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About RonnieJamesDiner

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  1. RonnieJamesDiner

    Map Template Idea

    Here's my pass at the template - template_v2.zip (MAP01 slot for Doom II) You had a pretty solid base to work from here. There are a ton of things you could do with this, and it already lends itself well to making areas interconnect and wrap back around to each other. Hopefully this helps a little, I'm definitely looking forward to seeing what you might come up with yourself. As vertigo mentioned, Doom mapping really is a "learn by doing" sort of process. Start small, and just keep making maps. Find maps/authors you really like and try imitating them even, if that helps (imitate - not copy). If you enjoy making layouts, keep doing that, and experimenting with different gameplay ideas, height variations, flows, themes, etc. The amazing thing about making Doom maps is that, the simple things can be achieved really quickly. Maybe your opening room needs a balcony, and a lift to get to it -- you can create that in minutes, if not seconds. The editor and the tools are sophisticated enough to do some really wild things, but simple enough to just let you cut loose with creativity and experimentation at break-neck speeds. Use this to your advantage, and just make stuff. Try stuff. Play stuff. Oh and, have fun.
  2. RonnieJamesDiner

    Romero Interview in The Guardian

    While I basically agree with this, sometimes I think it works really, really well, and I'd look no further than Borderlands for a good example. There are more guns in that game than I could possibly ever count, or even come across, and yet Borderlands is near the top of my list of FPS' where I have a genuinely unhealthy love affair with the guns. Yeah, there are countless disposable weapons in that game, but you're always constantly discovering that new one... that different one... that better one. And when you do, you savour it, you let it mold your playstyle and command the battlefield, you learn it's strengths and weaknesses, you form an unethical, unapologetically amorous bond with it knowing it could never be replaced. And then, Borderlands does what it does best, and the RNG gods spit out another one... it's incredibly satisfying. And a wonderful game-design choice that I doubt would've seen the light of day in an environment dominated by 90's era design philosophy. I guess what I'm trying to say is, sometimes, change can be good.
  3. RonnieJamesDiner

    Map Template Idea

    I'm definitely not "experienced", but it sounds like a fun exercise. I'll take a copy of that template!
  4. RonnieJamesDiner

    Currently working on a new map, what would you want in it?

    What would be neat is if you could find some really creative and interesting way to use the Spider Mastermind.
  5. RonnieJamesDiner

    [Boom] Sequenced switches

    Hmm, yeah I didn't really consider the issue of communicating all of this to the player. Although, I suppose a "ticking" noise which played only while the sequence was active might do the trick, combined with a visual hint for the actual order of switches. But... yeah, would it even be fun anymore. I think you raise a good point about a timed puzzle being better served by an "any order" sequence, so that really the puzzle is figuring out which order gets you there in time. All of that said, I'm slowly realizing I have no business trying to make complicated Boom mechanisms do fancy-pants things at this point (I've been staring at this WAD still trying to digest how exactly it works). Thanks for the response though, both of you.
  6. RonnieJamesDiner

    [Boom] Sequenced switches

    Mind boggling. This is pretty incredible. Thank you (and Nine Inch Heels) for figuring this out! I'm sure this will be put to use in some very creative ways. Just out of curiousity… is it at all possible to make this sequence timed? As in, the player has to press each button in the correct sequence within a certain time limit, and if they're too slow, they have to start the sequence over again?
  7. RonnieJamesDiner

    What are you listening to?

    Ozzy put out a new one a few days ago. Pretty catchy hook! Loving this song right now...
  8. RonnieJamesDiner

    How do I "combine" a texture pack with custom WAD?

    And as someone recently taught me (thank you ukiro!), after you've copied OTEX over in Slade, you can go up to Archive > Maintenance > Remove unused textures/flats/patches, which will just dump everything you haven't used in your map (to avoid that bloated file size). The only thing you need to keep in mind is to de-select any animated texture frames that you're using when you do this -- for instance, if you used a switch in your map, make sure you keep the "activated" texture of that switch. Or, if you're using the waterfall animated texture, make sure you keep all 8 frames of it (OFALLW01, OFALLW02, OFALLW03... to OFALLW08, for example). Using that Remove function doesn't seem to discriminate animated textures, but it still saved me a tremendous amount of time.
  9. RonnieJamesDiner

    The DWIronman League dies to: Abcess

    I cannot believe how I died..... left side pit was 5% damage, how was I to know the right side was 20% D': http://www.mediafire.com/file/pti2vw8d8l7kh44/DWIronman_RJD_abcess.lmp/file Category 1 Died on MAP02... looking at a Soulsphere
  10. RonnieJamesDiner

    Fun Facts About Any Classic Doom Game

  11. RonnieJamesDiner

    [GZDoom Singleplayer Map] Suspicious Journey

    Yeah I did notice that, but both of those properties are cancelled with the camera as well (within a second) as far as I can tell, which still doesn't explain where I ran into a problem -- other than being self-inflicted lol. I'm fairly certain the script is sound, it's just me that isn't.
  12. RonnieJamesDiner

    [GZDoom Singleplayer Map] Suspicious Journey

    I can't seem to replicate my initial issue (I've re-played that sequence 4 times in a row now, and it lets me cancel the camera within 1 second every time). I'm starting to think I was fat fingering the first time and just didn't move. Other than the script itself cancelling the camera by switching ChangeCamera(150) to (0), which I think is how that would then work(?), I'm almost convinced there wasn't actually a problem to begin with. Sorry for the confusion xD
  13. RonnieJamesDiner

    *** The "ask a miscellaneous editing question" thread ***

    Hmm, those demos are intriguing to say the least. I considered the idea of using models, but when it comes to collision I just don't think what I'm trying to pull off would actually work, save for engineering some sort of elaborate system of "invisible" methods of collision which managed to stay perfectly coordinated with the models. Bah, I'm just going to re-think the room, lol. Thanks for the speedy information though, gez.