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Pegleg

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About Pegleg

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  1. Pegleg

    How to Get Good at Enemy Placement?

    @Doomsdλy1993 There are a lot of very good ideas; you would be wise to take heed of them. Ultimately, you'll have to try them and out and see what works for you. I'm somewhat surprised no one posted the link to this tutorial yet (in case you haven't read it yet--it is buried on the last page of Editing Tutorials). Some people love insta-pop monsters. Personally, it's always felt like a cheesy gimmick to me. If you have to rely on it to add challenge to your map, then you need to reassess your monster placement and your encounter design. This point is very true and can't be stated enough. You can certainly do it every now and then, because it's not a bad thing and is, in fact, a rather classic trap setup in Doom. But if you do it every time, players will not be surprised and their reactions will be, "I wonder what will show up when I pick up the key/chain gun/mega-armor?" Better would be to set players up to expect that, and then subvert their expectations by NOT springing the trap right there. You could always have a monster closet open somewhere else, perhaps along the route they will have to return. Door combat falls into the larger category of camping. Any time the player can hide behind a door, corner, pillar, etc. and pop out, kill a few monsters and pop back into hiding, it slows the game down. Taking advantage of cover is not, in and of itself, a bad thing, but if it can be used to take the teeth out of an encounter, that can be bad. To avoid this, you need to have a reason for the player to not spend too much time hiding behind cover. Some ways (certainly not the only ways) you can do that are: putting the only area of substantial cover in a pain sector, using crushers to control access to areas, having monsters teleport in behind/beside these areas or have monster closets open. The name of the game is flushing the player out and driving them forward. One last thing: not every encounter has to be deadly. It is perfectly OK to put encounters in your map that serve to be on the easier side. These can be there to provide the player with a chance to catch their breath, to relieve the stress of the map, to provide the player with a chance to giddily mow down some monsters, to draw the player forward into another encounter, or to lull the player into a false sense of security (this is mentioned in the tutorial). There's nothing wrong with putting three zombies in a clump right after you pick up the SSG or have a few cacodemons float up out of a pit right after you pick up the rocket launcher or have a baron of hell standing on the other side of a BFG. Every fight doesn't have to be chaingunners on three sides, two hell knights in a 128 x 128 box, a dim room full of spectres with two turreted archviles, etc.
  2. If I had to guess, I would say that the lack of interest is two-fold: 1) there was usually a flurry in the last month of the DMP's and last year's DOP, and 2) people may be waiting for there to be more textures and flats in the resource pack. Even though submitters are free to go back and update their maps with new textures and flats added later (after their submission), they may not want the hassle. EDIT: I am planning to submit a map to this project. I just need to actually find the time to do so, which will hopefully be prior to December 30, like last year. Speaking of the resource pack, @obake, I downloaded the version 2 resource pack on the first page and I can't find any textures or flats that I don't recognize from the iwad. Which are the new textures/flats that were added to the resource pack? Or were other things added?
  3. Pegleg

    IronEagle Competition 12: A Taste for Blood

    Difficulty: HNTR Dead: Map 02 Kills: 27/74 Time: 15:37 Category: 2 ie_pegleg_atfb_hntr.zip Revenant rockets to the face hurt. That is all.
  4. Pegleg

    Self-referencing door

    I think ToD might be on to the solution. If you use either a Floor Lower of a Ceiling Rise action, you should be able to get the effect you're looking for. In "Doomsday of the UAC," the self-referencing sectors blocking the lost souls and Cyberdemon were tagged with 666, so they executed a Floor Lower to Lowest Neighbor action when the Barons were killed. So, I think using Floor Lower to Lowest Neighboring Floor or Ceiling Raise to Highest Neighboring Ceiling, and you should be OK with a self-referencing "door."
  5. Pegleg

    You know what would be awful?

    Cacodemon and Revenant: Actually, as long as the cacodemon and revenant retained the same pain chance, whether they had chainguns would be incidental because you could still stun-lock them with relative ease, assuming you had the proper weapons to do that. If the revenant still had rockets and a punch and the cacodemon still spit lightning balls and had a bite attack, and they would only use the chaingun at certain distances, they would be essentially the same enemies that they are now. If the use of the chaingun was determined by RNG, that would be a bit of a pain, because you would lose predictability in how the monsters would attack and when they would attack that way. I suppose then, you could just get next to them, forcing them to melee, assuming the chaingun didn't replace the melee attack (see next bullet point, no pun intended). If the chainguns replaced their melee attacks, them having chainguns would likely be incidental because you would just have to keep them at a distance and fight them the same way you do now. Baron of Hell: A chaingun-wielding Baron of Hell would be a bit of a pain to fight, due to the hitscan nature of the attack, but it would be great in infighting situations. Similar to the first two monsters, if the chaingun was only an option based on distance or replaced the melee attack, it wouldn't be much of an issue, for the same reasons described above. Similarly, if the chaingun use was dictated by RNG, that would be a bit more of a pain due to a loss of predictability. So, all in all, the situation you present wouldn't really suck all that much or at least not any more than usual. What it would do was present interesting challenges for mappers to effectively use these new chaingun-wielding monsters to maximum advantage, which, if done properly, might elevate them higher on the "Monster X sucks" scale.
  6. Pegleg

    Unholy Fortress

    @Nectromite Welcome to Doomworld! Enjoy your stay. Looking at the screenshots above, the map looks interesting. There definitely appears to be a lot of room to move, which isn't a bad thing. That was a nice touch having the offsets on the wooden posts be different, so it looks like different wooden posts, not as obviously just the same texture uniformly applied. I think the Icon of Sin eyes looking at you through cutouts in the walls as you fight the Spiderdemon is a nice touch. Another nice touch was the ragged-looking, stepped tekwalls in the third screenshot. They look almost organic due to their structure. The overall blend of marble, demonic, organic, and metal works, I think. Incidentally, you have a Cyberdemon and Spiderdemon in the same map, which isn't supposed to be that big. Don't fall into the trap of feeling that in order to have a fun map, you have to put all the hardest enemies in the map. That's not necessarily the case. That being said, make what you enjoy playing! Also, when you have pain sectors, like patches of nukage, amongst what is supposed to be a rocky path or something like that, you may want to raise the level of the path slightly (1 or 2 units would be all that would necessary and wouldn't even visibly affect movement). That way it looks like you have small pools of liquid instead of having everything at the same height. What compatibility level did you intend for this to be played in? You tested it GZDoom and freely encourage freelook and jumping--does that mean the target compatibility is ZDoom/UDMF? Or is it supposed to be a lower compatibility level (Boom, limit-removing, etc.)? There are two reasons that I ask. The first reason is informative; also, if your target port is lower than ZDoom, you should test it in that lower port (for example, Chocolate for vanilla, Crispy for limit-removing, PrBoom+ for Boom, etc.). The second reason has to do with the bright patches on the ceiling in the bottom screenshot. I understand why they're there, because the lava patches are bright while the surrounding area is dark. The bright patches on a high ceiling like that are a bit distracting, to me. There are relatively straightforward ways to apply a different brightness on the ceiling in UDMF, ZDoom, Eternity, and Boom. There is even a way to do it in vanilla, although it is more complicated, and I don't know how well it would work in this situation. Nevertheless, it looks good. Keep it up!
  7. Pegleg

    What was the first custom wads you have played?

    Wow. I'm not sure. It was 25 years ago. Since I got Shareware Doom in June, 1994 and played the ever-loving heck out of Knee Deep in the Dead until sometime a few months later when I got the full version, it would've been late 1994 or early 1995 when I played my first pwad. I only had a few friends that had Doom (one had Wolfenstein 3D, but I was the first one to get Doom) and I didn't know anything about the online Doom community, which would have been in its infancy anyway. I went on a few BBS's, but none of them hosted anything Doom-related that I can remember. We had a 14.4 kbps modem, so I was able to get online, but I don't recall downloading any pwads online. If I did, it was only a few. A friend of mine had D!Zone, so that's where I got the first pwads I played. I only remember a few of those early maps, specifically: Outpost 21 (I first played the Doom version, although there is also a Doom 2 version, if you're interested) Pentagram (I think that was the name--the automap was a giant Sigil of Baphomet--I didn't even finish it, I just wanted to see what it was like given the automap--I think this is the map) Some map with a ton of revenants (that one may have been downloaded, I'm not sure)--this map was supposed to "one of the hardest maps" at the time, and I recall my friend exclaiming, "Is this even possible?" All I remember of it was walking around a corner and being face-to-face with a cluster of a dozen or more revenants shooting at me through a window. I highly doubt it was either one of these, those are just the two I remember, and they were very early on in my non-iwad playing experience. I do recall reading that Outpost 21 was the "first iwad-quality user-created pwad," which was why I looked it up on D!Zone. I played various other pwads off D!Zone, but none of them were memorable enough to stick in my mind. I vaguely recall the starting room of one map, but only because it seemed like a mismatched collection of the Hellish textures, hanging bodies, blood, columns with a heart, etc.--like someone was trying to make a map with all the "evil" features. @NaturalTvventy Leo Martin Lim created "Doomsday of the UAC." I'm sure a lot of people want to shake his hand. I've often wondered what made him think to try self-referencing sectors. Also, that was apparently his only contribution ever to the Doom community, unless he did it under a different name. Well, if you have only one foot to put forward in 1994, it may as well be that one.
  8. There are two flags on lines: impassable and block monsters. If a line is flagged "impassable," then the player cannot pass through it (useful for making windows that the player can't jump through). If a lines is flagged "block monsters," then monsters will not cross it (they will come up to it and the either walk away or walk parallel to it) but the player can walk through it. Could it be as simple as putting a linedef on the player side of your window as impassable? I don't know if impassable also blocks monsters because I never tried it. Assuming that doesn't work, you can use self-referencing sectors (in vanilla) and sectors tagged with linedef type 242 (in Boom) to accomplish this. You would do this by creating a thin sector in the front of the window that was 25 units high, but that would be invisible. So, the player would appear to walk up to the window, but not be able to get through it, while a lost soul could easily float over the invisible sector and attack the player. I think this would create the illusion that you're searching for.
  9. Welcome to Doomworld! Here's to hoping you enjoy your stay. The screenshots look nice; at least, there's nothing that jumps out from them. Don't worry about the map being too easy--the important point is that you finished it and released it here for further consideration. Obviously, the ZDoom features won't work outside the ZDoom family, but I do wonder if the map would still play in other ports, even if some parts wouldn't behave quite as intended. There is a big difference between being completely broken and just not looking quite like you wanted it to look. For future reference, you may want to check out this thread of people who have stated a willingness to be playtesters.
  10. Pegleg

    Akeldama - First Beta Released!

    I think as long as you mention it on the readme (possibly as a known bug), it will be OK. There are a number of well-known vanilla sets that have this same issue on some of their maps, and that is how they handle it.
  11. Pegleg

    Any DMP2019

    That's great to hear that you were able to work out a way to play again. Welcome back! Also great news! Will you still have vanilla, limit-removing, and Boom options, in previous DMPs? Would my interpretation be correct that as long as it can run on ZDoom 2.8.1, that it is acceptable?
  12. @ReeseJamPiece Do you mean what is the most creepy Doom WAD (iwad or pwad) that you have encounted? The poll makes it seem as though you're only asking about iwads, which I assume to not be the case. You can edit the title if you want to, in order to make your question more clear. By the way, nice polar bear.
  13. Pegleg

    Eureka with OpenGL, please test

    I'm glad to see you're doing something with Eureka. Does this mean that you've regained your interest and will keep updating Eureka? Hopefully so, because I enjoy using it, and I think others do also. If not, I reiterate my thanks for making the editor that we have; I think it is a rather good one. Is there a particular advantage to using OpenGL that prompted you to update v. 1.24 to utilize OpenGL for rendering the map views?
  14. It will be nice to have some company on the prepared leaderboard.
  15. Perhaps I'm just being dense, but: Do you play both maps, even if you don't survive the first map? Or do you stop if you die on the first map?
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