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Everything posted by BiZ
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This map set was just recently released and has not been finalized. Some maps may be updated in the near future to fix bugs which could cause your demos to desync. Here is a list of all the DBP projects which are safe to record demos for: https://dsdarchive.com/search?utf8=✓&search=dbp Additionally, DBP55/56/57 have also been finalized, but do not show on that list because no demos have been posted for them yet.
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Seems like line action 24 - G1 Floor Raise to Lowest Ceiling is acting as a GR action in the new port. Sorry if this was already mentioned but the thread is long. Looking forward to trying the new maps.
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Played this about a month ago and had a good time. First wad I've played in a few years so I was a bit rusty, but I feel like this was a little tougher than what i remember of crumpets. Health and ammo were pretty sparse but apparently I didn't read the directions on the tin and played on UV, oops. MAP06 & 07 were my favorites. Thanks for sharing. Only issue I had was this guy taking a hike in MAP06
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DBP65 v2 is now released, you can download here or from first post when matador updates it. Many bugs were fixed based on feedback from the community, thank you. Difficulty settings are implemented on all maps but two (map03, map10), just waiting a bit longer to hear from the mappers. v2 DOWNLOAD: https://drive.google.com/file/d/137yV_dZ67dDfxg-wljOZA3_ppS7kZd97/view?usp=sharing changes:
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Question for Mappers who are also speedrunners
BiZ replied to Telehack's topic in Doom General Discussion
speedrunners may be the only people to play your map more than once, so I tend to leave skips in if they are found since they are fun to watch in demos. I generally don't make the skips on purpose though. I will also leave in cheese strats for fights if they are slower than doing the fight normally.. -
Appreciate the feedback and the list, will get these rolled into the next update (hopefully this week). In regards to the painting in 13, we are a bit hamstrung for shoot actions in cl2, but will see what I can do. In regards to 14, nope.
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Thanks for the feedback, its really appreciated. I guess I can handle both of these:
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Yeah we had the same problem with DBP54 compatibility and some mods since the vases replace the SSGuy. If a fix ever comes for that wad I will add it here as well. Sorry Jim, some maps do have difficulty settings, some don't. Thats just the nature of these projects. I will make an attempt to get difficulty settings from the mappers where they are missing before the wad is finalized. Thanks again to all the mappers and especially the playtesters!
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DSDA page // idgames // Doomworld thread // D5DA #1 thread -complevel 9 The suggested naming convention is d5da2XY-ZZZ.lmp, where XY is the map number and ZZZ is the time. Replace the "-" with a letter to represent categories such as NM (n), fast (f), tyson (t), pacifist (p), nomo (o), etc. MAP44 UV-Max in 0:26 d5da244m026.zip this demo still syncs :0
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D5DA4ever Team Speed Demo Competition ( Jan 26th - Feb 4th)
BiZ replied to Andrea Rovenski's topic in Speed Demo Submissions
nice, demo in this zip is 6:25.20 tho :0 -
Since Sucker Punch 2 is now on idgames, I thought a standalone topic would garner more attention for these awesome wads by @Rook, rather than the misc. demos thread. These are small, punchy combat arenas that scale in difficulty according to the texture colors (green=easy, yellow=medium, red=hard). Sucker Punch (sckrpnch.wad) Requires cc4-tex.wad to be loaded alongside for textures, which can be downloaded from Community Chest 4 MAP01-08 work on -complevel 2, MAP09 requires -complevel 9 Naming convention: supu Here are links to my UV-Fast table fill for sucker punch from misc. demo thread: Sucker Punch 2 (sckrpnch2.wad) All maps -complevel 9 Naming convention: supu2 Here is my UV-Fast table fill for sucker punch 2 MAP01 UV-Fast in 3:45 MAP02 UV-Fast in 4:14 MAP03 UV-Fast in 4:21 MAP04 UV-Fast in 2:53 MAP05 UV-Fast in 3:38 MAP06 UV-Fast in 3:43 MAP07 UV-Fast in 3:25 MAP08 UV-Fast in 3:42 MAP09 UV-Fast in 6:58 supu201f345.zip supu202f414.zip supu203f421.zip supu204f253.zip supu205f338.zip supu206f343.zip supu207f325.zip supu208f342.zip supu209f658.zip
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The wad was updated, link should be the same https://www.dropbox.com/scl/fi/c0f3e4bnsff8pgnk2ikly/DBP_62.zip?rlkey=58iqg2sc5iwbfrsjv4vh84tjo&dl=0
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Tempest Enterprise v1.1 https://drive.google.com/file/d/11arCQc05VhdOCxKNnyAmn2If7Is7bhJo/view?usp=sharing An update for this wad was pushed out a few days ago. Maybe @matador can update the first post when he sees this. Thank you to the players for the bug reports. Changes:
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The Dean of Doom series (companion thread)
BiZ replied to Sunnyfruit's topic in Doom General Discussion
Buddy, you keep asking me if I realize this, or realize that like I'm some oblivious child...So let me ask you, with all due respect, do you realize that when I quote you I'm talking to you and when I quote somebody else I'm talking to them? Look I understand your position, we've peeled that onion. You like a thing. Somebody else doesn't. You think that if they would have just done the thing this other, more correct way (according to you), then they would change their mind and also like the thing you like (or appreciate it more or whatever). I get it, youre passionate about a thing, thats cool. What are we supposed now go back and forth about some hypothetical review that you think could maybe, possibly, happen at some point in the future? Where some wad you enjoy doesn't get the score you were hoping for, and that some how leads to a cascading domino effect where people no longer appreciate said wad as much as you think they should appreciate it? I have no interest in that. -
The Dean of Doom series (companion thread)
BiZ replied to Sunnyfruit's topic in Doom General Discussion
it was absolutely not the secondary aspect. The post that started this was about the reviewer "doing it wrong" by pistol-starting instead of playing this wad continuous...at least on its face. Now after some sussing out it seems like the real issue was that "the reviewer criticized the creator that i hold on a pedestal." As for the alleged personal attacks, its a futile endeavor to argue about imo. Just scroll back a dozen pages to the controversy surrounding the btsx e2 episode. This reminds me so much of that. If you want to have an actual dialogue about it regarding this episode, i went back and watched the video again but I'm really struggling to figure out where the personal attacks are, so a timestamp or quote would definitely provide some concrete footing to facilitate the conversation you want. (I'm not saying you are wrong, just that we are all going to have different perspectives, interpretations, levels of sensitivities, etc.) In general though, i just disagree with this notion that players are only allowed to have or express opinions on the work and not the author as if the two things exist in a vacuum. That seems like pure fantasy to me. I'm struggling to think of any critic that doesn't sometimes reference the author in regards to to their work, that doesn't try to divine their intent or motivation behind the work, that doesn't notice or reference trends or quirks across the creators body of work. -
yeah, if you don't care about leaving monsters behind there is plenty of time. If you want a max, you are going to have to learn the map and play a bit aggressively at the end. there should be a patch out the end of this week to address this map and any other bugs which have cropped up so far.
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The Dean of Doom series (companion thread)
BiZ replied to Sunnyfruit's topic in Doom General Discussion
heh, good thing he isn't reviewing choose your own adventure books. What I took from your original post (and this is just my interpretation) is that you thought the review format should change to accommodate this wad or other old wads. I don't personally see the value in it and would rather the criteria and metrics for judgement stay consistent, otherwise the outcomes (grades) are useless. If an A level is "fun and visually memorable" this week, but "short and has ammo for the gun I picked up in the last map" next week, then the grades get muddy. So my point was that while maybe this thing was done a certain way in the past, now its being looked at with this different lens and it either stands on its own legs or doesn't. And this always happens through time inevitably. -
The Dean of Doom series (companion thread)
BiZ replied to Sunnyfruit's topic in Doom General Discussion
We can look to the past to understand what the standard was then, but like all work, it will inevitably be judged by the standards now. life can only be understood by looking backwards, but it must be lived forward...or something like that. -
Thanks for the feedback galileo.
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The wad was updated with a quickfix that adds in missing mapname graphics, updates the text file, and (hopefully) fixes a crash on map03. If you see this, re-download from the link in OP. Thanks and enjoy!
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Can you two tell me what port you were using? Trying to track this down for fixing and seems like it is port specific. thanks!
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Thanks for the clarification. Sincerely appreciate the effort of you two, we don't have a lot people who do midi work over on the projects so this is a big help. Hopefully I didn't come off as complaining, but I always try to be upfront with people. The midi pack has been posted in the bugfix thread and everybody really likes what you've done.
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Wow, thanks for sharing this. Really awesome to see contributions from outside the dev thread, its highly appreciated. I briefly browsed through everything and the mix sounds way, way better volume-wise. I'm wondering though about what exactly all the tweaks were? I noticed right away, for example, that the MAP17 midi is missing quite a bit of notes on track 14 (cause i listened to this on repeat to death while I was mapping) and I'm personally not a fan of the alterations, tbh. I'll put this in the bugfix thread, but we may need each mapper to kind of go through and make sure they are okay with it where changes were made outside of volume balance (some might not be as picky about it as I am, but the music is the soul of the map to me).
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Thanks for the feedback. Generally speaking, items aren't counted in a max of a map (at least in terms of recording speed demos) so we didn't really factor that in with regards to the story stuff in the wad, and I didn't take that into account with my map either. I know the wad had an extended development cycle, but truth be told, all the story stuff was thrown together in the last week. At one point we considered using something like animated midtextures instead of actual objects in the cut-scenes, but I decided it was better not to bother the project lead with requests for more custom assets right at the end of the dev cycle when the crunch is high, last minute updates to maps are being furiously made, and internal betas being compiled. Also its important to note that in cl2 we only have a limited number of textures that can animate, so burning a slot on some one off textures was also a consideration that had to be weighed. In the end this is the route we went. I am sympathetic to completionist players though, and in the future, if something like this manifests again, i would definitely give it more consideration. I'll suggest if maybe we can alter the dehacked to untag the area map and blursphere as counting toward item counts, but no promises. For this one you may just have to take a page from the speedrunning playbook. Whenever monsters that can't be killed, or secrets that can't be tagged are found, we note it and less than 100% is considered a max.
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Congrats to all the mappers and really appreciate all bug reports from the players. We will try to fix as much as possible. Don't think much else is drawn from that game except a couple borrowed sprites...(if the story is the same you can burn me at the stake) I can't speak for everyone involved, but this thread is the first time I've heard about these sprites being ripped from the game (shoutsout to DW legal dept). The dev thread for this wad is an open book, so you can browse yourself, but i don't ever remember a mention of hobs barrow or where the NPC sprites came from. I definitely believe in giving credit though, so I will be updating the credits map. The dev cycle for this one ran a bit over the deadline and the release was rushed out before the project lead left on a trip. Its entirely possible that he just forgot to include a full credits list since there were lots of other errors in the readme file (or you can attribute subterfuge/malice as the default motive)...Either way we will see what he says, and then adjust accordingly. Hope you enjoy the wad!