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NaNoWADMo 2023 - The month-long mapping challenge!
Bobby "J replied to scwiba's topic in WAD Releases & Development
I want to do thing :D -
Rusty Drill - A Scythe Themed Community Project (Slots Filled) Episode One Beta Available
Bobby "J replied to A2Rob's topic in WAD Releases & Development
That’s not what they meant by niche. For the purposes of a set like Scythe or Scythe 2 a pure platforming level is pretty niche. Also niche is not the same as unique. -
Rusty Drill - A Scythe Themed Community Project (Slots Filled) Episode One Beta Available
Bobby "J replied to A2Rob's topic in WAD Releases & Development
Alm, even in his most extreme forms of punishment, keeps it brief and eloquent. A run of Run From It can only be as long as 30 seconds or so. This map is an exercise in patience that doesn’t match the energy of Alm. -
Just for fun: Subtitles for hypothetical pwad sequels
Bobby "J replied to SiFi270's topic in Doom General
stole this from jimmy but :P Jobless: the megawad Jimmy makes at work when no one is looking -
Mapping process: when to build vs decorate environments?
Bobby "J replied to Burgish's topic in Doom Editing
Adding on to this, doing a bunch of minature playtests of sections of the map over and over is a poor form of playtesting. You realisitically won't get an amazing perspective on the entire map's feel and pacing till like the last 5% of the process, which is when the complete playtests happen and then and there you have a good idea on what to iterate or remove. Again, the philosophy of keeping it simple applies here, the less hassle and fidgeting with miniscule thing placement at the start, the more room for iteration later on in the process. -
Mapping process: when to build vs decorate environments?
Bobby "J replied to Burgish's topic in WAD Discussion
When it comes to layouts and design, I think the best thing you can do is not over complicate any part of the process, and the way I've tried to do it is to make the general shaping of the layout out of as few basic overlapping shapes as possible. This will give you a lot of room to flesh out both your layout and your detailing. Keeping elements simple and with willing to iterate or remove later on will remove a lot of the frustrations with the mapping process. As far as staging, I like to get the layout done first because I inform most of my detailing around the shaping of architecture and pacing out areas with contrasting features. -
[Limit-Removing] - Villa de la muerte - RC1
Bobby "J replied to Yugiboy85's topic in WAD Releases & Development
Great map as when I first played it Yugi! Sorry for being a very slow project lead, I pulled a Bobby :P. -
Oh my god, this looks rad as fuck! It's still unbelievable to me what you can do with UDMF and this is a really innovative use of the format. I personally can't wait to try it!
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it's very obviously cocoa beans, like whole cocoa beans with the giant ass shell and musky ass innards. Arguably inedible, but that hasn't stopped this American Chocolate terror.
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Foodles released a wad last year called From Hell to Eternity that might be right up your alley. The idgames link is here
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I C H I N I C H I (32-map megawad)
Bobby "J replied to TheMightyWhoosh's topic in WAD Releases & Development
On map13/14 right now, this wad rocks! Really great shit man, one of the best wads of the year in my opinion, well paced, lots of badass concepts and ideas executed pretty frugally in just the right way. Keep it up! -
What if Doom 1 and 2 had hip hop as it's main musical inspiration?
Bobby "J replied to Craneo's topic in Doom General
Modern hip hop would definetly fit the bill with how downright grimy and disturbing the synths can get, but the contemporary hip hop of the time really leaned into big drums and lots of sample trickery that would both be hard to implement in MIDI. As for a 90s “hip-hop” album I think would be good for the feel of doom my mind goes to either Maxinquayne or Endtroducing for their palette of darker, more emotionally downtrodden and downtempo in general to match the sinister energy of Doom. I can imagine this track in Deimos -
Quakecon was amazing! Bunking with Steve, Bank, and roadworx was awesome as well as meeting everyone for some iconic moments and lots of really cool conversations. Here's a photo of me with some peeps or something
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Gonna post my full review tomorrow, this was a really good play! First impressions is a solid coffee break experience with some nice deviations and innovations on the gameplay of a Egyptian ruin crawler, especially the interior maps. Overall I'd give this a 7/10, denoting a generally solid and good wad with some quirks along some neat innovations and ideas. The main things I love are the use of timing and darkness (also the fact you used Arabic traditional pop music, good choices!) . More talk next time I'm here!
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I CANT GIVE YOU ANY THING [MBF21 + UMAPINFO // idgames]
Bobby "J replied to Maribo's topic in WAD Releases & Development
Holy shit