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About Stabbey

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  1. There's an editing tutorial section. I suggest you read through the entire vanilla level editing series. It explains the basics of Doom map creation and editing.
  2. Stabbey

    Do you consider mouselook as a cheat?

    I've been playing shooters since Wolf3D. I like mouselook, and I'm not going back no matter how the mapper "wants" me to play. Mouselook on, autoaim off. When I design my maps, I play with mouselook, and if I really want to have a shootable switch, I'll put it where it can only be shot from where I want it to be shot.
  3. Stabbey

    What monsters are best used for open areas?

    Yeah, what rd said. Just saying "open area" is too general. You need to think of what purpose you want the encounter to serve. A big open area with a bunch of monsters in it doesn't sound very interesting. It could be interesting, but the description isn't painting a picture in my head about it. This article should be a help: You're talking about an encounter, and there are four main types of encounters: Waste - a fight intended to drain resources, such as health and ammo, without endangering the player. Challenge - putting the player into an interesting situation which damages them, but may not necessarily kill them, such as ambushes which include a way out. Punish - draining the player's mental resources - making them nervous or jumpy, or surprising them with the unexpected Kill - difficult encounters intended to be a lethal threat to the player. The way it's described doesn't sound like either punish or challenge. It also doesn't sound like it's meant to kill, otherwise you could put in a couple Arch-Viles, or a bunch of hit-scanners. That leaves only waste. If you want the player to spend a bunch of resources there, it probably means that the player needs to spend a bit of time in the area and may have a difficult time getting out. Perhaps they're there for a key which is at the far end. Perhaps they're passing through but they need to hit a few switches to raise stairs/platforms to get out. Something like that. Think of the purpose the encounter will serve and that will guide you towards how to design it.
  4. Stabbey

    How would you buff the pistol?

    For a while I was tossing around the notion of making the pistol a lot stronger, more accurate, with slower firing... but then I realized that I'd effectively just be making another shotgun. So instead of that I'd go for something closer to what Supercharge does. Playing Ar Luminae with its integrated Supercharge mod was interesting. The pistol there was at its most useful thanks to the lack of damage variation, and the chaingun was powerful, but consumed ammo like candy. I would change the pistol to 100% accurate at all times, it would shoot about 25-33% faster, and have an 8 to 12 bullet clip before a reload. The chaingun's maximum ammo would increase from 200/400 to 300/600, and it would fire a LOT faster, draining the ammo quickly, and it would have significantly reduced accuracy at longer range.
  5. The ammo provided should be enough to fit the type of map you want to make. If you want players to run from enemies, provide very little ammo, and that will discourage them from fighting. However, if you want players to fight, provide enough to avoid making the fighting tedious. For instance, a Baron takes 100 bullets/15 shells to kill, but it's not that interesting shooting it 100 times. It's important to not confuse "tedious" with "difficult". You don't want to overpopulate levels with ammo of course. In most of my levels, I rarely ever use Large Cell Packs (100), and instead sprinkle in small cell packs (20). This helps reduce the variation in plasma ammo players could have, and helps prevent trivializing fights by using the plasma rifle or BFG. At times I also encourage players to use certain weapons by providing a lot of ammo of one type and a lot less of another. In my latest levels, I'm placing ammo to direct the progress of the fights. I start off with a big fight room. The ammo and weapons are in the middle so the player can't really retreat or run away - or rather, if they do, it will be unpleasant when they need to return. In another part there's a fight on moving platforms. The player could stay on the outside, but the ammo is on the inside, so they'll have to complicate their lives to beat the fight. One section I encourage the use of the Rocket Launcher by providing a bunch of single rockets, but substantially less of other types. I also do all my testing without finding any secrets, so I can be confident that beating the level does not require knowledge of the secrets.
  6. Stabbey

    How do I make a key door in Ultimate Doom Builder?

    It sounds like you're building the map in Boom format or something, and I'm not familiar with that.
  7. Stabbey

    How do I make a key door in Ultimate Doom Builder?

    You use one of the linedef specials which says "blue" or "red" or "yellow". ...What were you doing to get yourself banned?
  8. Stabbey

    Problems with wanting to make noclipping monsters.

    Some modern ports fix that effect by default. It needs to be enabled with certain compatability settings in some ports, or the appropriate ports need to be used.
  9. It's basic texture alignment in appropriately sized sectors. The exit sign needs to be in a sector 32 units wide, 16 units high, and if suspended form the ceiling, 8 units thick. The sign texture contains an additional 32 units worth of stuff which is used to go on the back or sides of a suspended sign. The Exit door needs to be in a sector 64 units wide, and no higher than 72 units high, but 64 units will also do. The door texture contains additional textures which you can place on the recesses of the door sector, on either side, making sure to make the recess an appropriate size to fit the side textures and it has a light texture you can use for the track of the door sector itself (again, make the door 16 units wide for the texture to properly fit).
  10. Stabbey

    What makes good monster placement and encounters?

    An article I found helpful was this one on monster placement, which goes into monster roles: The tl;dr summary is this: The basic categories for monsters are: Standing - You walk into a room and monsters are there waiting. Turrets - Monsters placed at long ranges which can't approach the player Roaming - Monsters which move around the map (requires a map design suited for roaming). Ambush - Monsters placed so that the player doesn't easily expect them. The two basic types of ambush are monster closets and teleport traps. Monsters fit different roles: Threats - The most dangerous monsters, which make players seek cover, and can kill the player even if the player is paying attention. Trash - weaker monsters which are not very dangerous, but keep the player occupied. Obstacles - Monsters which constrain the player's movement. Infighters - Monsters which are good at causing chaos and provoking threats. Encounters have different types as well: Waste - a fight intended to drain resources, such as health and ammo, without endangering the player. Challenge - putting the player into an interesting situation which damages them, but may not necessarily kill them, such as ambushes which include a way out. Punish - draining the player's mental resources - making them nervous or jumpy, or surprising them with the unexpected Kill - difficult encounters intended to be a lethal threat to the player. *** There's another article with tips, but that's more for layout and architecture. https://www.dfdoom.com/tips-for-making-an-engaging-doom-map/ *** If an encounter feels boring, it's likely that you're not providing enough of a threat. Perhaps there is too much room to move around for the amount of monsters. Perhaps the encounter can be run away from and dealt with at a bottleneck. Perhaps the mixture of monsters infights itself to death instead of being a threat to the player. There are different kinds of pressure to put on the player. There was an article about this, but I can't seem to find it. I remember though, that it talked something about Time Pressure as one type of pressure. For instance, Pain Elementals add time pressure to an encounter, because the longer they live, the more Lost Souls they produce. Arch-Viles are another time pressure, as the longer they live, the more enemies they resurrect. When a player is under time pressure, they are forced to engage, instead of running around in circles letting monsters in-fight. When a player is forced to engage, they are more interested in the fight because not paying attention means they take more damage. I had a fight earlier which I fixed not by adding more monsters or changing the architecture, but by increasing the rate at which enemies appeared - adding pressure.
  11. I don't think I understand enough to follow that explanation. If it only raises by the height of AASHITTY, or a texture shorter than AASHITTY, that sounds to me like you're saying that "Raise by Shortest Lower Texture" can only ever raise by as much as 64 units in Doom 2, period, no matter what. It does work as I intended in GZDoom. I don't know what port the other person tested it on, or their compatibility settings. But if I'm understanding the follow-up answers, all I need to do to fix it is ensure that all of the front and back sides have the same height lower texture? That's not a problem in this case. Thank you for the explanation.
  12. Has anyone ever encountered any bug where the "Raise by Shortest Lower Texture" action raises the sector by 64 units? A tester encountered a bug like that, once with an instance of the shortest lower texture being 72 units, and a second time with the shortest lower texture being 128 units. Given that there are no 64-unit high textures in vanilla Doom, I suspect this is a port glitch, not an actual problem with the map, but I thought I would ask. Just in case, I have changed the 128-high to use a different action, but I'm keeping the 72-high with the same action, because it raises faster than a standard mover, which matters in that instance.
  13. No, I don't recall you giving a reason for rejecting the map. I have watched many of your videos and the feedback you give on other people's maps is often instructive on ways to improve my own maps, and I've actually taken that into account into how I test and design my maps. But forget it, then. Disliking someone is a valid reason for rejecting a request.
  14. I like making the fights difficult enough that UV is a challenge for me. That said, I'm not the best player. I don't have firm guidelines. I test for beating the map from a pistol start, not finding any secrets, any secret and finishing with full health. I don't consider the mapper being unable to beat the map with full heal as a sign of good balance, because the mapper has the knowledge and muscle memory to you I do use saves because my maps are long - but never mid-fight saves. I also test various approaches to fights, including "the wrong" approach, but I'm not the best at that. If a section doesn't feel good to play, I change it. I try and put in contingencies for co-op or getting stuck past one-way doors (although I try to make sure that's not possible, of course).