Xaser

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About Xaser

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    end1.wad
  1. I'm fairly certain that more than one mancubus constitutes a flubalapo.
  2. Analogy time: 40oz's posts here are a bit like critiquing a horror flick by saying "tone down the horror, because horror is bad," from someone who doesn't like horror movies, and then giving filmmaking tips to John Carpenter. Serious time: I gave this a play and loved it. This sort of "go where you want, but don't stay too long or you'll get shafted" gameplay is hella well done here, and the intro areas to me shouted "run for the hills; you aren't strong enough to handle this yet!" instead of "lol yer stuck!" That kind of stuff is awesome, IMO.
  3. Gez's post here ought to be given a pass. The only issue with it is that it wasn't the second and only post of the thread. ;)
  4. Hmm, I was writing out a lengthy post to get some facts straight, but I figured I'd distill it down to a few bullets and spare everyone a flood of rambling Xaser-words. :P So, here we go: Though technically UDMF doesn't imply ZDoom, it's got to be at least 99% of the use cases*, so let's focus on that. The question "Should this project use ZDoom+UDMF?" in terms of port compatibility is no different than the general question of "Should this project use ZDoom features in the first place?", which has been done to death, really. So let's not focus on that. ZDoom+UDMF mapping, compared to Doom format mapping, does introduce additional complexity. There are more linedef/sector properties, sidedefs have independent texture offsets, line specials are trickier to set up, and so forth. There is absolutely a learning curve -- your mileage may vary on how "steep" it actually is, of course, and GZDoom Builder goes a long way towards flattening the slope, but we shouldn't deny its existence. ZDoom and its UDMF dialect unlock a massive wealth of new features, and for someone new to mapping, the extra stuff can be overwhelming. For all its limitations, Doom format (e.g. Boom mapping) does narrow the mapper's focus by necessity, thus a lot of folks tend to point to it as a more preferable starting point for new mappers. Even for non-newcomers, the increased feature set does introduce a risk of trying to do too much stuff at once (good ol' feature creep). In addition to the time-sink factor, there's also a risk of poor usage, bugs, or lack of focus bringing the project down (e.g. focusing too hard on scripting that the map design suffers). More moving parts means there's a greater chance of something breaking. A related but distinct point: A lot of features in ZDoom are implemented really weirdly, and sometimes no-brainer tasks become unusually finicky and turn into unexpected time sinks. In fairness, Boom suffers from this too (scrollers and generalized crushers and everything involving voodoo doll "scripting"), so this isn't exactly exclusive to the Big Z. There's just plenty more pits to fall into. ;) tl;dr: With great power comes great responsibility. If you're already committing to using ZDoom, then UDMF is objectively a strict upgrade over Doom and Hexen formats. Whether or not the subjective drawbacks (learning curve steepness, overwhelmingness, feature creep potential) are enough to dissuade someone from the format is definitely a thing up for discussion, and I'd be way more interested in seeing folks talk about that part rather than get stuck in "udmf doesn't imply scripting" loops and other non-productive topics in that vein. [*Not to say the status quo has to remain; If someone wants to do some common-featureset-UDMF stuff (e.g. "Z3Dgeternity"), more power to you! :]
  5. There's a couple of spots missing: yourself and Fuzzball under "Artists". Don't sell yerself short. ;)
  6. Yeah, really. Heretic->Hexen isn't analogous to Doom->Doom2. That'd be more like Doom->Doom64.
  7. I am proud to be a key contributor to this paradox. :P
  8. Huzzah! You've identified my main source of inspiration for the map. Was wondering if someone was gonna notice (or if I'd missed the mark, heh).
  9. Nothing's stopping you from skipping to MAP16.
  10. Dang, I'm quite late on posting about Helix. Now I've got two maps to post-mortem -- I'll get on that at some point. To quickly answer @Spectre01's question, the simple version is I'm rubbish at following a theme unless I try really hard to do so (and even then, the authenticity wavers; D2WTID MAP28, anyone?). For Helix I was trying to consciously make something Plutonia-themed (hence all the Neurosphere architecture ripoffs), but when the call for more maps came out and I started Wicked Garden, my focus was on keeping the scale & monster count low. I kinda forgot how Plutonia worked in the process. :P
  11. Basically this. Also, a couple of folks have mentioned Dark Souls, but one of the remarkable things about the series IMO (and an essential thing piece of why I opt for online mode) is the lack of any in-game chat. Even though you get the occasional OP invasion jerk (and hackers aren't unheard of), you don't have to listen/read any of their brain vomit in the process. It's really quite refreshing.
  12. I'm super-thrilled with that increment/decrement tag hotkey feature. Beejus Crisp, that's gonna be handy.
  13. No, there's no /idgames requirement.
  14. Given the "pick this map and you can never play it again" bit in the OP, definitely Doom2 MAP31. It's purely a novelty, and it's long worn off by now.
  15. I haven't gotten around to making a thread for it or anything (though I maybe should), but for anyone interested, it's here: https://static.angryscience.net/pub/doom/mods/herefix/ It's incomplete, but it's a small ZDoom mod that's essentially a collection of sprite+sound tweaks that don't affect gameplay. Credits are a bit spotty, but the extended weapon sprites are by Neoworm and I snagged a bunch of sounds from Quake 2 of all places.