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Everything posted by LouigiVerona
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Do you use hardware renderer or software renderer when you use GZDoom?
LouigiVerona replied to Lizardcommando's topic in Doom General
Software renderer only. When I switched to gzdoom, at first I knew nothing about renderers, only noticed that everything became murky and dark. After a while I decided to research this, because I really hated how everything looked. I then tried for a long time to make hardware renderer look as close to software renderer as possible, but the best thing I could get was still giving me muddier colors and everything being darker and just less exciting visually. I then switched to software renderer and never looked back. I am on a powerful laptop, so performance is rarely an issue for me, if ever. -
Chill WADs for unwinding, nothing too difficult?
LouigiVerona replied to bioshockfan90's topic in WAD Discussion
Auger;Zenith for sure. MAP01 after work is excellent escapism -
Sandy Petersen, a retrospective of his Doom maps
LouigiVerona replied to MajorRawne's topic in Doom General
I have always been a fan of Downtown. Such an awesome map. -
I personally love the thread and I don't think that the OP deserves the reaction. If you folks feel so strongly about AI, good for you, but raise this with the people training the models. The tool is available and criticizing people who are using it so harshly, especially posting some fun Doomguy pics on a forum - I don't see what the big deal is. And yes, I am an artist too, I mostly do music, and I support AI models being trained on my music, and I support them doing so without asking me for my permission. Meanwhile, I went and did these with Midjourney. The prompt was "doom 2 levels". This is what I got 😂
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I was considering taking a stab at making a Doom Incremental :D
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what does the G in GZdoom stand for
LouigiVerona replied to Shakariki Heisenberg's topic in Doom General
This is the correct answer -
Comfy Maps (or, favourite maps to just exist in)
LouigiVerona replied to Hazel-Rah's topic in Doom General
I would say that a large part of what I like Doom for is the atmosphere. Examples are numerous, I remember my first big crush was The Darkening, Outpost Mortem map. Music from that map I use in most of my own maps to this day. If you just wander around the map without monsters, it's a fascinating memorable place. And it looks real, like it could really exist. 5 rooms is a megawad that has some incredibly memorable maps, some of them really cozy. While I could provide many-many examples of maps that I just love for their atmosphere, probably nothing comes even close to Auger Zenith. This is just a world that sucks you in. Starting from map 1, it's an art masterpiece. -
Yay! Glad you liked it! Yep, I composed the song :)
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Does anyone else feel like Build games are by design worse than Doom/Quake?
LouigiVerona replied to gipi's topic in Everything Else
You know, I am not sure how to put it exactly, but everything seems thin. I was wondering about it for years. But whenever I play Duke Nukem or Redneck's Rampage or some of those other titles, all the doors and walls seem very thin and fidgety. It's like it's all held together with glue. I guess it's just my subjective perception and the way my brain translates my experiences into how I perceive things on screen. But basically, the world in Build doesn't feel solid, feels very unsteady. -
Does anyone else feel like Build games are by design worse than Doom/Quake?
LouigiVerona replied to gipi's topic in Everything Else
To me the Build engine has always felt a bit on the amateurish side. Everything looks like it's made out of cardboard. Reading everyone's responses, I think that the overall jankiness of the engine contributes to this. And while game designers did wonders with Build anyway, I think many of those games have aged poorly because of the tech behind them. Carmack's solid programming work makes the Doom engine feel solid, robust and fast. And maybe it also has to do with the limitations that Carmack decided to embrace. -
Why I will no longer tag my secrets, and You Shouldn't Either: An Essay
LouigiVerona replied to stewboy's topic in Doom General
@stewboy Very interesting thoughts. I definitely agree with this. In fact, I think one can agree with you in some cases, for some maps and decide to mark some secrets for others. But I think your main point, or at least my takeaway, is what is the function of the counter? And is it important to get all the secrets? I think Doom was created back in the time when counters were just standard things people did, whether they were needed or not. Like those games with useless scoreboards. In fact, I would perhaps say that map designers should ask themselves whether their map requires secrets to begin with. Not all maps need secrets, in my opinion. -
I actually found myself agreeing with that quite a bit. I think Duke definitely looks quite timeless in that sense - it's well drawn and has a comics book feel to it. Original Doom wads do look bare and blocky compared to Duke. As I'm writing this, I'd say that actually Doom 1 looks very convincing when lunar base levels are concerned - they actually look somewhat realistic or rather somewhat filled with stuff. You can also argue that it is a planet's moon and so the more hellish levels are supposed to be emptier and blockier, but I think the point stands - original IWADs have aged quite a bit.
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Does anybody actually like bad infamous maps like "Nuts"?
LouigiVerona replied to Havok's topic in Doom General
I actually like Nuts and play it from time to time. In fact, I even created some maps of similar nature for myself. It's fun to sometimes just face the monster crowd. -
Auger;Zenith for sure. But I also adore the opening track of Darkening 2, Eastern Cwm by Kniggit. So much so, that many of my maps use it. It's not a banger, quite the opposite. It's a kind of ambient electronic tune, which adds to the atmosphere of exploring an intricate enemy base that Darkening 2 starts with, showcasing the awesome work by Ola Bjorling.
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I sometimes find it fun to check out someone's map, especially when it's unknown. And in this case, it's almost a personal map from a friend to a friend. It's pretty well made and there's a ton of detail for 1999. If I got such a map from my friend, I would've shit myself from joy! While the beginning is a bit cramped, as is true of many early maps, there is quite a bit of variability and then the map opens into large areas with gameplay very reminiscent of slaughter maps. I actually finished the map and I have to say that although I'm not Alex Adolphson, it was a nice way to start this Saturday :)
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What is your favorite visual theme you've seen in a WAD?
LouigiVerona replied to OpenRift's topic in WAD Discussion
Auger Zenith, hands down -
What's something about Doom that you absolutely hate?
LouigiVerona replied to Reaper978's topic in Doom General
I really hate berserk. I don't like that it colors the screen red and was surprised that there is no option is gzdoom to remove that (some ports do have that option). I also don't seek berserk as a viable powerup. It's a shooting game and approaching monsters typically gets you hurt quite badly. And I'm just not enjoying approaching enemies that throw stuff at you. This is why I also don't like the chainsaw. You can mow down some demons with it in narrow corridors, but otherwise it's absolutely useless to me. And yeah, I can imagine you could learn to be good with it. But I'm just not interested in this kind of gameplay. -
Right, but this was brought up as a reaction to a post. We're not writing a wiki. We are fans of the game on a forum, discussing our favorite game with fellow fans.
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The argument here is that lore is bad if it doesn't add anything relevant to the story, which I think is a pretty debatable point. In fact, I think I generally understand lore as additional information for those who want to dig deeper into the universe. Sometimes this might be relevant, sometimes not. It's definitely relevant to us, fans of the game, who just love to discuss its every aspect.
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I am surprised by the negative reaction to the post. Especially given the fact that most negative reactions come from people who didn't watch the video and don't even plan to. Weird stuff, you guys. The video is awesome. I watched all of it and it's an incredible documentary that goes in an absolutely unexpected direction. As is usual with hbombers essays, it's one I'm likely to be rewatching several times. Great work and I really like how he manages to put this into a greater context of the culture of not crediting original artists. p.s.: the video is NOT about Roblox, by the way. The video is about the origins of the sound made popular by Roblox and is about old games and sfx artists in old games. So, this is a totally appropriate post for this forum.
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I am actually thinking of combining some of my wads into a megawad and call it Nemesis, because it's a cool name :) Anyway, pretty happy with this level. Many very challenging fights and I also like how the space contributes to the challenges. Tested with GZDoom. No difficulty levels. nemesis02.wad.zip
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Wow! Brutality!!!!!! Thank you for playing :)