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PsyDoom 1.1.1 - PSX Doom port (reverse engineered) for PC
xerox replied to intacowetrust's topic in Source Ports
You can always emulate the game for a pure experience, though. Just saying. -
It's hard not to enjoy using the ssg in any situation, it's easily the most satisfying weapon of the roster. My personal dopamine-trigger has to be peeckabooing enemies with the ssg or BFG. Another one has to be telefragging big foes.
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Map 30 is perfect now! You're a godsend. I tested this change, but the credits screen shows after every text screen now, not just the last one.
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Is this bug on Scythe Map 30 patchable? (second half of OP's video) I tried to do what PKr advices but my skills are not enough to do it properly and end up breaking the map.
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Hey, congratulations for your first map! Before anything else, there's a dedicated section where you can upload your maps and ask people to test them while developing. I recommend checking out the section and its introductory posts. I'm not a playtester (nor speak Portuguese), but I can give you come commentary on it. It seems that this is still a work in progress (because of the various dead ends and empty rooms/corners), so I won't comment on that part. I liked that it is somewhat non-linear, there are many paths to choose and each will affect the gameplay depending on what you find first, but once you choose a path it becomes too straight-forward and predictable. You give away many strong weapons basically for free (the plasma gun, the BFG, the rocket launcher) and way too early. Try positioning the weapons (at least the strongest ones) in more hidden places, so that it feels rewarding finding them before or during certain fights. That said, most fights are easily cheesable. The only one that could be challenging is the one with the revenants and the pain elementals, but since it is impossible to not have the plasma gun by that point, you just have to be quick. The spider mastermind fight was too easy with the BFG (which again, is just given to you), and the cyberdemons room is also too spacious and well equipped to be threatening, I took no damage in neither of them. With the rest of the fights, I found myself mostly letting the monsters infight, behind the safety of a door or a pillar. Once you got the BFG (and with the amount of ammo available), the rest of the map barely threats you. Try blocking some doors during fights, make a switch, a timer or a condition to unlock them, don't just place the monsters on every room, you can make them reveal or teleport in place after a trigger, to make fights more difficult and intense. You could use some more monsters in the cyberdemon and spider mastermind fights to make them more difficult, use damaging environments to make the player move and concentrate in more things at the same time. There are many simple tricks that can make your fights more challenging and thus more engaging and rewarding to beat. I like that the exit is very near of the beginning room, but it would give more purpose to the other rooms if there was a key mechanic to access it (or to access to some of the weapons). Some secret tagging would be nice too, for gameplay sake. There are some misaligned textures here and there, most look like secret-intended but they are too obvious. Also, there was this door that I could not manage to open, I had to no-clip into it, and the other one at the library inside was the same. The door texture also disappeared for no reason while exploring the room. The texture and map layout is fine, but it could take some more work to create better atmosphere. Also, a custom title and MIDI would make your map more unique. Last, but not the least, it seems that your map does not require any special feature from GZDoom (or any other sourceport), it would be good to make it vanilla compatible, or at least just limit-removing, in order to make your map playable in other sourceports (I wasn't able to load it on DSDA). Congratulations on your first map! Hope my commentaries are helpful.
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The Cacodemon187 MIDI Album - 8 Tracks, New to the scene!
xerox replied to Cacodemon187's topic in Resources
Loved every single one of it! Been looking for MIDIs to make packs for Doom episode 1 replacement wads that don't have custom music, and these made the perfect match for a single MIDIpack. I like how every track fit with each other but have their own personality, and of course, fit your map style too. The only one missing would be the secret map track, but otherwise they are perfect. With your permission, and for anyone who wants to use this music this way, here's the MIDI pack version for the album. C187MIDIs.zip -
Many of the Cacowards 2024 winners, although not specifically designed for exploration-focused gameplay, they mostly have big maps that encourage it. Maybe because making big, well detailed, immersive maps is trending you can encounter more and more of this kind of maps more often. Maybe you already know this one.
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What Are The Old School Wads That Have Aged The Best?
xerox replied to DSC's topic in WAD Discussion
Hell Revealed is definitely still a go-to for players who want to get good at hard mapsets, specially cause you can run it on any port. Requiem is another one which is still a lot of fun. Basically if a wad from those times is still mentioned on this forum is because it held very well. A personal favorite is Phobos: Anomaly Reborn, maybe because it was the first boom/MBF-compatible mapset I played. -
Just tested that with a cheap mice from Miniso and aiming is smooth af with it on GZDoom. No noticeable change for DSDA (excelent). I don't remember the exact dpi but it must be around 1500 based on similar products they sell. At this point it is very clear that the problem is the input device, but still seems weird. I don't trust the Magic Mouse cause it was already failing when I changed it (it is the model that still used batteries) but, could the MX be failing or faulty too? Edit: Miniso mice is indeed 1500 dpi.
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You may have come with the answer! lol I'm currently using a Logitech MX Master 3, which is a productivity mouse and has 4000 dpi (I barely do any gaming besides Doom on my computer), I don't know if that's high or low (the current model for this series is 8000 dpi), but then I switched to a Magic Mouse that I had lying around and it is noticeably better (but still stuttering). Then for the sake of it tried using the trackpad and it doesn't stutter at all, it is so smooth I almost cried. Basically all the settings I tried before, using the trackpad, run well, some noticeably better than others but very far from what I was experiencing. I don't know yet If I'm going to make an investment, but if that were the case, what should I look for in a mouse specifically to avoid this problem? Apple does not states what is the sensitivity for their mouse nor trackpad, but I guess I should be looking for something superior. Edit: I want to thank you all for the help, I would have never found the answer without it.
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This definitely helped for Vulkan. Got back to ProMotion, and it indeed performs better (at least similarly as OpenGL) when disabling v-sync. I'm sticking with Vulkan for now. Thanks!
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This actually helped so much with CPU temperature! Capped frame rate to 120 and lowered resolution to 1920x1250 (was set to native resolution) and my computer got noticeably cooler, not as much as DSDA but significantly better, it doesn't heat right away from start anymore. Frame stuttering didn't change though but @okbuddy may have come with the solution. Thank you for the performance tips, they really helped a lot.
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Just found this video addressing MoltenVK running GZDoom on M1 macs, and their footage of it looks very similar to mine (starts at 7:11): Taking in mind that performance (bassed on fps) claims to be optimal, could this be a mouse sensitivity thing on this source port (or the mac build)?
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I just tried Vulkan and it actually looked worse. Then I recorded my gameplay with Vulkan and noticed that it looked more or less the same (still bad) as OpenGL in the video editor, so I figured that maybe my computer display settings were getting in the way. Changed refresh rate from ProMotion to 60 Hz on macOS settings and it went back to "normal". I guess MoltenVK is not very effective with the version of Vulkan that GZDoom uses?
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I tried Vulkan too to see if there was any difference but didn't see change at all. Changed back to OpenGL cause that's what DSDA uses (somehow it made sense to me?). I'm going to try again and report back. Thanks.