Pegleg

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  1. You and @KVELLER should talk. I'm sure you two would have a lot to talk about, especially about releasing archviles into previously cleared areas (see post below).
  2. Not quite. The power is similar, but the rocket launcher also has splash damage, which the SSG doesn't have, and you can use it to assist your jumps. But, as a general "damage at close range" type weapon, they are very similar in the amount of damage they can deal. Per the Doom Wiki: The super shotgun takes the same ammunition as the shotgun, but uses two shells per shot. However, whereas the shotgun fires 7 pellets in each shot, a super shotgun blast has 20 pellets. Each pellet still does 5-15 points of damage (for a total of 100-250 points of damage per shot, provided that all pellets hit the target). The super shotgun is thus nearly three times as damaging as the standard shotgun per shot, a good bargain since it only uses twice as much ammo each time. (https://doomwiki.org/wiki/Super_shotgun) Each rocket does 20-160 points of damage, in round multiples of 20, plus a blast radius of 128 units (taking a direct hit automatically incurs the full 128 additional points). Thus the rocket launcher is approximately as powerful as the super shotgun, but equally effective at long range and with a more rapid rate of fire. It can be used for rocket jumping in some areas, for example to reach the secret exit of E3M6: Mt. Erebus. (https://doomwiki.org/wiki/Rocket_launcher) ... This all being said, I do remember playing Doom 2 and taking down a Cacodemon in 2 shots with the SSG and thinking, "This gun is as strong as the rocket launcher."
  3. I have a bookshelf full of books and notes I used in my courses in college and grad school. Do I look at them all the time? No. But if a question comes up where I say, "That sounds familiar" I have a ready supply of material to look back on and refresh my memory. To me guides are the same way. Either I don't know how to a specific thing and have to good look it up (where the editing tutorials here have been valuable) or I know I did something once, but I don't do it regularly enough to have it right at my fingertips, so I can go check on how to do that thing, either in the level I made (which may or may not work quite right) or in a guide (where they may be more details that I didn't already know).
  4. I agree. Done properly, cramped corridors can be good. Fluidity of movement is valuable, but limiting such movement can be good, too. Put 2 barons shoulder-to-shoulder in a narrow hallway and you have a much more deadly encounter than those same 2 barons in a 512 x 512 room. I'm not saying you want to do it all the time, but sometimes, it can be useful. One of the more interesting encounters I've seen is a fight with a cyberdemon that pursued you through a series of narrow intersecting corridors. Again, not saying you should do that all the time, but sometimes it works. I agree with your notion completely. One should crawl before walking and walk before running. I don't want to stifle people's creativity, but to go fling yourself headlong into a complicated project full of advanced features without knowing the basics is like jumping off a cliff and figuring you'll learn to fly on the way down. Maybe you realize you're wearing a flying squirrel suit, maybe you hit the ground. It definitely does force you to avoid getting hung up on a lot of little things and focus on the essentials of creating a good level, but it can be a hard thing to learn. I'm not saying not worth learning, just that it can be hard to learn and get good at.
  5. I agree that you should make your own material. From your version 1.0 of this map, you've shown you know how to change textures. Changing the textures of a map would be useful for you to get an idea of what works with what, pegging and unpegging textures, alignment, etc. However, to really get something out of using the iwad levels as a base, you need to change the geometry. That will also teach you about how you can do different things with triggers, walkover lines, switches, teleporters, monster ambushes, sound propagation, monster placement, etc. The bottom line is, you should focus on making your own material, but if you want to use the iwad levels as inspiration, one of the worst things you could do would be to only change and add monsters and things.
  6. That would make for an interesting twist on pacifist runs.
  7. Dee Snider (lead singer of Twisted Sister, in case anyone doesn't know) was once called in front of Congress to testify about heavy metal and he saw himself as carrying the banner for heavy metal to defend it against the charges that it was responsible for all the ills of society. He took the Congressional committee to school that day. He didn't show up in costume and makeup, but he was victorious anyway. Perhaps Romero would've been similarly victorious.
  8. To borrow from "Jaws" ... We're gonna need a bigger room.
  9. She's not officially associated with this megawad, but @Nine Inch Heels would certainly have something to say related to that, I think given some of her proclivities and her post on the original thread from Dec. 20 (where she talked about having tens of thousands of enemies): Perhaps we should be careful what we wish for.
  10. Should the name of this wad be changed? The name of this wad is still 4800 Hell Knights. There are 34 people who have expressed interest in making a map. Of those 34, 9 have completed a map, with another 16 confirming that they still plan to make a map for the wad. If we continue the original theme of 150 hell knights per level x number of levels = xx00 hell knights, then if no one else submitted a map than those 9, then the name should be 1800 Hell Knights. If the other 16 committed mappers submitted their maps, then the name would be 3750 Hell Knights. If all 34 mappers contributed, then we would arrive at 5100 Hell Knights. This doesn't even count the fact that most of the maps contain more than 150 hell knights and more monsters beyond that. Which brings me to my question. Should the name of the wad be changed? Or is this particular discussion premature and we can settle on a name once we're in the beta testing stage?
  11. @StormCatcher.77 assigned the difficulties based on his own playthroughs, I think, so they will vary from your own experience. At least, with that approach, there's a sort of standard of difficulty that is consistent through all the maps instead of letting each mapper assign a difficulty to his/her own map.
  12. Similarly, Map06, if played with -cl9, it is apparently impossible to get 100%, but on -cl2, it works fine and can be maxed. Whether this counts as incomplete is a different story.
  13. I map in Doom by default, so you and I are opposite. It would seem odd to me to apply a tag to a door or an exit switch or something like that. It's true that tagging for actions that are triggered by switches or walkover lines is a simple thing, but if you're including a list of topics from simple to complex in the list of topics, you may as well include tagging between linedefs and sectors, because that is a fundamental Doom editing concept.
  14. I am interested to see how you made that work. Which source port did you use?
  15. So we just need one of the moderators to lock this thread if they see value in doing so. @Linguica, @fraggle, and @esselfortium have all responded to this thread at some point, so they're certainly aware of its existence.