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Big Ol Billy

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  1. Big Ol Billy

    is there any maps that use silent teleporters?

    This is a feature that was introduced in Boom, iirc, and consequently has been used in many Boom and UDMF maps, with varying degrees of subtlety. More recent UDMF maps generally use portals for the kind of effect you're describing, admittedly. Impossible: A New Reality (ZDoom-targeting) features, to my knowledge, the most in-your-face use of silent teleporters. I have a few of maps that have used them, including my maps for the most recent Joy of Mapping, Nova III and Interception 2. Silent teleporters are theoretically possible in vanilla with just a little graphic and sound replacement (or, more precisely, blanking/silencing). They'd be much jankier than the Boom equivalent, since they wouldn't adjust for the angle at which you entered the teleport. But it could probably work decently in some specific situations, especially for, say, a spot that you have to jump to reach or which was in a dark or already disorienting space. It would also mean that you wouldn't be able to have any traditional teleporters (well, some dehacked trickery might give you a reasonable simulation, but it would be dicey), so you'd have to do some careful design/theming. I don't know of any actual examples of this use, though.
  2. Big Ol Billy

    DBP 16 : Cyb's Freaky Colonoscopy

    On behalf of the whole team, I'll wholeheartedly accept this award.
  3. Big Ol Billy

    What's the best Doom WAD of them all?

    If I had to pick just one, it'd definitely be Going Down (even if we're including IWADs in the possible contenders), at least in the megawad category. Single-map category would probably go to Miasma for me.
  4. Big Ol Billy

    DBP 16 : Cyb's Freaky Colonoscopy

    Thanks for the comments and reactions, everyone! The DBP Krew is staying nutty with it. A special shoutout to @SuperCupcakeTactics for allowing us to use some extra-special custom graphics to take the visuals to the next level. Since we're still finalizing things and getting a proper credits file together, I should note that Cuppy's graphics are exclusively licensed for this set, in contrast to the usual Creative Commons license we otherwise use for DBP stuff. So talk to Cuppy himself if you're really itching to use these, he's a cool dude!
  5. Big Ol Billy

    DBP 16 : Cyb's Freaky Colonoscopy

    Heh, I knew that if there was one person that was gonna appreciate the music choices here it would be you! :)
  6. Big Ol Billy

    DBP 16 : Cyb's Freaky Colonoscopy

    All I'm saying is check the new avatar :P
  7. Big Ol Billy

    Switcheroom 2 revival (1 map open)

    Thanks for the reminder Jaws, I've been deep in Doomer Boards Project stuff but I should have some time for the map soon. I really want to take advantage of some of the excellent feedback, but I haven't made a lot of progress yet.
  8. Big Ol Billy

    Doom Megawad Survey (2019)

    I donno, I think you're offering a bit too simple a choice. I tend to enjoy things that have a strong, retro-flavored creative vision that works well with the particular "affordances" provided by whatever Doom-related tech the author uses. I adore Going Down and The Given, which use strictly vanilla textures and 90s engine tech (Boom and limit-removing Doom, respectively) but nonetheless have very distinct visions for look, feel, gameplay, etc. On the other hand, I've really enjoyed Shadow/Rise of the Wool Ball, Mayhem Mansion, Void and Rainbow, and other modern- and highly customized stuff that has a strong (and usually wacky) authorial point of view. When it comes to modern stuff, what turns me off are mods that seem to be frustrated attempts at modern, professional games (like the authors consider Doom-related tech a second-best option and are simply making do) or alternately "Doom with lots of kewl shit dude," i.e. people just adding stuff onto the core Doom gameplay without really having a strong, motivating vision. Doom is a wonderful canvas, but its core design is also incredibly rock-solid, particularly the gameplay and weapon/enemy dynamic. In my experience, it's often much, much trickier to augment or even just vary the fundamentals than you first expect. Plenty of people succeed, but it seems to take a certain clarity of intention and discipline.
  9. Big Ol Billy

    Share Your Sprites!

    Goddamn @Nootrac4571 you've really got a way with that Doomy spine stuff! Beautiful and (the right kind of) ugly all at the same time :)
  10. If I may peek out from the Doomer Boards Projects’ special hell, two points: 1) I think it’s fair to object to “get gud or get out.” It’s in our interest as a community to produce a certain amount of work that’s accessible to newcomers or more casual players, and even rude and trolling reminders of this isn’t necessarily a bad thing. I’ve actually playtested many maps with my best friend, who plays other FPSes but not normally Doom. Although apparently this wasn’t very effective with DBPs for our dear OP, it’s at least illuminating to watch someone who’s not very familiar with map conventions, enemy behavior, mechanics, etc. And I feel like it can help produce better, more intuitive maps even for advanced players. Despite the OPs lack of tact, this thread has helped me think about the enemy placement and design of some maps I’m working on in a bit different way, and that’s a good thing in my book. 2) That said, it’s immensely silly to ignore options because you basically take the difficulty setting names as literal personal insults. Like, dude, playing Wolf3D on easy doesn’t turn you into an actual baby. ITYTD is ok to play on even if you’re in fact not too young to die. Play the game to have fun—this is sorta why games exist! Baaul already addressed this excellently but it can’t be emphasized strongly enough.
  11. Big Ol Billy

    MIDI rip of Hugo's House Of Horrors

    Very cool, gotta put this in my personal "use this someday!" folder. Kinda surprised HHoH had MIDI music, to be honest, my very vague childhood memories had placed it in the "PC Speaker bleeps 'n' bloops" era.
  12. Thanks @Not Jabba this was a great flashback for me. In case anyone wonders, the “Lil’ E” credited in various places (including in a secret in the map itself) is my girlfriend, who mostly wrote the story and sat beside me during the many nights I spent making this map. I think it all started when she joked that I should build her a castle, and I said I would—in Doom. Great memories! Hopefully I’ve progressed in some ways since as a mapper, but there’s a lot of love and joy in this little map :)
  13. Very cool Reaper! GLDEFS is unknown territory for me but this would be a really good starting point if we want to actually go back and fine-tune things as Doomkid suggested. First priority is seeing if we can sustain our monthly release schedule through the rest of the year, though!
  14. Do I smell a special halloween edition? ;)
  15. Cool, thanks for the comments and additional attention y’all! I think it was a bit over-ambitious to market this as both single-player and co-op intended, since co-op was only spottily tested (resulting in a pretty embarrassing oversight in MAP08). DBPs have an “on to the next one” philosophy, which has its pluses and minuses. It keeps the energy and momentum going, but it also means that the mistakes are generally locked in once we’re past the ~1 month development time. Co-op was really more of a stretch goal here, though I didn’t really think about it very clearly in those terms (one way or another) at the time of release. Regardless, I’m always happy to see that people are getting enjoyment out of these projects! We’re definitely gonna keep ‘em coming. There may even be a time when we can revisit this resource pack, though no promises yet ;)