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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)

    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.
  2. Not Jabba

    Post Your Doom Picture (Part 2)

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

    Planisphere 2

    It's in the archives, along with Planisphere 1 -- I remember seeing it in /newstuff.
  4. 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.
  5. Not Jabba

    Dimension of the Boomed (Release Candidate 2)

    (Edit: ninja'd)
  6. 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.
  7. Not Jabba

    Any good levels with huge open spaces?

    Planisphere 2.
  8. 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.
  9. Not Jabba

    Any good levels with huge open spaces?

    Hellbound is pretty well known for large spaces. To some extent I think you'll find them in any relatively modern megawad -- Scythe 2, Speed of Doom, Resurgence, Ancient Aliens, Valiant, JPCP, Sunlust (especially map 30), and so on. One level that comes to mind as making good use of a huge outdoor arena is Nova 2 map 09 by mrthejoshmon. It creates a good sense of trying to navigate a projectile hell and having to carve out a foothold. It looks nice too.
  10. I hear you. In all fairness to the slaughter haters, I also get tired of how often I hear skilled players piss on stuff for being easy. But they tend not to do it in random self-entitled forum rants, and for all that they may lack some perspective, their opinions are at least informed by years of experience.
  11. Have you ever considered that maybe other people have different skill levels than you? Or that other people are allowed to express their opinions too?
  12. Not Jabba

    [Release] Umbra of Fate

    I just retried it and got telefragged, presumably by a script or something ("player killed himself")? So that must not have been it. Maybe just some odd little script glitch, I dunno.
  13. Not Jabba

    [Release] Umbra of Fate

    If you end up doing bugfixes, it's worth noting that the cyberdemon boss fight can also be broken so that the cyber is never able to return to the arena. I'm pretty sure this happened because I was standing on his teleport destination when he tried to port in, but it broke the battle permanently until I reloaded a savegame and restarted it.
  14. Not Jabba

    Post Your Doom Picture (Part 2)

    The Wayfarer E1M6, "Stomping Grounds" I've been having fun thinking about the backstory with this one. There's the shrine/temple to the old gods that has been there for ages, but since the conquest it has lain blasted and abandoned, with the sacred trees withering as the water is polluted by evil. Meanwhile, the Disciples have set up their own cathedral across the map from it, and although D'Sparil's minions are loathe to enter the old shrine, they periodically drag corpses and hang skulls out in front of it out of spite. Also, a starting area for E1M7:
  15. Not Jabba

    [Heretic, vanilla/chocolate] Tyrant's Tomb (beta release)

    In vanilla Heretic, the Firemace always has a 75% chance of spawning. Like a lot of things in the Raven games, this was done Because Reasons. I agree that the map feels a bit ammo starved (which is something that a lot of Heretic pwad creators do, perhaps also Because Reasons). I don't think having to Gauntlet all those melee golem ghosts actually made the map harder, just more tedious, and I would personally advocate for just putting some more Crossbow and Claw ammo on the map. Combat was generally frontal, and some more Disciples and other tougher enemies might have improved it from a challenge/gameplay variety standpoint, but it's a pretty nice map overall, and the textures are great!