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Doom Marine

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About Doom Marine

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  1. Doom Marine

    Post your Doom textures!

    Fantastic work
  2. Ignore the faint red outline, that's just quick sloppy editing on my part. Test WAD: BigTexTestDBX.zip
  3. I think it just caught the rendering engine at the wrong place and time... it's perfectly round from most perspective... another mystery issue. @anotak I'll send a test case later tonight.
  4. I seem to have a problem displaying big textures properly in DBX: ... It shows just fine in PrBoom+: What's the issue here?
  5. Doom Marine

    Just for fun: Subtitles for hypothetical pwad sequels

    WIP... DVII Second Edition, Map11.
  6. Doom Marine

    top 5 most underrated doom wads?

    +1 for Area 51
  7. Doom Marine

    DVII Second Edition underway. It's time!

    In this age of AAA design, I believe at the end of the day, Doom's E1 can still inspire. I rebooted my mapping style by tackling the small first. In designing the small things well, it builds the right fundamentals.
  8. Doom Marine

    let's stop calling them "things"

  9. The most nonlinear map I know of, is my own DVII Unholy Cathedral. To progress to the final fight, you must hit any combination of 9 of 16 nodes. Starting out, you can choose three areas to operate, with the ability to interweave between them at certain depths in the branches. The possible route combinations from start to exit are dozens, if not hundreds. If I could map out the route, it would resemble a social network graph: In my book, maps have three degrees of non-linearity: Linear maps are linear. Branched maps have predetermined routes, usually 2 or 3, like Romero's E5M4 Path of Wretchedness. Braided maps like Doom2 Map08* or DVII Unholy Cathedral do not have well-defined routes, characterized by the possible routes interweaving one another. *Doom2 Map08, despite sequential events like red key -> yellow key, you are responsible for exploring the extra rooms to gather resources for the upcoming fights.
  10. Commemorating one decade of shame(lessness)



    1. Doomkid


      Reminds me of that time noob saibot and a couple others spammed the shit out of the Skulltag forums with (>o_o)> ... I sometimes get old events from ST and DW mixed up because they used to look practically identical: 



      Jeez, I forgot how much of a blatant rip-off it used to be!


    2. Doom Marine

      Doom Marine

      Unlike those boring spammers, each and every one of my obscenities is lovingly handcrafted.


      They don't make them like they used to ;)

  11. Doom Marine

    DVII Second Edition underway. It's time!

    In this day and age of terabyte storage and 100 GB games, is a few extra megabytes of map data a concern? Detailing goes against E1's design of letting the architectural clarity define the aesthetics... I find the obsession with hitting the linedef limit weird.
  12. Doom Marine

    Least favourite weapon and why?

    1. Pistol: Weak, ineffective. Not fun to use period. 2. Chainsaw: weird lock-in jerks the player around. A fun novelty the first time I used it, but rarely want to put it in my maps. Also worthless with the availability of beserk. 3. Chaingun: it's adequate in Doom, but feels underpowered in Doom2 due to stronger foes, bigger hordes, and the availability of the SSG.
  13. Doom Marine

    DVII Second Edition underway. It's time!

    There's a few people complaining about the poor quality of the latest shots... it's intentionally obscured to hide the best parts... I created the maps in sequential order so the improvement is noticeable as the player progresses. E1M1 exceeded my design expectations but the latter maps are even better :) ... just wait til you see E1M6...
  14. Doom Marine

    DVII Second Edition underway. It's time!

    Fear unfounded. Each map is a separate level created from scratch. See if you can spot E1M1 from the latest screen... E1M1 Hint: notice the terrain features north of E1M1, and match it above... One environment, six maps... get it?