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kid marscat

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About kid marscat

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  1. Everyone's dunking on this dude for coming to a bad conclusion when confronted with the… well… real fact that there are aspects of Doom mapping that aren't the most "entertaining", "easy to approach" or "creative" (ymmv ofc). Still, I can wrap my head around the concept of wanting just to work on the design and not on the functionality of a Doom map, even if I find it misguided. I think the crux of the issue is not so much wanting to get other people to do the busy work for you, but that maybe Doom mapping ain't for you if you don't wanna bother with the technical aspects of it. You might be better off just designing 3D spaces on some kinda CAD software and then sharing those renders with the world, like people in the early 90s did, or maybe you can become the first Doom mapper to only make cool looking spaces with no gameplay to them. If you can find a way to enjoy this sorta creative endeavor without making it tedious for you, I say more power to ya. Never mind, this dude is clearly misguided about everything.
  2. kid marscat

    Vanilla Doom Actions tutorial map

    Updated the first post as I've completed implementing the out of sector action number info!
  3. kid marscat

    Vanilla Doom Actions tutorial map

    The tiny boxes raise the visplane count by a trivial amount compared to the sector-based text. Case in point: I can assure you the "in sector" approach doesn't work because I already tried it and it crashed no matter what I tried. Really like the "out of sector" idea so I might try that instead. Probably give the player an automap too, if I didn't already. Will see about that today.
  4. kid marscat

    Vanilla Doom Actions tutorial map

    Well, that's what I meant in the itch.io page by "visplane limitations" not allowing me to do exactly that. Even with the sectors being not raised, the visplane count goes to the roof just doing one corridor of the map. It has to be something simpler and less taxing to implement.
  5. kid marscat

    Good ways to make secrets

    On broad terms, it's basically this, but I think it goes deeper than that. I feel like the chainsaw at the start of "Entryway" is like a perfect encapsulation of the philosophy behind video game secrets in a way. What it's rewarding there, it's not merely making a mistake, but the action of taking a second to actually think what you're doing rather than just following the imaginary "adventure line" that most video game levels imply in their design. I'd also refer back to Donkey Kong Country 2 or Super Mario World, which explored that in different but equally effective ways. But to basically simplify it down to one exact notion, it's the idea that a secret in a level or map is built upon rewarding the player, not for merely making a "mistake", but for going where they're not being led, either out of sheer curiosity, ingenuity or a desire to "outsmart" the designer. In practice, you should consider your map and the path you've designed for its gameplay, and look for places where you can reward the player for subverting your own design philosophy. This requires being critical of your own work, but it's what ultimately leads to good level design and mapping in general.
  6. kid marscat

    Vanilla Doom Actions tutorial map

    Well, if you play the map and visit the Crushers section, all the crushers have barrels in them that show the result of activating that particular linedef, and then it's only a matter of finding that particular linedef in the map using an editor, and there's your answer. (My only regret is not being able to put the number itself in the map without adding additional textures or making it non-vanilla compatible. I'm open to ideas on how to do this — I consider it the main issue with the map so far.)
  7. kid marscat

    Vanilla Doom Actions tutorial map

    Thank you for appreciating it! It'd be interesting and useful to have a separate tutorial available for mappers that shows all the extended engine tricks in one map. I might try my hand at it if I don't see anyone do it in the upcoming months, but right now I'd rather focus on bugfixing and improving the existing map, and also go back to my regular gameplay-based Doom mapping. In a way, I only really made this map as a sort of personal cheat sheet for making the latter :P
  8. kid marscat

    Vanilla Doom Actions tutorial map

    I considered adding a section with those kinda "extended Doom engine tricks", but decided against it as there are better resources for that sort of thing available in the wiki and elsewhere, which also have the benefit of contextualizing those tricks beyond what's possible to explain only using lines and sectors in a general purpose tutorial map. More importantly, in my experience as someone who just started making maps, it's been easier for me to find guides on how to pull off extended tricks than basic Doom engine stuff. Things like "what kind of linedef actions are triggered by monsters", "what crusher actions result in barrels turning into piles of guts" or just implementing simple things like stairs or a donut action seem to be less documented than those tricks as they're not as interesting to talk about.
  9. kid marscat

    Vanilla Doom Actions tutorial map

    yeah, it's kinda like that (and it was partially inspired by that, and Duke Nukem 3D's _SE and _ST maps), but exclusively showing vanilla Doom II actions, and in a format that is less exploratory and more functionally structured.
  10. kid marscat

    Vanilla Doom Actions tutorial map

    hey guys! I made a vanilla Doom II tutorial map that features all linedef and sector actions, separated by function (doors, floors, ceilings, crushers, etc.) and type (walk over, switch, gunfire, etc.), mostly to serve as reference for new mappers trying to work within the limitations of vanilla Doom II. more info, screenshots and download here: https://kidmarscat.itch.io/vandacts i'm not entirely sure if this has been done before, but since I couldn't find anything online like it, I decided to go ahead and make it. i'd really love to get some feedback on its usability, so that it can actually be helpful to mappers. it's of course recommended to look at it on a Doom editor first to see how these actions are laid out and implemented. otherwise, i hope it's useful! Current Version: 1.1 – Added action numbers to the right of each room outside the gameplay boundaries. An automap pick-up is available at the start of the map so that this information is readily available from the start.
  11. kid marscat

    Tweak map progression for Chocolate/Vanilla Doom

    Holy crap, this is like the best approach to this, this is genius! Honestly, thank you so much! I already decided to go a different way but it's great to keep this in mind in the future!
  12. Artistic limitations are by definition arbitrary, only there to create fun out of discipline. Even then tho, I see this less as "learning to ride a bike before learning how to drive a car" (considering those are very different paradigms), and more like learning to draw using just a pencil and then moving on to using ink and paints, etc. After all, it's not like Boom stuff is fundamentally different, it's just extended on top of the base that is Vanilla.
  13. kid marscat

    Tweak map progression for Chocolate/Vanilla Doom

    That sounds like a great idea but I'm trying to not mess with textures too much, and also I already have levels built around the player having the SSG so it'd suck to have to go back and reconsider weapon and ammo placement for stuff. Still tho, that's a great idea, thank you!
  14. I know about all that, but I get some real enjoyment from trying to get my ideas into Doom with the limitations of vanilla mapping. These are some of my first maps ever too, so I kinda wanna get used to vanilla first and only then get into that sorta extended stuff.
  15. I wanna thank everyone who contributed with ideas on this thread! As I said on the edit, I went with a different approach, but still, I appreciate the help! Thank you guys!!
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