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Not Jabba

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About Not Jabba

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  1. Not Jabba

    Post Your Doom Picture (Part 2)

    A rather frightening statement there.
  2. Not Jabba

    Which Doom monster do you dread the most?

    Shouldn't you be taking advantage of the long warning period to take cover, rather than trying to tank it?
  3. Not Jabba

    Do you spend the whole of episode 4 carrying Daisy's head?

    That seems likely. In the E4 end screen, we're seeing the heart-wrenching scene where he realizes it's time to let her go and move on with his life. He then walks off into the sunrise, greeting another day with renewed hope. Suddenly, some intuition makes him look off to one side, where he sees an SSG framed in a ray of sunlight. Doomguy and the SSG catch each other's eye and, as though having the same thought, give each other a tentative but optimistic smile. Cut to credits and inspirational song.
  4. Rather than allow music choice to determine which weapon mods you can or can't use, I would suggest opening up the mod in Slade and simply deleting the custom midi files (or oggs, or whatever).
  5. Not Jabba

    Ethics of announcements/releases

    There's always a lot of cool stuff going on in this community, and I don't think it's worth worrying about too much. I'd say it's not an ethical concern at all -- there's plenty of room for all of us here. For purely pragmatic reasons, it could be worth mapper A waiting a couple of days after mapper B's stellar release for the benefit of both mappers getting sufficient attention, but on the other hand, i'm not convinced it works that way. Chains of exciting releases in close succession seem to get people even more excited, if anything.
  6. I feel like you're reading too much into this. The point is to take a nap.
  7. I've never wanted to make a Doom map, especially a boring mid-hell one. Count me out for map 23!
  8. Not Jabba

    Post Your Doom Picture (Part 2)

    That's exactly what I feel like every time i play Monopoly. ...actually, it's more like fighting 20,000 zombiemen with a chaingun, and then when my health gets below 50, an ACS script freezes me in place and I set there and wait for two more hours while the zombiemen try to hit me and plink down my health to nothing.
  9. Not Jabba

    Post Your Doom Picture (Part 2)

    You're making a Rekkr map? Sweet!
  10. Not Jabba

    Planisphere 2

    It's in the archives, along with Planisphere 1 -- I remember seeing it in /newstuff.
  11. Not Jabba

    Post Your Doom Picture (Part 2)

    Damn, dude. Also, I like that you're having guest mappers. I think that worked really well in Ancient Aliens -- a good collaboration model that helps to break up the sense of similarity that you get in even the best one-person megawads.
  12. Not Jabba

    Dimension of the Boomed (Release Candidate 2)

    (Edit: ninja'd)
  13. The hardest mapping lesson I've learned so far was from The Wayfarer e1m4, where I set up the main building as a giant, smooth oval. It's really hard to detail a wall that's placed at a random angle. If you're working with a horizontal/vertical/45-degree/135-degree wall, you can align your detailing to the grid. If the wall is at a 32-degree angle or whatever, you're stuck with turning off grid snap and just trying to eyeball it, and anything you want to copy/paste onto a connecting wall that's also at a weird angle will be a nightmare.
  14. Not Jabba

    Any good levels with huge open spaces?

    Planisphere 2.
  15. Not Jabba

    Post Your Mapping Tips

    I would agree with the above. If you're only dealing with two floor heights (i.e. not multiple steps up or down in quick succession), then 8 units is usually not a problem, 4 is barely perceptible at Doomguy speeds, and 2 might as well be a flat floor as far as camera movement is concerned. Another way to avoid bumpy floors is to make a fake floor, if possible, so that you can see the floor detailing but the actual ground level is completely flat. This happens a lot in Sunlust.
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