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DemilinX

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About DemilinX

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  1. DemilinX

    Mapping in Doom before Doom Builder

    Oh, and for what it is worth I used DETH, WinTex, and WinDEU.
  2. DemilinX

    Mapping in Doom before Doom Builder

    The main frustrations and limitations of level editors in the 1990s and early 2000s was the time it took to compile a level versus wanting to efficiently test out modifications to textures, sectors, etc. Loose ends were always best tied up least errors crop up. Simplified, Euclidean maps free of intersecting lines made the process easier. It was not as forgiving as the Unreal engine for example. When multiple sectors began overlapping at unusual angles, issues were quick to arise if not planned out carefully. "Organic" levels with varied geometry were challenging. Texture offsets combined with lengthy compile times is what pushed me away from taking on mapping. A lot of it was trial and error to get textures aligned correctly particularly on larger maps and it was a balancing act to try out solutions to multiple issues versus waiting for the map to compile before launching the game to test the results. DoomBuilder has made the processes much easier.
  3. DemilinX

    White Doom 2 T Shirt

    I can't locate my Doom 2 box currently but try searching for Doom shirts on teepublic.com and other sites. Here's a few highlights. https://www.teepublic.com/t-shirt/6181084-doom https://www.teepublic.com/t-shirt/6203003-doom-2-artwork https://www.teepublic.com/t-shirt/4694513-uac-logo-clean
  4. DemilinX

    What are you playing now?

    Now playing through Doom 64 for the first time with the Doom 64: Retribution distribution and loving the simplicity of its level design.
  5. DemilinX

    What are you playing now?

    I just finished KZDoom7. The Kessler maps are certainly a tour de force of Doom mapping at the turn of the century: Scrolling textures, sloped surfaces, colored sectors, particles, submersible water, six door keys, limits removal, scripts, poly objects, etc. KZDoom7 has them all! It also lacks substance. There were the classic monsters that snap into place which were challenging, enemies blasting you with bullets from across vast spans of open space, and strange machinery spinning around. Very little of it made sense. The design bounces around with "base" hallways so narrow it's hard to imagine a human building the structure and huge auditoriums nearby. Overall, this feels like a map trying to recreate the features of other games and failing to do what makes Doom the success it always has been: An intimate frenzy of challenging combat within close spaces with limited resources. 2/5 It's not bad but it won't keep you coming back for more.
  6. DemilinX

    I'm Also Looking to Play and Record Your Maps 2

    Any chance of uploading to Twitch and other platforms?
  7. DemilinX

    The Official 'Trying to Find a Specific WAD' Thread

    The description reminds me of Kurt Kesler and his "K maps" from that era. https://doomwiki.org/wiki/Kurt_Kesler KZDoom3 and KZDoom7 in particular https://doomwiki.org/wiki/KZDoom_(series)
  8. DemilinX

    "The Unholy Trinity" (1994)

    886 pages! I loved reading through that tome but didn't really dabble with level design until Doom Builder came along much, much later.
  9. DemilinX

    "The Unholy Trinity" (1994)

    In addition to digitized photographs of textures from Trinity College, this map has some impressive tricks for being from 1994. During a quick play through I observed (1) recessed switches, (2) "deep" water, (3) an animated "cinema" texture with level credits, and (4) creative integration of Doom assets with real world settings. https://www.doomworld.com/idgames/themes/university/trinity2 Title:The Unholy Trinity Filename:themes/university/trinity2.zip Size:302.3 KB Date:09/03/94 Author:Steve McCrea, Simon Wall, & Elias Papavassilopoulos Description:A reasonable representation of Trinity College, Cambridge. "Oh no, not again," I hear you cry. "Some lamers' first WAD. Prob'ly got a cyber in there." But wait! Read on. Much cannon fodder. Many new graphics. Cool bits. Guaranteed entertainment or your money back (see below for terms and conditions of this offer). And NO cyberdemon! Well... oh, never mind. Although designed for single player, has multiplayer weapons and starts, and large, well interconnected areas. Version 2 fixes a bug and some ugly bits.
  10. DemilinX

    The Official 'Trying to Find a Specific WAD' Thread

    I figured it out! "The Unholy Trinity" by Steve McCrea, Simon Wall, and Elias Papavassilopoulos from 1994 based upon Trinity College in Cambridge, England. https://www.doomworld.com/idgames/themes/university/trinity2 If I recall this file was temporarily removed from ftp.cdrom.com due to a copyright issue arising from one of the textures. I'm glad to see that it remains accessible or the copyright holder has moved past the legal wrangling. Another fuzzy memory I have is of a cyberdemon in the middle of the courtyard. This may have been the case with the original trinity.wad and rectified with the release of trinity2.wad. The "cinema" was a new idea in 1994 and is not impressive by today's standards. It's a fun concept map.
  11. DemilinX

    The Official 'Trying to Find a Specific WAD' Thread

    I'm trying to remember the name of this PWAD. It was for Doom 1 and transcribed to Heretic later. It is set in a church with an open courtyard in the middle with a cyberdemon (maulotaur in the Heretic version). What made the level notable were the custom wall textures that made the facade of the church detailed. The PWAD is fairly old from the 1990s and was featured in Doom level editing books of that era. Any ideas?
  12. DemilinX

    What are you playing now?

    I think that happened in my playthrough as well. I rationalized it as he had access to a teleport or rapid transit system I was not aware of. ;) Why he raced to arrive at locations prior to me I have no idea.
  13. DemilinX

    What are you playing now?

    vanguard.wad (Doom 2) I'm just at the start of the third level and finding it to be an incredible mapset. ahatred.wad (Doom 2) If I'm not confusing it with another map I think this one is very difficult and as I'm unable to progress past a quarter of the way through I have put it on hold. whack.wad (Doom 2) This was a lot of fun but not unique or ambitious enough to warrant subsequent playthroughs. I recommend it but it is brief and probably not worth holding onto. vtf.wad (Doom 2) This map is gorgeous and I'll consider it completed since I acquired the last key and hold just 18 more enemies to kill before a shotgunner scanlined me to death from across the map. :(
  14. The special Guest of Honor for the Portland H.P. Lovecraft Film Festival & CthulhuCon, game designer and creator of the Call of Cthulhu RPG, is Sandy Petersen! Come meet the man who put Lovecraft center stage of the gaming world, May 3-5 at the Hollywood Theatre. Primarily interested by the first-person shooter Wolfenstein 3D, Petersen joined id Software about 10 weeks before the December 1993 release of Doom and in that time created 19 levels for it (of which 8 were based to some extent on early drafts by Tom Hall). He later created 17 of the levels for Doom II, and 7 levels for Quake. His Lovecraftian influences also resulted in some changes to the monster designs for these games. He left id Software for Ensemble Studios in June 1997.
  15. The special Guest of Honor for the Portland H.P. Lovecraft Film Festival & CthulhuCon, game designer and creator of the Call of Cthulhu RPG, is Sandy Petersen! Come meet the man who put Lovecraft center stage of the gaming world, May 3-5 at the Hollywood Theatre. Primarily interested by the first-person shooter Wolfenstein 3D, Petersen joined id Software about 10 weeks before the December 1993 release of Doom and in that time created 19 levels for it (of which 8 were based to some extent on early drafts by Tom Hall). He later created 17 of the levels for Doom II, and 7 levels for Quake. His Lovecraftian influences also resulted in some changes to the monster designs for these games. He left id Software for Ensemble Studios in June 1997.
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