself or put your IWAD in the place that the example suggests. (I'm not sure what defines the variable %WP, don't see anything for it in other settings, so if it's not working for you then hardcoding is likely the best option.
  11. A DeHackEd patch is just a file with a ".deh" (or ".bex" for the Boom equivalent) extension. They contain information that wasn't modifiable through only a WAD, and originally were used to literally patch the original game executable (e.g., DOOM2.EXE), though source ports know how to handle them without such drastic measures. As for using it in Doom Touch, I imagine the files are probably selectable like any other WAD/PK3 file. If not, I have no idea how you'd access a command line from an Android.
  12. If you need something like this done in the future, TwistedWave has an online version. I myself recommend grabbing Audacity, the only waveform editor I've ever needed in over 10 years. They didn't just reverse the sound clip, of course: there's some echoing that creates additional noise. It's hard to guess what a deconvolution sounds like until you actually do it.
  13. Everyone's gonna have different control setups. Just look at all these topics about 'em! Trying to find the popular setup is the best bet, if there's even a majority in that regard, and even then you want to make sure certain settings work for everyone in default (video mode, as mentioned). I'm sure there are ways to make 'em better, but I imagine it's awfully low on the priority list for both users and developers. I setup and re-setup configurations all the time, and I've found it's something I simply got used to. Only takes a minute or two, and you'll get at least that much Doom time when you're done. (If I did have something to complain about menu-wise, it'd be the menus themselves, but that's an even hairier mess in terms of who likes what and a sense of what "better" entails.)
  14. idgames ensures through its submission process that a license accompanies every single file. I don't see the same for Realm667, so I would suppose any file downloadable without one can technically be ripped apart and sewn together at your whim. (If nothing else they don't make it easy to find such a license: hopefully someone else knows better.) Every Reallm667 submission has to include attributions, which is kind of like a permissions agreement in that it likely won't be accepted into the Realm667 repository unless the submitter has all these things in order: on the other hand, it doesn't prevent anyone else from using it and not applying the same credit. I suppose the ethical thing-to-do would be to attribute whenever possible: the few sample cases I downloaded from Realm667 included a CREDITS text lump. You'll want to take that big listing of credits you have and either make your own CREDITS lump or simply include it in some textfile to be distributed alongside your mod. Furthermore, as your mod will contain these shared elements, it follows to further allow others the permission to modify and reuse your own work in their own (again, as long as they attribute the original to you and everyone you originally attributed). As for whether or not you require active permission from the authors, I would say the answer is no: the authors knew the consequences when submitting their work to Realm667, and you should feel free to do what you want with it. I could probably go on at length about the connotations of using shared resources and whether or not the modder is appropriately justifying their usage, but that has nothing to do with the OP's intentions. Ultimately, the fact that these resources require *ZDoom in the first place limits the amount of useful feedback you'll find here (where many source ports are used) as opposed to, say, ZDoom forums (where the *ZDoom usage is 100%). You may be better off searching for answers there.
  15. Video's up! Took a bit longer to get online see as how I had significant cuts to make due to technical problems during the original airing. This one's a bit scatter-brained, and I really do want to create a shorter, more focused episode next time. Apologies if it's not quite as enjoyable to follow along as others have been.