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joshthenesnerd

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Everything posted by joshthenesnerd

  1. I thought I'd post a quick screenshot to show I am working on things. I have been busy, so it's mostly geo and not detailing/things yet. it's all just rooms mostly. working with a texture limitation is kinda tricky so everything looks very "my first map" right now. this is the most detailed area at the moment. I'm thinking my goals right now for this map are just a make it playable in 5 to 10 minutes with a dark maze as well as an outdoor section, a key somewhere, some backtracking with repopulation and maybe some kind of loop in the map route
  2. joshthenesnerd

    crazy source port features that will never get added

    that is awesome! i'll have to look at that
  3. joshthenesnerd

    Doom Streams

    haven't posted a stream on doomworld in a while. more archive playthrough happening: https://www.youtube.com/watch?v=lL6HDQzGE44
  4. joshthenesnerd

    crazy source port features that will never get added

    I've always wanted a source port to have the automap up in a second window. often while streaming I'd bring up the map and end up playing through the automap, which isn't fun to watch for a viewer but sometimes I need to play through the automap. overlay mode is a thing in many ports, but it doesn't feel right. the closest you can really get to this is in chocolate doom (most other source ports removed it) if you launch 3 chocolate doom windows, one with the -left parameter and one with the -right parameter, and connect to LAN co-op. -left window will show the 90 degrees left of the main window and the -right will show the 90 degrees to the right of the main window. I could open just one of these two extra windows and bring up the automap in there, but there are 2 problems. chocolate doesn't update the automap when it's still up and it's a multiplayer-only feature, so multiplayer thing placement. having the automap up in a second window allows players to bring up the map on another monitor while the gameplay is still main screen. and if source ports have a pop-up information window, perhaps the window could be scripted for more things than the map like a motion tracker for a super dark horror map
  5. if you're still accepting entries, I'll work on a thing
  6. joshthenesnerd

    Challenge the person above you to play / beat a level

    that was pretty great to watch. i'm glad you accepted the challenge. i hope it wasn't annoying or anything. i played it a few weeks ago and thought this would be a fun challenge wad.
  7. joshthenesnerd

    Challenge the person above you to play / beat a level

    i am surprised i was able to get that done. that was immediately after i realised that i could do that
  8. joshthenesnerd

    Challenge the person above you to play / beat a level

    d_map28_00.zip here's my final (and only successful) attempt. took me a lot of deaths (like one every 30 seconds), thanks for letting me use an editor to see through the chaos. 18s vile jump to secret exit.
  9. joshthenesnerd

    Challenge the person above you to play / beat a level

    @Paf , i applaud the deviousness of your choice. can i drag that into an editor so i can figure out what is going on in the chaos?
  10. joshthenesnerd

    Challenge the person above you to play / beat a level

    i'll download it and make my attempt
  11. joshthenesnerd

    Challenge the person above you to play / beat a level

    this full moon? https://www.doomworld.com/idgames/levels/doom2/Ports/megawads/fullmoon
  12. joshthenesnerd

    Challenge the person above you to play / beat a level

    @Beginner you were the last person to challenge someone. so, I challenge you to beat "USQ IRC goes Hogwild" UV saveless. you can die and restart all you want, just don't save https://www.doomworld.com/idgames/levels/doom/s-u/usq1
  13. joshthenesnerd

    Using MIDIs of Copyright Songs in custom WADs

    here's a fun fact about copyrighted midis and doom: the first wad with a pop song midi on the archive (possibly first wad with a custom midi on the archive) used maniac from flash dance. the wad is undersea by brian plumb. it was released may 14 1994. it's an alright wad. https://www.doomworld.com/idgames/levels/doom/s-u/undersea
  14. joshthenesnerd

    Favourite Track from the Classic Doom Series

    doom 1: tie between i sawed the demons and facing the spider (special mentions to donna to the rescue and untitled) doom 2: tie between healer stalks and into sandy's city (special mention to the dave d taylor blues) tnt evilution: no contest, none of the original music for TNT compares to into the beast's belly plutonia midi pack: plunge saw by bucket out of those, i think my favourite is plunge saw. it's given me a newfound joy for that level. the midi makes it so exciting to go through and i've played it several times over the past few days because of that midi. edit: I'm listening to the map 01 tune from revilution for the very first time.... bucket is a musical madman genius and i salute him
  15. joshthenesnerd

    Favorite Episode from Ultimate Doom

    each episode i love for different reasons, but i think my favourite episode is episode 3 (sorry to john and tom) episode 3 is just sandy's imagination going wild and i absolutely love it. the exploration of previous levels (most notably from tom's E2M2 and E2M7) gone to a whole other realm with levels like slough of despair, mt. erebus and limbo. stuff represents other stuff even less, it's just pure abstract, exploratory and puzzly. the first level and final level aren't great but the rest of the episode is fantastic. though, many will probably disagree with me on the quality of unholy cathedral and slough of despair. i often feel like sandy's design doesn't get as much love as it deserves. like, sure it's ugly but there's just a fiendish fun to his traps and puzzles plus the man is great at designing exploratory levels (which is so hard)
  16. joshthenesnerd

    E1M9 - Military Base

    if you want an extra level in knee-deep, get the OG xbox version of doom. there's an extra secret level in episode 1. sucks though.
  17. i'd like to give all the points i can to switcheroom.
  18. thanks @PeterMoro for that shoutout. it's an honour to be considered an inspiration. I should probably talk about I've made about 10 and a half maps that got officially released. 1 and a half of those were made for dying camel's demons 1 and 3. (that half map was later finished by dubzz) I'll do my best to go through everything... my first map JNNHangar is up on the archives. it was mostly inspired by doom builder 2. it was more of an educational thing rather than a real map. there was some inspiration towards the end from Romero's e1m8b (and although not a wad, the red key trap was kind of inspired vaguely by raiders of the lost arc.) don't play that map. it's awful. i also made a map for dying camel's demons 1 which was inspired by doom 2 map 12 the factory. in between those two I made a 9 level mapset for episode 1 of doom called "in the mess of it." I'm pretty proud of that one. it has inspiration from all over the official IWADS and some megawads. (see spoiler for specifics) i one of these days i need to do a video playthrough of my mapset and do a design commentary because there's probably a bunch of things i forgetting something
  19. joshthenesnerd

    Things about Doom you just found out

    i always thought the vile was saying why stretched out into 4 syllables. "wha-ha-ha-haiiiii?"
  20. joshthenesnerd

    The pistol. Love it or hate it?

    there's a lot i think is great about the pistol. the sound is great, it doesn't spread, the sprite looks really good, it's great for shoot switches you can't reach but that good is weighed down by one big bad. the animation is so unsatisfying. like, the shotgun's animation is so satisfying and it feels smooth. same with the chaingun and the rocket launcher. but the pistol's animation is just a clunker and it just makes it feel like a slog to use.
  21. joshthenesnerd

    What are you playing now?

    i'm working through the official content in my own time just to reset. i decided before i start this playthrough to do a fun pk3 (just for my own personal use) just for the master levels as one file to play through without changing maps. and it became a massive thing (see spoiler if you're curious) i finished up e4 and i'm about to move on to the lost episode and then doom 2.
  22. joshthenesnerd

    The definitive "what difficulty do you prefer and why" thread

    personally, i play on UV because it feels like a lot of mappers make for UV as the "Standard" or "intended" difficulty for their releases. even doom 1 kinda feels a little empty on HMP to me.
  23. joshthenesnerd

    What are the dumbest map names you've heard of?

    In my e1 replacement, I made a map called operation station. I probably shouldn't have made it rhyme.
  24. joshthenesnerd

    What was the first Doom source port you have used?

    my first source port was zandronum. i didn't use zandy for multiplayer until long after it wasn't my port of choice. after that it was zdoom (i think like 3 or 4 months before the final update), and then because my pc at the time was ass i went back and forth between LZDoom for offline play and regular zdoom for streaming. after that i checked out chocolate and for a time i used chocolate doom more than zdoom ports. and when i got a gt1030 (i was cheap, and still am)i started using gzdoom completely. i think there's a video on my youtube of me playing through a portion of KDITD with gzdoom before i got a dedicated video card and it just ran awful. the sectors were just flickering and it was bad. some time in my joint usage of LZdoom, Zdoom and chocolate doom i also started using crispy doom. crispy doom is probably my favourite sourceport, but 80% of the time nowadays i'm using gzdoom.
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