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CapersOnSalad

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Everything posted by CapersOnSalad

  1. CapersOnSalad

    Good Doom retro computer videos?

    Been on a retro computing kick lately. Just love learning about obsolete hardware, and software and seeing it brought back to life or re-examined in the modern day. Doom had such a big impact, yet I don't see it talked about a lot in this specific context. There's many technical videos examining Doom itself (ex. decino), but not so much the means to play it. Here's some I found, was wondering if there are any others out there. LGR's Doom retrospectives: these vids make a more blanket statement, but they do describe the experience of playing in the 90s as well as early shovelware and stuff like that. He also did a video on Doom 3, and another of that game running on weird hardware but that's a different subject. https://www.youtube.com/watch?v=_bl33_J3B-s https://www.youtube.com/watch?v=pNtHwWVXbDI&t=205s Tech Tangents setting up the three-monitor mode with real hardware: https://www.youtube.com/watch?v=q3NQQ7bPf6U&t=604s MVG describes the porting process of Doom to the SNES: https://www.youtube.com/watch?v=JqP3ZzWiul0 PhilsComputerLab benchmarking Doom on a 386: https://www.youtube.com/watch?v=qQEHHc1q06c&t=240s Attach any videos you like or share your opinions on any linked. Thanks for reading!
  2. CapersOnSalad

    Unpopular Doom Opinions

    DOOM II has better levels than Ultimate Doom. Doom 1 essentially pumps monsters into a corridor or closet and expects all the fun to come out of blasting them. Doom II's levels, while not as consistent, are way more experimental with the game's capabilities and I'd argue is a larger inspiration to Doom mappers than Doom 1's levels were. The Chasm, Tricks and Traps, Dead Simple, Gotcha, Icon of Sin. They all vary in quality but are way preferable to UAC base number 5. The only thing that helps Doom 1 stick out is the aesthetic of Romero's levels; the rest aren't bad, but they're holding back in creativity. That being said, Spawning Vats and Containment Area are a bop.
  3. Holes leading to different floors like in MAP02 or MAP05. I like the pseudo room-over-room feel and it gives a level another layer of architectural complexity.
  4. CapersOnSalad

    What are you listening to?

    Blur - Chemical World (Reworked)
  5. CapersOnSalad

    React To The Profile Pic Above You

    Cartman: The Good Ending
  6. CapersOnSalad

    Couch-gaming needs some Doom love!

    Got a Steam Deck a couple of months back and wanted to play some Doom with my partner using the dock and some controllers I had lying around. There's a plethora of source ports available on Linux, yet none of them offer anything to accommodate a couch-gaming experience. That's not to say that some of them don't try, but they do it in a very half-baked way that makes it seem like more of an afterthought. Some issues: UI that requires kb/m Finicky gamepad implementation Annoying launchers Complicated installs/no flatpak NO SPLIT-SCREEN On a desktop, this usually isn't an issue. Hell, with Doom Launcher, I got everything I could ever want on the PC. But Doom is such a simple and accessible game, so the fact that one of the most active fan communities has locked itself to the desktop for decades is shocking to me. I would say GZDoom is the best luck I had as it's easily accessible from flatpak and despite having one of the most expansive UIs in history, is relatively easy to navigate with a controller. GZDoom however, requires the console to start a multiplayer session and has no split-screen which I find surprising given that it's packed with features everywhere else. I tried Doom Legacy, which has had split-screen for years, and oh boy. I know that port is infamous for being complicated to install on Windows, but I figured that since the developer was such a Linux stan it would be easier and...no. Oh no. Now there is the Unity port, and it is an absolutely fantastic version of vanilla Doom. But anyone who says the split-screen on that thing is acceptable is living a lie. For those who don't know, here's how Bethesda thinks Doom, a game from 1993 that looked acceptable at 320x200, should look for local multiplayer: Now imagine this image on a 16:9 television several feet away, and you get the idea. Even worse, the Unity port doesn't offer LAN play, so there's really no way of getting around the problem... Let me just put it like this: it took me 2 hours of tinkering to try and fail at getting an acceptable version of Doom split-screen. It only took me 2 minutes to get exactly what I wanted in Sonic Robo Blast 2. Couch gaming needs some love here.
  7. CapersOnSalad

    Couch-gaming needs some Doom love!

    Maybe that is it. I don't think it's an invalid desire though. Just because something isn't popular doesn't mean there's no demand; plus, a lack of accessibility also hampers gauging what popularity a feature like this could have in the first place. Sure, modern gamers don't value couch co-op (though it is a big part of some popular games), but I'm referring to Doom players specifically; people who are willing to mess with source ports so they can curate their own experience. Maybe split-screen would be a solution to a problem players didn't know they had, or maybe it'll be met with apathy. I think it's worth a shot either way.
  8. CapersOnSalad

    Couch-gaming needs some Doom love!

    It seems to me like a catch-22 problem. The game is really fun in cooperative, yet there are not a lot of ways to do it locally. Better to just do the regular setups or play something else when it comes to MP. Regardless, I hope with time the concept catches on. Doom never gets old alone or with friends, and I think a more convenient setup would help bring more people to the community. The official port is great, but there's so much more on offer. EDIT: Thanks for the port suggestions!
  9. CapersOnSalad

    Couch-gaming needs some Doom love!

    Is it wrong to say that couch gaming has never been a priority for Doom source ports? I'm not trying to pass off some ill intent on behalf of port devs. All I'm saying is that with how productive the community is, I'm surprised it hasn't been done earlier. By effect, they locked themselves to the desktop. Again, no intent. I even told you that I don't believe it's an inherent thing, it's a result of circumstance.
  10. CapersOnSalad

    Couch-gaming needs some Doom love!

    The fact that the Steam Deck is not a traditional console is part of my point. There has been a proliferation of mini PCs and handhelds that are designed to mix the two experiences. Not to mention that consoles like the Xbox Series S/X allow app sideloading, which further brings this generation closer to PCs. It's not as simple as you make it out to be. Source ports can be experienced in more ways than ever, and that reveals how inaccessible they can be.
  11. CapersOnSalad

    Couch-gaming needs some Doom love!

    I disagree. The Doom community has outgrown a lot of things over the years. Launchers have replaced command lines, vanilla limitations are a thing of the past, and the game has been ported to everything imaginable. I find it hard to believe that the Doom community is inherently shackled to the desktop, especially since the lines between console and desktop continue to blur.
  12. CapersOnSalad

    What Are you Proud of?

    I wish you well. It really does get better. Our minds are much more malleable than we're led to believe.
  13. Normally, when I move a ceiling with the sky flat downwards, it obstructs anything it is in front of, like in front of this mountain for example: However, in some cases, the sky obstructs nothing... ...despite also being covered by the sky. I tried looking up skybox tutorials, but nothing I could find seemed to explain this phenomenon. The sky will be very inconsistent on if it obstructs or not. I've made sectors where one side will be transparent, but the others will obstruct. I'd love to know how to replicate this trick consistently if it is a trick at all. Thanks for reading! Editor: Ultimate Doom Builder Format: Boom (Doom 2 format) Source port: Woof!
  14. CapersOnSalad

    How can I keep the sky from obstructing sectors behind it?

    I would love to. Skies are what I'm struggling with the most atm. Thanks for the answer.
  15. CapersOnSalad

    How can I keep the sky from obstructing sectors behind it?

    The metal pillars bordering the UAC sector are not though, and they are covered by sky.
  16. CapersOnSalad

    How can I keep the sky from obstructing sectors behind it?

    But why is it not obstructing in some screenshots?
  17. CapersOnSalad

    What Are you Proud of?

    I was struggling a lot mentally a few years ago. Once I learned I had OCD, I immediately began treatment and assessing my thinking patterns. I was obsessed with appearing some way, behaving another, and trying to become this ideal self that proved all my insecurities wrong. My compulsion? Creating more fantasies and expectations to calm myself. It's a battle that will never end, and I absolutely credit my support system, but all this time later I've really learned to embrace myself and the uncertainties of life. It's possible I am a pathetic loser, and it's possible I will never be successful in life, but a lot of things are possible. What is certain is that we're not here forever, and I can't spend that time questioning my every move. There comes a point where chasing your dreams becomes a lot like chasing your own tail. Instead of trying to become something beyond myself, I'm just trying to make myself happy. The result? I'm pretty happy with who I am.
  18. CapersOnSalad

    Doom Launcher - Doom frontend & database v3.7.4 (12/2023)

    Is development still ongoing on this? Github hasn't had an update since September.
  19. CapersOnSalad

    This is Woof! 14.3.0 (Mar 15, 2024)

    It does work in singleplayer. For some reason though, it won't register the controller during a network game it seems. It's worth noting that I'm using a USB wireless controller and not a Xbox or PlayStation one.
  20. CapersOnSalad

    This is Woof! 14.3.0 (Mar 15, 2024)

    Found a bug where gamepad on a LAN game will not work.
  21. Been playing Doom Zero lately and am amazed at how many tricks it can pull within vanilla. ZDoom, Boom, UDMF, and all other extensions have their place within Doom mapping, but what are some vanilla-compatible WADs that you feel have stretched the boundaries of what is possible in Doom? Well-known or obscure, complex aesthetics or innovative levels, it doesn't matter; go crazy. My recommendations (still rather new to vanilla WADs): Doom Zero Doom 2 Reloaded
  22. CapersOnSalad

    This is Woof! 14.3.0 (Mar 15, 2024)

    The Doom BFA source port already does this, but the process is a bit finicky. IIRC it involved putting a -extractMaster parameter when starting Master Levels from the launcher, and it would create a masterlevels.wad file for you. It's not really well-documented, but it works. WadSmoosh does something like this with GZDoom, and the result is pretty kickass. The only issue is that it comes out as a pk3 instead of a wad, and it doesn't seem like you can convert them without breaking something. Maybe someone can create something similar for non-ZDoom ports?
  23. CapersOnSalad

    This is Woof! 14.3.0 (Mar 15, 2024)

    I started reading this thread and saw that you responded to requests, so I hope nothing here is presumptuous or too demanding, and if they can't be done that's absolutely fine: organize Master Levels and Nerve as episodes alongside Doom II Chocolate/Crispy-like setup menu. I know Woof has a multiplayer setup, but the rest of the options, especially Warp, would really up the convenience. These are just minor gripes anyways, cause this is fantastic in every area. I was using Crispy Doom a ton, but wanted to experiment with Boom mapping and UMAPINFO without using GZDoom (since it can run anything, not great for testing), and none of the other compatible source ports I've seen capture that pixelated aesthetic and simplicity that Woof! does. I've pretty much switched over at this point. Please keep it up!
  24. Currently in the early stages of a map where running is not encouraged, ammo is scarce, and tight corridors are aplenty. I want the player to generally feel helpless at all times. I know this kinda goes against the grain of DOOM level design, so I was wondering if anyone could give me tips on how to make this as fun or scary as possible without making the player miserable. Doesn't matter whether you're speaking as a player or a mapper. Thanks! (BTW, I'm only using stock DOOM II assets)
  25. CapersOnSalad

    Entrybase.wad (UPDATED)

    It's amazing how much a new color palette can help a level out. I think you managed to make your map look more like a base than the original Entryway. However, I don't really see identity in this map aside from adding new visual flair. There doesn't seem to be a gimmick to this remake. Sometimes, like here, that's fine enough, but it also dilutes any uniqueness the mapper would like to imprint on the level. The level plays fine, but I think the pacing is off. It starts off great. I love how you hid the zombies in a lift in the blue key room as it added tension, and the blue key itself was a good move as it forces the player to explore. The shotgun felt rewarding to get use on the chaingunner, until the door opened to pinkies. This is just a preference of mine, but when I play a map with pistol start, I expect every new weapon I get (that are not secrets of course) to be useful in the section I'm about to enter. The chaingun can take down the pinkies, but it's not really satisfying to do so since they're bullet sponges. I think a good substitute would be a horde of shotgunners (since shells are where the pinkies reside, so I'm assuming you wanted to give the player shells for the next fight) to make mincemeat out of with the gun. Outside of that, the shootable switch gave me Doom 64 vibes, and that's always a good thing. I think a remake of a map should show us a level in a new way, and your attempt didn't do that here. A good example of a remake would be Go 2 It from Plutonia which turned the easy-as-pie Entryway into a sadomasochistic nightmare. Show us stuff that Entryway didn't. What's outside the chainsaw balcony? What is this place an entryway to? This might not have been your aim, and as a level by itself it's fun and easy on the eyes. As a remake though, it's hard to see your mark on things.
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