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  1. HQDefault

    HQDefault's big substitute-insert thread

  2. HQDefault

    HQDefault's big substitute-insert thread

  3. HQDefault

    What's your "mapping style"?

    I'd honestly love to see a series of just a level designer dissecting the mapping styles of various community members. As for me? Well, it's hard to say because I'm still new-ish to Doom mapping and most of my current mapping style is seen in Spectacle Creep, which is of course a remake, so you're only getting part of how I do things. I have established a few things though, not all of which I've had many opportunities to really put into practice: -Indoor areas stay orthogonal, outdoor areas stay freeform. I like using 45 degree angles for my man-made stuff. Partially because it's easy, partially because I feel like architects wouldn't want to use that many bizarre angles. But in outdoor spaces I don't need to worry about aligning I-Beams, so I just go nuts. -I have a mild fetish for reflective surfaces in UDMF. I put them on every liquid, I have little puddles on the ground, I have shiny polished floors, I love using 'em. They look so nice for so little effort. -I absolutely never do the misaligned texture secret. Never. It's too easy to spot and too simple these days. Even a different wall texture is a little better. -You have to earn your Super Shotgun. It's nearly as powerful as the rocket launcher and it almost completely negates the need to use the regular shotgun. -I heavily rely on loops in my maps to try and give a sense of non-linearity, and minimize the number of dead ends a player encounters. I try really hard to give the player freedom as to where to go without turning it into a maze, and I find that the fastest way to make your map a maze is with a bunch of dead ends. -I have a tendency to use sector lighting in unconventional ways. I love UDMF's ability to give surfaces independent light values, and with that I spend a lot of time trying to get the light balance on each part of a room just right. That and I also will frequently use light in outdoor areas to indicate a change in elevation. This is probably most obvious with my work on "UAC Pacific Northwest". -My maps tend to be pretty small and cramped. This is partially because I'm just not good at scaling, but also because I like congestion maps. Fights tend to feel pretty samey if they can be overcome by just circle strafing. There's a weird thing in my mind where I see a wide open space I put in a map and my brain is like "bro it's empty" and it just feels wrong. -One of my core philosophies when detailing is to give the sense that there is a world beyond the confines of the map. I partially mean this in an "environmental storytelling" kinda way, but I also mean this in the literal sense of "I don't want to turn to my right and see the endless void." It kills my immersion. (Unless you're Super Mario, then you're in an abstract acid trip dimension and you can do anything) -Because of this I wind up making a lot of out-of-bounds areas. This is partially a habit I learned from my time in the TF2Maps community, because this is a detailing practice they did all the time. "Blank wall? Turn it into a fence and have some trucks dropping stuff off behind it." Really expands the world. EDIT: Also I use the doorstop texture way too much
  4. HQDefault

    Doom Pictures Thread 2021

    Anyonr else do this?
  5. I posted this earlier but I didn't get a response, so let me rephrase it as a question: Would you be open to include a late submission in Part 2 of the stream if I got it done by midnight, even if it's not actually part of the judging?
  6. @Jimmy Sadly I'm not gonna get it done by deadline. And I'm not gonna skip class just to try and complete a speedmap that I wouldn't even get done in time anyway. If you're open to have it be in the stream list but not actually include it in the judging, then I'd be happy to wrap it up by midnight.
  7. The deadline said today was the last day, but you also said you were streaming the submissions today, so I don't know if you meant they were do by midnight last night
  8. HQDefault

    HQDefault's big substitute-insert thread

    I'm now uploading these to a facebook page: https://www.facebook.com/SubstituteEdits/
  9. HQDefault

    How tall is doomguy?

    I like the idea that Doomguy is kind of a Manlet. In Eternal, he looks like he's shorter than the UAC security guards. I dunno, in my head canon he's like 5'7". So not like super short, but clearly a stocky build.
  10. HQDefault

    HQDefault's big substitute-insert thread

    Here's today's Daily Bugle headline: "Substitute: Threat or Menace?"
  11. HQDefault

    Pepsi or Coke?

    Well, I went ahead and just did the full tier list. Keep in mind that out of all of these rows the only ones I actively dislike are in the very bottom tier.
  12. HQDefault

    The Ancient Gods 2 - Impressions and Story Spoilers

    I won't have any further impressions until I read through the codex, but this scene at the end made me laugh my ass off
  13. HQDefault

    What Video Game Are You Currently Playing?

    Yeah, I'm continuing to enjoy it. The base combat loop continues to satisfy me, although I still think the enemy roster isn't as good as Doom. The confusing level design does become an issue every now and again, but the game also has a built-in level select, so if something's really pissing me off I can just skip it.