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Pegleg

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About Pegleg

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  1. Pegleg

    Interception II (Complevel 9, Boom Megawad -- Accepting Playtesters!)

    @The Mysterious Moustachio I noticed that Map 25 is still open (and is the only map slot that is still open). With the deadline in 8 days, what is your plan for Map 25?
  2. Pegleg

    Can you play Doom 2 on Nightmare?

    ZeroMaster is also a master speedrunner and is incredible at it. That being said, there is a big difference between speedrunning and playing normally. As NIH said, you don't need those tricks to survive on NM. If you find UV easy, you can probably do NM as well, it may just take more practice than you might expect. And yes, I can play Doom on NM. And no, I can't very far without dying.
  3. Pegleg

    Map Building Techniques

    First, Romero didn't go in reverse when making his maps. This is a common misconception. What he did was FINISH E1M1 last. But he actually started it somewhere in the middle. I think E1M7 was the last map he made before finish E1M1 and I think he started with E1M2. I understand what you're saying about working backwards, but don't feel that you. I would say that not only do you want the opening map to be good, you also want the ending map to be good. You'll have to find a mapping "protocol" that works for you. By that I mean that some people make rough sketches, while other people just open an editor and start drawing, and still others make very detailed plans. Find what works best for you. Design around encounters and gameplay. Your room design should be informed by the encounters you want to stage. Don't try to draw things and then shoehorn encounters into them--that almost never works as well. You can do it sometimes, but for the majority of your encounters, you should design the room around the encounter, not vice versa. Look here for an explanation of good monster placement. Don't get overly aggressive in what you want to do--especially at first. Take your time and improve your mapmaking skills. In fact, you may want to think about releasing these as 4 mapsets that you can combine into 1 large megawad later. The advantage to releasing them in smaller chunks is that you're more likely to get more feedback if you ask people to play 5 or 10 maps rather than playing 27 maps. You also likely won't get into the situation where you'll look back on your early maps and think "Wow, I'm so much better now than I was then--I have to go fix/replace those maps." Otherwise, I support everything riderr3 wrote.
  4. Pegleg

    The Joy of Mapping 6: JOY ETERNAL

    If it was just about any other time during the year, I would love to participate. But since it's December--and it's during the middle of the week--I don't know if I'll be able to. Too bad. I was looking forward to making a short Episode 1 themed Doom 1 map.
  5. Does this same logic apply when the ceiling (or floor) texture is the F_SKY1? It's technically an invisible flat that allows you to see to the sky illustration behind it. However, let's say you had different sectors with the sky ceiling set to different heights (for whatever reason). Using your example above, let's say sector A is at 96, B is at 128, and C is at 160. In principle, you could see all the ceilings if they were not invisible, but since they're the sky, they are. Ignoring the floors and considering only visplanes from the ceilings, would that mean there would be 5 visplanes? Or just 1 visplane, since the flats are invisible?
  6. Pegleg

    Eagle Mapping Project - RC1

    What are the colors available with this palette. From what I can tell, magenta, white, turquoise, orange, and red. Are there others?
  7. Clearly, it's: Smashing pumpkins Into Gratuitous Infinitesimal Lumps It is the 25th anniversary, after all.
  8. Pegleg

    A whole year of 4800 Hell Knights! This time, it'll be finished!

    We're still several years away from even being in the discussion for the Mordeth Award, but your point is well-taken. The development has taken awhile. Let's get it done and released!
  9. Pegleg

    Cacowards 2018 - 25 Years of Doom

    Congratulations to all the winners! Which brings us to one burning question: will next year be the year we finally see Mordeth? And to the Cacowards team, great job! I liked the "Spaceship of Theseus" award. That was imaginative. I don't know if it will stick around I'll have to tell my wife (who was a Philosophy major in college) about that one; she might get a chuckle out of it. (And for any readers that didn't get the joke, go look up "The Ship of Theseus.")
  10. Pegleg

    The Official 'Trying to Find a Specific WAD' Thread

    I doubt it, but I've been wrong before. Such a mod would take a lot of the strategy out of weapon use in Doom and would make pacifist runs impossible.
  11. The worst month for me would be November. December, March, October, and February are also bad, but might be doable, depending on what's going on. I also agree with staying away from May, since there's already Mayhem that month. The best three months for me would probably be April, July, and September.
  12. I was having the same problem. In fact, I almost posted a question to this thread asking if anyone else was having the same problem, before realizing that PrBoom+ was defaulting to Doom 2.
  13. Pegleg

    IronEagle Competition 3: Crumpets

    Dead on Map 02. HNTR. 22/50 kills. Played on PrBoom+ 2.5.1.4. I played it once, but died quickly, so I gave it another go. I guess you would call it Category 2. pegleg_ie_crumpets.zip
  14. pegleg_dwi_udtwid.zip I died on Map 01. 58/67 kills. I'm really quite happy with how I did. How to characterize this run? I had played part of the map before (see below), true, so it wasn't truly a completely blind run. But everything after the first 50 seconds (and 3 kills) of the run was blind. So, I would like to call it a Category 2, because it wasn't really prepared or practiced and it wasn't inspected in an editor, although I would understand if Alfonzo decided to label this Category 3. December is a busy month, so I decided to go blind and let the chips fall where they may. Like Urthar, though, I ended up playing this map a few times because the first 3 times I died somewhere around the first bend on to the landing. Then I took a couple days and lived my life and came back again. This time, I managed to make it much farther than that (obviously). I even managed to survive at 1% health for awhile. The first time I managed to fight off about 7 or 8 enemies before I was able to get to some health. The second time I was less fortunate. Ultimately, I was shot in the back while standing in lava with a rad suit and 1% health. Although, I did manage to kill 16 enemies while cruising around with blood pouring down my face. So, ~40% of my kills for the map were with 1% health. Go me. I enjoyed the first map. It was well put together. There was enough ammo and health to get you through. The enemy placement was well thought out and the encounters were good. The shells were plentiful and the health seemed to be conveniently at hand just when it was necessary. And even though the beginning seemed unmanageable at first, the rest of the map is not unreasonable after getting over that first hump. If this is the level of the rest of the maps, that bodes well for UTWiD, in my opinion. I may go back sometime (when I have more time) and play through this on a lower difficulty level (where I prefer to play). It was fun. I enjoyed my time.
  15. This may be an unpopular opinion, but I commend you for choosing to value your life/health/career by not staying up too late or getting up too early (or in the middle of when you're supposed to be asleep--I don't know where you live or what hours you work) just to participate in one of the two (unless Jimmy isn't available) sessions. Also, I can't make it to either session due to prior commitments.
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