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Sneezy McGlassFace

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About Sneezy McGlassFace

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  1. Sneezy McGlassFace

    People, what's your thoughts on the WAD 'Sepia'?

    smh my head rather abandoning the wad than changing the uv/pistol start mentality continues to confound me. when a wad is designed with all difficulties, it is the artists' intention to use them to improve the experience for yourself. seeing and enjoying all the maps should be more important than playing the uv/pistol-start meta, shouldn't it? likely, you'd have a lot more fun with e3 and e4 on hmp.
  2. There's a lot of people out there who aren't familiar with Odamex/Freedoom, and will think the seller made the game he's selling. Who would be selling free software when people can just download it themselves? Someone who doesn't care. It's the bare minimum effort to make a product. Betting on the people who will be fooled enough to buy it. Especially since the disclaimer that the levels and assets are freedoom is at the very end of the painfully generic, boring blurb. And Odamex is just name-dropped without any context or explanation what it is. What's in it for the buyer? Nothing. What's in it for the seller? 5USD a pop for no work what so ever.
  3. Sneezy McGlassFace

    My first ever map.

    Nice and simple map, very good atmosphere. There's a ton of technical issues (unclosed and mismatched sectors, crossing lines, untagged doors, etc) but it's a good first attempt. I think once you get the hang of fundamentals, you'll make something really cool.
  4. This little trick is really something I'd love to see more of because it makes maps feel a lot more interesting. So here's how it's done in BTSX E2M02: It's clear that's just a mid texture but there's more to it. However, if you used the same mid tex on both sides, it would be very obvious, and ugly. To deal with that, there is an identical copy of the texture but all black. No details, just the "cut-out" to see through. Using all black flat and side textures for what's inside the arch sector makes it seem like it's casting shadow, and adds the feeling of depth. In this case, GTHARC18 goes on the inside, and GTHARC19 is on the outside facing wall. Top and bottom flats are also all-black for this illusion to work. Now, BTSX does not allow for re-use until episode 3 is finished and released so we can take a look at the famous 32in24-15 resource which has few arches: But oh no - there's no all-black version of these! What now? Well, in that case you can either make it yourself, and add to TEXTUREx, or do some lighting trickery. Here's a quick mock-up of what that'd look like if you set the "arch sector" to 0 brightness. There's plenty ways to make the effect more seamless, like creating a few wedge shape sectors with brightness 0 only where you need it to black-out the inner midtex, leaving the rest only slightly darker to simulate shadow when the player stands in it. This is what it looks like in the editor: The outer ring is 0 brightness and the inner is 32 less than the surrounding rooms. That's only to make the flicker less notable, as player moves through the sector. When you go from sector with 160 brightness to 0 and back to 160, it shows on the gun you're holding. But it's entirely optional. All in all, arches and slopes aren't just for UDMF enjoyers. They nicely break the inherent squareness of doom engine, and if all you need is a few textures to do it, that's a great price/performance ratio. I can also wholeheartedly recommend going through Essel's Knee-Deep in KDiZD for all sorts of mindblowing vanilla trickery. I wish these things were more tutorialised so that's why I'm writing this. Hope it's useful.
  5. Sneezy McGlassFace

    DBP68: Outposts Of The Wasteland RC1.3 [-cl 2]

    Hoooooly that looks amazing congrats on release
  6. I'm interested in making something specifically for the dos version of boom (v2.02), and i remember somebody saying that most today's cl9 maps aren't actually "boom compatible" because they wouldn't run in the boom.exe. I checked the doomwiki and post history here but didn't find much info about what the limits of boom exe actually are. Limits of engines like udoom32 are very well described on the wiki, something like that would be wonderful to know
  7. iirc doomkid's Jamal Jones project uses them in hazmat suits. they're pretty good enemies mechanically, fitting well in the roster. too bad they're so goofy and out of place. it's a joke enemy, i get it, i just appreciate every time it's replaced by something else. or the christmas mod people like to use replaces them with a gnome or something, that turns into a mushroom when killed, very fun.
  8. I've been wondering this too, having noticed i much prefer revenants to either of the two hell nobles. The skeletons are just way more fun. I'd really appreciate if there was a little bit more complexity to them [hell nobles] without going too far, making them a pain in the ass like so many custom monsters end up being. Retaliating with an attack after pain state sounds good, throwing fireballs with both hands sounds good too. Having the hell knight be more of a glass cannon could be a lot of fun. More aggressive, faster and shooting more often/volleys. While the baron could be more dangerous when retaliating, and be bigger/wider, to better distinguish visually, and also better fit the role of denying area. I absolutely love vessagos (or what they're called) from legacy of rust. But they're pretty stand-out in the standard doom bestiary, being more a center piece, rather than a cooperative force. Because the core fun of doom combat (imo) isn't as much the individual monsters but how they play off of each others' strengths in more or less structured encounters.
  9. Sneezy McGlassFace

    what are you working on? I wanna see your wads.

    no clue how to make stuff vanilla compatible but this is a good start edit: figured it out!!!!1 now choco compatible! edit2: okay, we now have a functioning exe hack for running in dos. let's go gamers
  10. @Logamuffin here's my two map submissions: Map Name: Lost & Found pt.1 Map Slot: 11 Author: Sneezy McGlassface MIDI: Rumble in the Jungle by AD_79 Coop/Difficulties: Implemented Comments: Fast paced tropical base action Screenshots: See above Map Name: Lost & Found pt.2 Map Slot: 19 Author: Sneezy McGlassface MIDI: Under the Palm Trees by @numsOic Comments: This place seems ... familiar. Coop/Difficulties: Implemented Screenshots: the dark night from above I added an ALLBLACK flat to complement the BLACK32 for the void section. And a night sky. Download both maps in zip: https://drive.google.com/file/d/17BkMLstaIkGpPEZq_5jCIITnXdlWneDu
  11. Sneezy McGlassFace

    Ethics of messing with other people's maps

    If a wad has a text file attached, there's a copyright at the bottom to let you know what you can and cannot do with it. But if you're not distributing what you made anyway, i think it'd be hard to make a case against it.
  12. Sneezy McGlassFace

    I hastily trained Flux to make Doom map images

    I kinda love that the goalpost was moved from "ai to make doom maps" to just "inspiring" people. As if there was a shortage of ideas.. Anyway, this whole "AI art" thing seems to be appealing to very specific kind of person. Perhaps I'm completely wrong on this but it feels to me that people who enjoy this think, hey, I see people are making art, and getting praised for it, is there a way I can get the benefits without ever making myself emotionally vulnerable? I'm not accusing OP of this but let me just express that I feel nothing but contempt for this line of thinking and those who engage in it. Those people out there, thinking neural networks are the coolest shit for this exact reason. Creating an emotional distance between the art and the artist. Something along the lines of "Oh, it sucks? Well, see, AI did that, it's not my fault it's bad." or if it's successful, "Oh, it's great, isn't it? I trained that network myself, you see? I'm the prompt engineer behind this great piece." If you think that's a win, fuck you. Every creative person here or anywhere else who makes and shares any form of art is facing the risk of making themself a fool, the risk of being clowned on for making something that sucks ass, getting hurt by the potential negativity. You don't wanna risk that? Fine, that's totally understandable - don't make art, then. Just don't make anything. If you don't care enough to take the risks, go do something else.
  13. I don't know if i can call myself a fan, having only played one wad they made but it has affected me so profoundly, I gotta give a shout-out. // Archi // Of course, I'm taking about rush.wad. Of course I am. That's the first time i saw what people see in slaughter. It opened my eyes to what people mockingly call demon fluid dynamics, juggling multiple threats while often having more than enough resources for the job. Not nearly as meticulous and murderous as modern slaughter often is, think of ribbiks' influence on the genre. Also replicating this design mentality isn't nearly as easy as I initially thought. (Me being mapper first, player second.) Making easy slaughter is surprisingly more difficult than going full force. I understand there is beauty in overcoming seemingly impossible challenges. But having a challenge that seems harder than it is - that's art. Skillsaw can also be mentioned for making scenarios that initially seem more challenging than they end up being. I can't tell if that's the case or not but it certainly feels like Archi made Rush as a convert tutorial. I will check the other wads and various CP submissions too but despite my love for this genre, I'm not a very skilled player like, you wouldn't believe.. So I suspect I won't be able to enjoy them as much. We'll see. So far, the closest i got to finding somebody re-capturing the lighting in the bottle was Demonologist with Tetraptykon.
  14. The whole interview was very enjoyable read, and these closing thoughts especially. Thank you for doing this
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