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Everything posted by Castelia
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What are the holes in doom 2’s monster roster and how could we fill them?
Castelia replied to Jacek Bourne's topic in Doom General Discussion
Someone above already mentioned it, but I second the idea of a monster with the BFG or similar weapon. I thought the Spider Mastermind would've been a much bigger threat if she had something like that. Maybe some sort of slow-moving monster that really forces you to hide or risk turning into goop. -
*** The "ask a miscellaneous editing question" thread ***
Castelia replied to baja blast rd.'s topic in Doom Editing Help
I had a feeling it would be something like that. Thank you, I'll try resizing my map a little. -
*** The "ask a miscellaneous editing question" thread ***
Castelia replied to baja blast rd.'s topic in Doom Editing Help
Sorry if this has already been asked. There seems to be a certain area of my map where if I create a new sector, one of its corners will create this long line extending to some other vertex halfway across the map. What's up with that? Using SLADE 3 if that helps. -
Sorry if this exists already, this forum's been around for ages and the only other topic I could find about this was from 2004. Would've been quite the bump. Regardless, I'm curious. Sound effects are a considerable part of the Doom experience, and maybe I'm just weird, but there's some unrelated sound effects that just sound really nice to me for whatever reason, even outside of their in-game context. These would be: - Teleporting (DSTELEPT) - Switch noises (DSSWTCHN/DSSWTCHX) - The Cyberdemon's walk sound (DSHOOF) - The Spider Mastermind's alert sound (DSSPISIT) - The Baron's alert sound (DSBRSSIT) - Arch-vile flames (DSFLAME) - Gibbing (DSSLOP) - A particular Former Human death sound (DSPODTH1) - The Icon of Sin throwing cubes (DSBOSPIT) - And finally, mein leben (DSSSDTH) On the other hand, there's only one sound that I dislike, and that's more to do with the in-game context rather than the sound itself. That sound would be DSSGTATK, or the sound of Pinkies/Spectres attacking. Coupled up with their attack animations, it reminds me of being surrounded/cornered by them and getting torn to shreds, which is never a fun experience, especially without a Super Shotgun. Odd considering some of my favourite sounds are of similarly undesirable situations, but whatever. Anyway, enough from me. What about all of you?
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Duh, that's why it curves upwards.
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Your own coined terms for occurrences in Doom
Castelia replied to Sotenga's topic in Doom General Discussion
I use the term "double-barrel buckshot", taken from the song Loser by Beck, when I defeat something with the Super Shotgun. I also refer to slaughter maps as "no thanks". Maybe when I'm better at Doom. -
New members of Doom World, what brought you here?
Castelia replied to Retro Dino's topic in Doom General Discussion
I like when the funny green man shoots monsters in the head. -
What is your "Doom Niche"?
Castelia replied to forgettable pyromaniac's topic in Doom General Discussion
Save-scumming. In all seriousness, I'd say that regardless of the perceived quality of my maps so far, I'm alright at creating the atmosphere that I envision in my head before making the map. -
What Monster(Or Thing) In Doom Gives You Bad Vibes?
Castelia replied to pyborg's topic in Doom General Discussion
I've said it plenty of times before, but John Romero's head unnerves me the most of any Doom asset. Maybe it's the fact that he looks too realistic compared to everything else, maybe it's the way he's tucked away behind a wall, I dunno. I can look at his pain sprite and the original magazine scan just fine, but his standard face sprite unsettles me to this day. -
Doom Ports as first Doom experience?
Castelia replied to Soon2bGlue's topic in Doom General Discussion
Whoops. I've mentioned before that my first experience with Doom was the Switch port, before the major updates, and the same for Doom 2. I suppose my very first experience was the Shareware version on Newgrounds, but that was just as a taster. I only got into Doom last year, so I suppose there's a good excuse. I do own Doom 64 on its original cartridge, though, and it's pretty fun, though a lack of mid-stage saves definitely makes it tougher and means I have to commit to every move. -
Finally, your partner is not the only one getting pounded. Damn it, someone already said they'd sleep with John Romero's head. My next option is either the empty space outside the green armour room in E1M1, or maybe the Archvile's tiny closet in Doom 2's Map11? 😳
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You draw it, I map it (now on idgames)
Castelia replied to Rince-wind's topic in Map Releases & Development
Those domains certainly are disjointed. This map looks really good, well done to everyone involved. It's awesome to see this in actual map form, and I had fun comparing the map to everyone's original drawings and seeing what was included and changed. -
You draw it, I map it (now on idgames)
Castelia replied to Rince-wind's topic in Map Releases & Development
Rest well and take your time. -
You draw it, I map it (now on idgames)
Castelia replied to Rince-wind's topic in Map Releases & Development
Loving the screenshots so far, this is shaping up to be really cool. -
You draw it, I map it (now on idgames)
Castelia replied to Rince-wind's topic in Map Releases & Development
Just above, Ola J has a design for E1, but Spooky Explosives might've missed it. -
*** The "ask a miscellaneous editing question" thread ***
Castelia replied to baja blast rd.'s topic in Doom Editing Help
Sorry for the mega quote, but thanks so much! I worded my question about adding sounds poorly, I tested it myself and I was able to replace sound effects pretty easily by changing filenames. -
You draw it, I map it (now on idgames)
Castelia replied to Rince-wind's topic in Map Releases & Development
Out of curiosity, how is the level going to end? It seems to be quite a non-linear map we've got going on here. -
You can use the "notarget" command to allow enemies to ignore the player. I think you can fire weapons in their presence, as well, but they'll still start attacking you if you hit them in this state.
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Looks familiar, but I forgot what it was. Shit.
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You draw it, I map it (now on idgames)
Castelia replied to Rince-wind's topic in Map Releases & Development
Excuse my shoddy drawing. E4: - Blue/green spots are health/armour bonuses, orange spot is an Archvile, grey spot can be a good weapon or helpful ammo, brown lines are dead trees - Sort of an indoor greenhouse aesthetic, or maybe an enclosed dead forest looking out to the wilderness or something - Area on the left is raised, stairs at the bottom go down to grass and dead trees - Winding path through the trees on the right, can look however you want, maybe at the end there could be a cool powerup, or alternatively a switch to lower the bars on the left - Pillar for a sick Archvile fight, more enemies can be added if necessary - Path on the left can connect to D4 if that was the intent, otherwise it can be an item room or something. Sorry if this clashes with anyone else's ideas, and feel free to modify my room however you see fit. -
Favorite episode and difficulty
Castelia replied to JohnBubbleman's topic in Doom General Discussion
I played on Hurt Me Plenty first, but Ultra-Violence is my preferred difficulty now. Makes me feel like a real gamer. As for the episode, I have to say I'm sort of partial to Episodes 3 and 4. I do like the other two as well, though. I don't have to repeat everyone's sentiments about maps in E3 and E4 that miss the mark, but I found maps like E3M7 satisfying to work out where I was and what I was doing. -
Did you have a favorite monster ( all Doom games )
Castelia replied to Henso Akira's topic in Doom General Discussion
In my opinion, every Doom monster is visually interesting from a character design standpoint. That said, you can't go wrong with a good old Caco, Revenant, or Cyberdemon. John Romero's head too yes -
I'd say it depends. The majority of classic wads weren't made with jumping in mind, so jumping would probably be discouraged if playing them legitimately. Of course, if the intent was to break the maps, then go nuts. Same if the wad is made for those kinds of advanced features.
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Did cheat codes ruin your experience of playing Doom?
Castelia replied to Hisymak's topic in Doom General Discussion
I wouldn't say the presence of cheats ruined the overall experience for me, since I mostly tried to avoid using them. I knew about cheats from the beginning, and I managed to not use them while playing Doom 1. I only used a cheat once, and that was when I died on Doom 2's MAP23 and accidentally saved instead of loading. I knew I wasn't good enough to play again from a pistol start, so I only gave myself my weapons back, but being the Switch port, I got a little star next to my save. I felt kind of bad for cheating, but it probably would've been more frustrating trying to redo the entire level from scratch at the time. Life story aside, I consider cheats fun little additions for when I can't be bothered playing normally or when I'm testing something. I personally try to avoid them, though.