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Everything posted by Stabbey

  1. Stabbey

    The Doom pistol is great, actually

    Ehhh... interesting take, but even granting the idea of anchoring and it making other weapons feel better, that still isn't a substitute for what the pistol could be. Here's a couple changes to the bullet weapons which would have given both the pistol and chaingun a useful niche: - Have the pistol always be 100% accurate even when firing as fast as possible, - Give the chaingun a spinup time before it fires, followed by a substantially increased fire rate (which ends up with greater ammo consumption) - The chaingun would also have its accuracy decreased, even for the first couple of shots That would provide a better niche for the pistol as a weak, but always accurate weapon, and the chaingun's niche would be longer to get going, but it would dump more ammo faster, but it would be more inaccurate and consume too much ammo to limit its use. Ar Luminae used the Supercharge mod, and I quite liked the always-accurate pistol and the high-power, ammo-chewing chaingun.
  2. I don't study other people's maps for their architecture, I study them to see how an effect was achieved. So to me, this: ...is starting off with the wrong question. First, you must have a good understanding of what you want the map to achieve. I did a map called Control Tower, where I had a few ideas I wanted the map to achieve: The entire playable map area was to be contained inside the boundary of a very large circle. The circle was also a self-raising staircase. The finale of the map was to be a giant arena at the middle of the circle, and the arena would occupy most of the interior of the circle. Upon entering the arena, the outer walls would drop, opening up the air to the outer circle. The areas where you get each key therefore would be quite compact, and I would need to make the most use of the small space I had. What was most important here was to get the finale, the big arena right. I needed to get the size of it right, which - at least for me - meant starting from the center of the arena - the raised exit pillar - and working outwards. Once I had the arena with a satisfactory size, I made the room connecting the arena to the circle, and used that distance to determine the size of the circle. People who have a good sense of the space could start with the outer circle and work inwards, but getting that wrong, and having an arena which is too small or too large - would effectively require starting all over again from scratch.
  3. Stabbey

    Plasma Rifle sound: let's discuss our favorites

    I love the Doom 3 one, not so much for the firing sound (which is fine), but the reloading sounds, so you get the clunk-clunk *dweeeeeeee* sound of it powering up.
  4. Stabbey

    Rant: Vanilla is too limited

    I actually greatly enjoy thinking creatively and trying to get my stuff to work with only vanilla line actions. However, what I do not enjoy are visplane overflows, and winking sprites if there are > 128 things visible at once. I do not consider those to be interesting limits. For that reason, most of my maps require a modern source port, even though I did not insert a bunch of arbitrary WOW LOOKIT DA FEATURES in them for the sake of having arbitrary features. I have received complaints and negative feedback about my maps, but none that I recall was of the "I expected WOW LOOKIT DA FEATURES, where are my FEATURES" variety. And to be honest, if I ever received "I expected FEATURES" feedback, I would ignore it, because there's lots of other maps out there which would be better suited for them anyway.
  5. Stabbey

    Stop a crusher and have it raise back up to match ceiling?

    I'm pretty sure that's something which is explicitly not allowed in the engine, because of the very real possibility of ceilings and floors passing through each other. If you could somehow kludge it to happen, it's unclear what would happen, because you would have just "broken" the physics of that "universe".
  6. It's usually just doors (D), and only then if the action applies to only the sector on the back side of the activating linedef.
  7. Stabbey

    Permanent turret in UDMF - how?

    I didn't say "no". I don't know enough scripting to answer. I was just trying to understand what you wanted, because that matters if you want a answer which helps solve the problem you want to solve.
  8. Stabbey

    Permanent turret in UDMF - how?

    Is your intent to have some kind of puzzle where you have to move between "safe" and "unsafe" sectors? If not, then are you sure that's exactly what you want? Such a thing - as specified - would only work if the player and the turret are in the exact same sector, which means that the entire area would have to be one sector with the same floor/ceiling heights, floor/ceiling textures, and same light throughout. It sounds more like what you want is a monster which has no speed and so cannot move, and its fire set to continuous while in sight like the Arachnotron does. That would be far more flexible than a turret which requires the player to be in the same exact sector.
  9. I think it's possible. I'm doing something similar to that, but in reverse. In a map I'm making, I have a small sector, and inside it, I have a line which has a transparent texture on it. The front line of the sector is tagged with action 24 - G1 - Floor raise to lowest ceiling. That small sector is joined with a dummy sector, and adjacent to that is a sector where the floor and ceiling are both 128 units lower than the floor. The result is that when the texture gets shot, it disappears. The way I'm doing it, the sector in question is behind a window too small for the player to enter, and the sector's floor is no different than that of the rest of the room. What you'd want to do is to create a second small sector, but set the floor to be at the ceiling, and tie it to a dummy sector where the lowest adjacent ceiling's max height is set to the floor height of the room. To make that sector transparent, set all the lines facing inwards, and make sure the lower texture is missing. Look up self-referencing sectors for more details.
  10. Stabbey

    My stairs aren't working right...

    You can test with the -nomonsters flag. Here's how to do self-raising stairs. Key things to remember: 1) Only the starting sector of the stairs needs to be tagged. 2) The stairs only work properly with the lines facing the right direction. Sectors you want to be part of the stairs need to have a line pointing into the previous step. The opposite for sectors you don't want to move. 3) To stop raising stairs, either have all the non-stair lines facing outwards. I believe they also stop if the floor texture of a sector which is pointing in is different from the stairs.
  11. Stabbey

    doors seem to not work

    With lines facing the proper direction, they won't be. Make sure the lines face the proper direction, don't use that flag on the doors, and that should avoid the glitchy ceiling.
  12. Stabbey

    Anyone else experienced this?

    Yeah I think I've had that happen before. To avoid that happening, first make a smaller sector adjoining it, then expand it around using vertexes (add more vertexes as needed). Repeat for the other side, connect the two, and if desired, join those two outer sectors into one. If you're using UDB, turning off "auto-finish drawing, that can help avoid some issues as well.
  13. Stabbey

    doors seem to not work

    Then probably don't use that flag on doors.
  14. It might be technically possible, but that seems to miss the point of a cluster. Also, I don't know how the key system works, but I think that each hub tends to have its own separate set of keys, so if you could travel between hubs, you'd need the game to keep track of two sets of keys, which it might not be programmed to do. I suspect that the point of changing hubs is to wipe one set of keys and replace it with another. It seems to me like the simplest way to get what you want is to have one single cluster, with a hub map and sub-maps which you need to finish to unlock the path to the next hub map and it's sub-maps. It would all be in one cluster, but it could feel like multiple hubs. Also, balance-wise, allowing the player to have access to that many resources could cheapen the difficulty much more than intended, and making it harder to compensate could be too frustrating.
  15. Stabbey

    [ ? ] Hunger System

    How experienced are you with making mods for Doom? Because this sounds like it would be possible to do, but it would require writing extensive code. It might not be a good first project for a new modder. The idea of survival mechanics like that doesn't seem to fit with the fast paced, high damage-swingy game that Doom is. Survival mechanics tend to fit better with games which have more slower-paced and cautious gameplay. Concept-wise, I'm not a big fan of survival mechanics, because the path between "not enough impact to matter" and "so impactful that it interferes with fun" is pretty narrow even even in games built around survival. In a fast-paced game like Doom, those bars would need to be going down really quickly, and it would impact the exploration aspects of it like switch hunting, backtracking, and looking for secrets.
  16. Stabbey

    How to show a monster but stop it from attacking

    It's pretty easy to do something like that with a self-referencing sector. Put in a sector close to the bars on the inside. Raise the floor of it to or almost to the ceiling. Leave the lower sides untextured. Set all the lindefs to have their front side facing inward. Each sector has a number. You want to manually edit the linedefs of that self-referencing sector and set the sector number of the back side of the linedef to the same as the sector number of the front side. Thus you have a wall you can see through, but can't attack the Arch-Viles through.
  17. Stabbey

    Redrawing a linedef within a sector/ fuzzy wall

    You deleted a linedef and the sector then was missing a linedef? I think that at least in later editors, it tries to connect the previous vertexes to each other so that the sector remains intact. If the editor you're using just leaves the sector incomplete, I would try to avoid deleting lines, because a sector must be closed, and a non-closed sector will absolutely be glitchy. Instead, you can remove the tag and action special from the line, and move the vertexes together to remove that line that way. If you have redundant vertexes on a straight line, you can safely delete the vertexes. I would suggest deleting your sector and recreating it.
  18. My answer would be very similar to other answers, so instead, I'll say how I do use my most rarely-used monsters. Spider Masterminds usually require a very carefully crafted encounter. I put one in my Tricks and Traps-like map, in an arena specifically designed with carefully lowering floors - some to offer temporary cover which vanishes, others which open up an escape path, and others which contain valuable health and ammo. Even so, I had to completely remove the Plasma rifle from being accessible. Barons I use sparingly, but when I do it, it's most often at times when space is limited, and the high health of the baron can effectively force the player into tighter quarters. Pain Elementals are largely annoying, so I put them in for cases where I specifically want to discourage the player from just running in circles to let in-fighting clear the enemies out. They're added to put time-pressure into the mix and force the player to put themselves at risk by engaging instead of the safer circling. I find there's little point in using Spectres in rooms which are not extremely dark, so I reserve Spectres just for those instances. Conversely, in dim areas I rarely use a Demon in favor of a Spectre. The exception is when I'm configuring difficulty settings, and sometimes on lower difficulties I use a Demon instead of a Spectre. Lost Souls I use when I want to be a little annoying, as pests or blockers to interfere with the player's movement or to distract them.
  19. It sounds like you spend your time making the architecture and details first, and after that's done, you add the monsters in later. TheLippyServer has the right idea - first make a simple version and test it with monsters in place. Once you're satisfied with the base combat, then you can add in more detail work. But be sure to continue to test if that detail work alters the architecture significantly.
  20. Stabbey

    How to make a fully working force field?

    For full clarity, two-sided linedefs comprising a sector have a front side and a back side. You'll need to make a sector which has only two-sided linedefs. TNT MAP 09 (Stronghold) has an example of that which can work for a force field type invisible wall. Point the linedefs so the front side are all facing inwards. Two-sided linedefs have a Sector Number associated with them. Manually change the sector number of the back line def to match the number on the front-side linedef. That makes the sector self-referencing. That's what makes it invisible in any port.
  21. Is this an exploit that can be used by people over the Internet? Because the way this is phrased, it sounds like the exploiter has to physically be at your computer already to do the drag-and-drop. And not that I care much about keeping the CHM, but do you need to delete the CHM entirely, or would just moving it out of the directory where the program expects to look for it also work?
  22. Stabbey

    Linedef tag that blocks monsters from seeing doomguy

    What he means is that you want a sector which has its floor raised to its ceiling, but has no lower textures on its side. That will appear to be transparent. However, you won't be able to walk through it or shoot through it until or unless the sector is lowered. This recent thread has a more detailed explanation and an example of where to find one in TNT.wad.
  23. Stabbey

    how to i make a icon of sin in doom builder?

    When in doubt, the first step is to look at Doom 2 Map 30 and try and figure out for yourself how id did it.
  24. Stabbey

    Completely closed self-referencing sector?

    It sounds like you want to make a window which has no gaps around the edges. Looking at the one in TNT, the reason why there aren't gaps around the edges is not because there are crossing lines, but because the raised floor which makes up the window has extra sectors along the edges, so the self-referencing sector has all of its lines two-sided. This technique works fine if you just want a transparent window, but if you look at such a sector from a greater height, there's a visual glitch where you can see the floor of the raised sector bleeding out onto the floor. The TNT window is not technically a true self-referencing sector. To avoid that glitch and make a true self-referencing sector, you also need to edit the linedefs comprising it. Select the sector in the editor and look up its number. Then make sure all the linedefs making the sector are facing inwards. Go into linedefs editing mode, select the lines of the sector and change the sector number of the back linedef to the sector number, thus making both sides of the linedef have the same number as the sector. That's what "self-referencing" means.