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Arsinikk

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About Arsinikk

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  1. Maybe I should elaborate how I approach skills. I compared it to id Software way of doing skills, as a general rule is often less enemies... but I will admit my skill balancing is a bit more complex. Obviously difficulty for each person is subjective. Some people may find "Poison Ivy II" from "Speed of Doom" difficult, while I beat it on UV blind on only my second try. I do design my maps under Ultra-Violence, as I've been playing Doom for over a decade and so I crave an experience that challenges me. For "Ultra-Violence", I design fights and encounters that I consider "spicy" or difficult. Basically if a fight or encounter requires me to think about my movement and actions. Bonus points if the encounter makes it so I can die. Therefore, "Ultra-Violence" is the challenge difficulty. It's worth noting that personally I have a general rule, that in "Ultra-Violence", most fights should be able to allow the player to "adapt" to the fights. I typically dislike "difficult" fights and WADs that require "exact precision" to beat certain fights and encounters. Perhaps I look to the original IWADs regarding this kind of fight design. For "Hurt Me Plenty", I start toning down those encounters. Essentially making it so that I can deal with fights more comfortably. For slaughter type WADs, the easiest way to lower difficulty is by cutting down the amount of monsters... After all, much of slaughter revolves around space management and not letting monsters sandwich you in to a corner. However, cutting monsters is not always the best practice. Depending on the fight and situation, less monsters can actually result in a harder fight, especially if it relies on monster infighting. Therefore, sometimes even more monsters, or monster swaps are a better way to balance a lower difficulty. That's not even mentioning the role that health and ammo play in difficulties. The same fight can be leagues easier just with more health and ammo pickups... or even supplying the player with different kinds of ammo and/or a different weapon. I'd say the hardest difficulty to balance for me is "Hey Not Too Rough", as it requires to balance under my skill level. I'd like to think I have a good idea of how tone easy difficulties, but then again, different players have different ideas on difficulty. I do find importance in including multiple difficulties, as it makes the WAD accessible to more players. While I somewhat agree with this point, it can lead in players comparing your WAD to said WAD... Which can result in some unwanted expectations. For "100 Line Massacre", in my description I compared the difficulty to "Speed of Doom". Some players responded that some of the maps were either harder or easier than "Speed of Doom". By tying the WAD to "Speed of Doom", I set up expectations on how the WAD would play and how difficult it would be. However in the eye of beholder, that assessment may be either on point, or completely off. Personally I think it's better to let a WAD stand on it's own, avoiding any unwanted comparisons and let the players decide on what they think the difficulty is.
  2. Imo it's an awful idea to have this at a sourceport level, as different mappers and mapsets treat difficulties very different. Even some mapsets now set "Hey, Not Too Rough" as an even more hardcore difficulty over "Ultra-Violence". I do think it's fine for mappers to distinguish what their skill levels mean... Even bonus if it's printed on the skill screen, like "Plutonic Visions" does: Personally, the way I approach skill levels in my WADs is to follow the id Software approach to skills (if having a generally high skill ceiling for Ultra-Violence, especially compared to original Doom + Doom II), and then include a super hard difficulty as "UV Plus" similar to BTSX. I'd say this is a great way to avoid players from complaining that something is too hard, while also giving hardcore players an even harder challenge. Bonus points for keeping the lower difficulties, as many players do like playing on lower skills under "Ultra-Violence".
  3. Did something a bit different this year. (i.e. I made a pretty easy map) [aka not slotter] Designed to be a Doom 1 style map with new monsters / weapons. Pretty short and easy :) MAP255 - NXT Time (Get In Line)
  4. After testing the new compatibility setting, we still don't recommend using GZDoom. The compat_fdteleport setting seems to only apply to the player, and not barrels (see MAP04) and/or monsters teleporting in.
  5. Ah didn't realise this was just added! Altho personally I think this flag should be automatically added when COMPLVL value "vanilla" is read and Plutonia/TNT is the IWAD
  6. Arsinikk

    Nyan Doom v1.1.5 (June 24, 2024)

    Yes, it is essentially the same as DSDA Doom. Before release I always test quite a few different demos for wads to make sure they sync up. (some examples being: Vanilla - BTSX1 MAP24, Boom - Sunlust MAP29/MAP30, MBF - Valiant, MBF21 - Corruption) However in some edge cases, it's extremely rare but possible that a demo may desync. DSDA Doom uses a much larger array of testing against the entire demo archive, which is something I don't know how to do. I stay away from implementing things that could affect actual demo-compatibility, but to be clear literally anything a port changes in the backend has the potential to be demo-breaking.
  7. Playtested through all these maps and they are all quality! :) Do not take this lightly, as this is much harder than your regular Plutonia: Also highly suggest not playing on GZDoom due to the Plutonia teleporting bug being used in many of the maps. For those who want it, I've created a widescreen asset wad: Plutonic_ws.wad
  8. Arsinikk

    Nyan Doom v1.1.5 (June 24, 2024)

    Nyan Doom v1.1.5 This update reverts a few stuff back to the stable release version of DSDA Doom, but also adds a few of the dev features back. Also the overall widescreen and animate backgrounds/menu graphic code has been optimised. For example, if you have the "end" animate lump before the "start" animate lump, Nyan Doom no longer crashes :P DSDA Doom Revert Reverted back to DSDA Doom v0.27 release base Re-implemented some features from DSDA Doom Dev Branch: Added `-playlump X` for playing internal demo lumps (e.g., DEMO1) Added previous level key (default bind is `PGUP`) Added level table shortcut keybinding Fixed flat tile scaling Minor OpenGL fixes (Pedro-Beirao) A few more stuff Animated Background / Menu Fixes and Optimisations Fixed some animated backgrounds not animating with the menu up with the "Play Demos in Menu" disabled All animated backgrounds now use the `S_` and `E_` prefixes (some of these have changed, so take a look here Animation sequences will no longer be used (i.e. crash) if lump order is incorrect (`start` lumps must come before `end` lumps) Note that if animation sequence is incorrect, widescreen / original lumps will be displayed instead Nyan Doom v1.1.5: Windows 64-bit
  9. Arsinikk

    Nyan Doom v1.1.5 (June 24, 2024)

    Ah I'm not blaming you or anything. After all, it probably wasn't the smartest idea of me to pull from the dev release anyway. It is worth mentioning that I do test for demo incompatibilities on my own, and so from what I tested, it seemed fine. However my list of test wads may not be vast enough. Of course, I have to test for demo incompatibilities for my own additions. For this, I'll abide by this if it's a considerable change. Something simple like "scaling flat backgrounds" is something I'd probably implement myself if it wasn't done so already. I'll be more careful with stuff like this in the future.
  10. Puns and I go hand-in-hand ;)
  11. Arsinikk

    Nyan Doom v1.1.5 (June 24, 2024)

    This is a fair point. What I think I'll do is add a "dev-branch" that keeps Nyan Doom up-to-date with the main DSDA Doom repo, and then revert the "master" branch to the stable release. However it's worth noting that I do plan on adding back a few minor features to the "master" that are currently missing in the release branch (scaled flat backgrounds, previous map key, OpenGL fixes, etc). Is there a specific commit or commits that are currently causing incompatibility? (I plan on reverting a few relating to freelook, MapInfo, and stuff regarding the cl11 friendly bug)
  12. You really have to hand it to "Slough of Despair". First ever sector art map.
  13. Arsinikk

    Nyan Doom v1.1.5 (June 24, 2024)

    Ah I see. I didn't realise this was a thing. Well, I'm not exactly sure how I'd implement this because alot of the spectre code has been rewritten by Lovey to be scaled up. This results in the code being a bit more complex than what's used in the OG source code. Apparently it was designed to emulate vanilla invisibility rendering, but it's definitely not as simple. I don't know if I'd be able to figure out how to implement this via the new code. I realise this may be semantics, but I feel weird that it's being called a "fixed" algorithm. With source ports being based on doom itself, I don't know if I'd feel comfortable fixing something, that I wouldn't consider "broken" in the first place. Sure, maybe it was developed incorrectly... But that's how Doom's spectre rendering has been since it's release. The main goal of adding the new spectre rendering feature was to get spectre rendering closer to vanilla. Either way, I think if the "fixed" invisibility rendering does get added to Nyan Doom, it'd probably need to be by someone else other than me.
  14. Arsinikk

    Nyan Doom v1.1.5 (June 24, 2024)

    I don't exactly know what you mean... I consider the current implementation in Nyan Doom to be "fixed" and/or leagues better than whatever DSDA Doom currently has for Spectres in software mode. The code was adapted from Lovey who actually did all the hard work to scale the shifting pixels effect based on the resolution. I have no idea why this hasn't been implemented into DSDA Doom as of this moment. I don't plan to make any changes to the spectre rendering code as 1) I didn't write it, and 2) I don't see anything wrong with its current implementation.
  15. Arsinikk

    Nyan Doom v1.1.5 (June 24, 2024)

    Nyan Doom v1.1.4 is here! This update includes some minor bug fixes as well as some small new features. Bug Fixes Fixed "Linedefs w/o tags apply locally" option to also work with generalized actions Fixed animated M_SKULL# crash (only when in OpenGL for whatever reason) New Features Support for new Statusbar elements (Options > Status Bar / HUD > Status Indicators) - Berserk - shows a cross near doomguy's face when active - Armor - shows a green/blue icon next to doomguy's face indicating the type of armor had Support for 2 new HUD elements (sml_berserk / sml_armor) for DSDAHUD lump Extra support for REKKR loaded as an IWAD (just shows the name in console when booting up) The berserk and armor elements may seem like minor additions, but now it's possible to see if you have berserk and/or your armor type when using the main statusbar. (which I think is a big deal O.O) Planned (WIP) Features I now have a Planned Features Page that serves as a sort of checklist / status of upcoming features I hope to implement. Nyan Doom v1.1.4: Windows 64-bit
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