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About ReX

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  1. ReX

    Do level designers benefit from studying geometry?

    This has been said in one way or another by people on this post, but it bears repeating: The ability to visualize volumetric space (especially complex spaces) is probably a huge asset when creating maps. While geometry might be the science of defining and measuring the attributes of shapes, it certainly intersects with map-making when the mapper moves from visualization into actual mapping in an editor. This is particularly true when working with "true" 3D space (e.g., when building room-over-room constructs where the rooms are asymmetric with each other). I just got done a circular room that has 5 contiguous "levels", with each level having its own floor & ceiling, but only 2 sets of levels overlapping each other. I was getting multiple instances of z-fighting until I measured & drew the sections on paper, and was able to identify why the problem was occurring. I will also add, that a skill that has served me well in map-making is my course-work in engineering drawing (also called engineering graphics). Such course-work forms the rudimentary basis for architecture, but it also teaches the student to visualize in 3D space (orthographic projections). In my opinion, this is an extension of geometry.
  2. ReX

    3d Poly objects

    As others have explained, 3D polyobjects don't exist (yet). In addition to the sector-based method, you can consider a (possibly) more-realistic option. Use a model for your bridge, and use ZDooM trickery to make your bridge move in real-time. [Fair warning: This is not an easy method to understand or implement.]
  3. ReX

    First 3D Shooter in Microsoft Excel

    When DooM first came out, there was a rumor that using a specific set of key-strokes in MS Excel would pull up a map for "DooM". Instead, if I recall rightly, it was simply a lo-res, highly pixellated, "3D" map that the user could wander around in. This is obviously a major advancement.
  4. ReX

    Calling out Egregor

    Egregor the Egregious!
  5. ReX

    Serious Sam Vs Doomguy

    For my part, I never compared any of the protagonists in the FPS games of that generation, whether it was Doomguy, Duke Nukem, Caleb (from Blood), Kyle Katarn (SW: Dark Forces), Lo Wang, or Serious Sam. I was just playing a character in a different part of the universe each time. But between the two, I'd have to give them equal points. Each can move quickly, each can carry a devastating array of armaments, and each (generally) needs to use the same strategies to survive. [I'd give Serious Sam a bit of an edge because he can jump & crouch. But, of course, Doomguy can do the same in GZDooM and other source ports that support them.]
  6. Sadly, Hell on Earth is already taken. Is ScionOfWolfenstein.com too obscure? Heh. Or FindSomeMeat.com On a more serious note: DoomOnEarth.com is not taken. [I'm not clear on why the word "doom" can't appear in a domain name. The word is one in common use, and I can't see how a commonly-used word can be trademarked or copyrighted if it is generally adopted in a fair-use context.]
  7. ReX

    New Ways to Play Old Levels

    There was a Vanilla DooM map (wicked_7: Wicked be the Ways of Men - Idgames text file) I made many years ago that created 3 different single player progressions in the same map. From the text file: “Each skill level "starts" the map at a different location, and some of the traps are skill-level specific. Additionally, the keys and weapons are at different locations for the different skill levels, and there are some areas that are only accessible to specific skill levels.”
  8. That looks phenomenal. The longest bike trip I've done was a 2-day, 130 km round-trip. Mostly flat, but some hilly terrain. I was much younger back then, but I still needed a few days to recover.
  9. Yes, that's a beauty of a hike (except that it's always chock-full of people doing the same thing). Although I've done many hikes, the two that stand out are: 1. One-day 17-mile round-trip from Jenny Lake up to Lake Solitude in the Grand Teton range in Wyoming. My legs and back were sore for days afterwards. 2. A 6-day hike in the Himalayas, when my friend slipped & slid about 600 ft down a steep and icy slope, I followed him down on that wild ride, we bedded down to the sound of scurrying animals, and we ended up scrambling through the wilderness for a whole day after that. Civilization never looked so good.
  10. ReX

    Horizontally "moving" 3D floors.

    Yes, that is clever. Do you have a tutorial, or a link to a sample wad?
  11. ReX

    Horizontally "moving" 3D floors.

    A couple of clarifications about GooberMan's method: 1. Players/enemies/NPC can ride atop the platform, with minimal adjustments of position required. Enemies or NPC can simultaneously walk/fly underneath. 2. Because it is set up using polyobjects & a 3D control sector, the "thickness" of the platform is determined by that of the 3D control sector. This means that the model for the platform needs to be of uniform thickness for realistic blocking behavior. If you have an irregular-shaped model you'll not have proper blocking. [In the screenshot, the reddish-brown rock is static and the greenish-grey rocks are orbiting it.] If you have a regular-shaped model you'll be fine.
  12. ReX

    45 degree angle doors

    Clever idea. Although, I wonder at the coding difficulty of implementing it in a map editor. I agree that working with non-orthogonal angles can sometimes be a pain. Mostly, however, I've found that working with 45 degree angles is manageable: You can generally stick to the primary vertices of the grid without having to zoom in too much, and can create linedef lengths that fit within the DooM texture scheme (8, 16, 32, 64, 128, etc.) Working with non-orthogonal angles that are also not at 45 degrees is less convenient. I've given up on the idea of breaking up a linedef into multiple segments, inserting windows/doors, etc., while also maintaining the absolute straightness of the original line. Now, I just unsnap to grid and move the vertices around until the overall surface generally looks straight. I've found that, in-game, any "crookedness" of the linedef is imperceptible.
  13. ReX

    45 degree angle doors

    A general observation here: If you deselect "Snap to Grid" you can get vertex control down to one unit. You can adjust your linedef length to be exactly 64 units at any even-numbered angle. For a 45 degree angle you'll be able to get a length of 63 units. In-game, the difference between a 63-unit and 64-unit linedef is negligible. Likewise, for 44 degree and 45 degree angled linedefs. Your best bet is to use the method Pegleg and others suggest.
  14. ReX

    StalungCraeft Texture Pack

    When I first looked at the textures I got a Blood vibe (which, IMO, is a very good thing). Excellent compilation; thanks for all your efforts.
  15. ReX

    Horizontally "moving" 3D floors.

    Not to derail this thread, but the implementation of a moving 3D platform was done by GooberMan a few years ago. In that case, he had used polyobjects to create the construct. When paired with a model, this creates the illusion of a solid object moving in the air. The use of polyobjects allows the creation of complex pathways for the platform. Still, Gustavo's method has merit.