Jump to content
Search In
  • More options...
Find results that contain...
Find results in...


  • Content count

  • Joined

  • Last visited

About Optimus

  • Rank
    Forum Regular

Recent Profile Visitors

2199 profile views
  1. Optimus

    Cursed Doom Images

    This is ZARDOZ =)
  2. Optimus

    Cursed Doom Images

    Hehe, I was playing Final NeoDoom, spamming those tripbombs all over the place, and this is one of the three frames youtube's AI decided to capture for me. It looks like I am fighting against the scary blocky stonehead monsters and it's minions.
  3. Optimus

    Worst looking texture

    It's hard to take a pick as every texture could be used in unique ways that fit, like using a subsection of the texture with proper texture offsets for other things. But as a whole, I always found the shawn metallic texture too ugly (although it gives the sense of a spaceship silver hull or something at some levels). I realized there is also a red colored version of it which maybe I haven't ever used. Meanwhile, some texture suffer from elements that make them ugly when tiled, like that metallic UAC with the stone bar. I found more flats weird that I definitely haven't used, like the dark one with the diagonal stripes (it's the stripes that break it, it's ok to have a dark version of it without stripes) or the ceiling one I have in screenshot which I guess shouldn't be used in a big area, but don't even know where it's used, maybe tops of doomcute computers? I don't think I ever used those two flats. And maybe never used the red shawn but the others I did.
  4. Optimus

    Doomcute thread

    I thought that was a cake :)
  5. For a long time, I thought Slige was the oldest attempt for a tool that can procedurally generate Doom maps. I was planning to go historically from the oldest one to the newest and see how the quality of the generation has evolved. But I discovered a much older tool that was only included in the shoverware D!Zone CDs. I got them from the internet archive and open the latest one, D!Zone Gold and installed the D! frontend in Dosbox. It was a bit messy at first to find out how it works and there were few crashes (the installer would get a runtime error but this is typical Turbo Pascal written program, where in faster machines it will crash unless you patch it with tppatch, but all I did was reduce the Dosbox cycles anyway) and a bit tedious to find out what I want, but later I managed to use the generator. Initially I was using this launcher because of another feature of simply swapping randomly items/monsters in the already existing maps. Before, I was looking for something old without balance, to have a laugh when I am blocked by Cyberdemons that replaced imps or something, I've tried more balanced randomizers before, but the old one here creates the chaos I want. But as I was using it, I noticed there was another exe file, GenWad.exe that claims to also generate the maps too. When I ran it I got an error. After a lot of searching I realized, this is supposed to run from inside the D! frontend. I found out how to select some of my maps and switch them with generated ones. But still crash,.. at least in Doom 2 (different version of WAD expected?). Finally, it works in Doom 1, I didn't care about which Doom it is, as long as I observe how primitive the map generation was back then to compare with later attempts. Before the 15th minute is the whole process of me fighting my way in Dosbox. After that, I save the WAD and load it in a modern port to enjoy. It was interesting to see what kind of map layouts probably the earliest map generator did, with big squary rooms and 1994 design, it does have proper doors and elevators, it can have secrets which are random walls without marks, and some stairs but a totally random mess of items scattered around. I might even need to search for the earliest D!Zone CD, as this one is GenWad v2.0, which means there might be a version 1.0 and I could look out of curiosity how much v2.0 from 1.0 has evolved. Might do it in my next video if I find out the earliest version.
  6. Optimus

    DBP40: Funnelcake Apparitions

    I like the theme. That was a nice and short wad, so great to play in one evening. Here is my playthrough.
  7. It would be hard to answer before, but trying to do pistol start UV of every map (something I didn't do ever before, I prefer to play a megawad in a row and keep my weapons) the one that I suffered through is MAP23 barrels of fun. Now, I like this one map normally, but from pistol start I had to die many times, because ammo was scarce and I ended up in the main area before going outside, blocked by pain elementals spawning more lost souls and demons on the stairs, with very few ammo. Definitely, if played with pistol start, MAP23 shows. I had an easier time even with Plutonia maps pistol start.
  8. Optimus

    How much space does your folder occupy where you play doom?

    I just realized I had a big 36GB MP4 video of something Doom recordered in wads folder, so they are something like 6GB now and the whole thing is 21.7GB
  9. Optimus

    How much space does your folder occupy where you play doom?

    It seems to be 56.8GB (or exactly 61033182477 bytes :) This is what is inside. I might have been saving a lot of random wads in the 'wads' folder, then I am mainly playing in GZDoom where I sometimes unorganized throw WADs inside (till I decide to clean up)
  10. Optimus

    Most recent movie you saw

    The Mothman Prophecies. I've seen it before one or two times, I like the eerie atmosphere. But since I finished reading yesterday the book by John Keel where the story is based on, I did a rewatch with a fresh memory of the events in the book.
  11. Optimus

    Why are so many indie games retro-styled?

    It amuses me when they try to pretend it's like the old times, and they make the graphics worse than the old times. When there is an indie FPS which intentionally has very lowres textures for the weapon model and the world, even intentionally distort the textures to be like PS1 lack of perspective correction, then you realize that the original Doom or Quake looked better than the modern indies that try to mimic the classics (and even do it in a Unity or Unreal engine, unlike the original which had masterfuly coded software 3d engine). But anyway, as I mostly care about how the game plays, I don't complain much.
  12. UFOs do exist as Unidentified Flying Objects. Anything we can't identify yet. No need to be alien. UFOs as possible aliens visiting us? There is a good probability that there is intelligent life somewhere else sure. But we don't really know if we have ever been visited. Not concrete proof yet. And some say, there are so many stars and galaxies that gives high chance on their existence, but that also means there might be an extremely low chance they visited earth today or in the past, we are not a special place and it's just one place out of the trillions in the vastness of space.
  13. Nah, never had any experience. And still I am fascinated reading about ghosts or UFOs or other weird things. But never had something to convince me. I like some healthy skepticism, I don't like the "must debunk" kind of skepticism. So my best approach is to read stories for amusement and think it like that: These are things people did experience. But is what they experienced what is really there? And that means, their reality of their experience could be from mundane things like hoaxes or hallucinations to something really strange that is elusive and we can't detect. Two things come in my mind when I read all that stuff. The approach of John Keel and Jacques Vallee, where they view the UFO phenomena not as extraterrestrial, but as a part of a greater phenomenon that manifested in different ways at different times. They've seen similarities between ancient myths and modern aliens or UFOs, between elves and fairies and dragons and religious apparitions. It could be either that people project whatever was in the culture without anything being there really, OR there is something there that affects the perception of people, even presents itself as the thing people expect to see at every era. At the same time, I was reading a book called The Bicameral Mind. It's just a brain/consciousness evolution theory, that discusses the possibility of most people in BC times living in a state of having daily hallucinations (which they saw as messages from gods on how to act on a daily basis). According to this book, this through evolution has mostly dissapeared, but there are few people who can have hallucinations rarely. It talks of a study, of something like 10% of people, without schizophrenia or anything, that in rare occasions (like in extreme stress) could have very vivid hallucinations. That blew my mind (and I need to see if there is more research into this, as the book was in the 70s), it means that a small percentage of people, can rarely have vivid audiovisual hallucinations (without even being sick). So a healthy person you trust can say "I saw it! I saw it with my own eyes very clearly and I wasn't dreaming or under the influence". My thought is, that can happen. A very credible witness can describe a vivid vision of a UFO landing 5 meters from him, describe the metallic details of the craft, entities coming out, talking to him, telling him they are from that star system, etc, etc. That can happen, the witness really believes it, he saw it clearly, no medical history of anything, very trustworthy, yet it could be this remnant of the bicameral mind rarely still affecting few people. That also explains why the stories of people where not photographic evidence were taken is so close contact where they can see details of the encounter, while the actual photos are always very far away lights that could be anything. Because the first could be in the minds of people who genuinely have the experience but what they experience might possibly not have been there in a physical form to even take a photographic proof of it. Unless it is in the mind of people, yet something in the environment does affect the mind of people.
  14. A map I wanted to write about and deserves to be mentioned here, is SunGod 1.0. It's like a hidden gem for a 1994 map, quite different than your typical 1994 maze stuff, with very unique ideas and some really good detailing and use of texture (if we exclude a lot of other sections with bad alignment) especially for the year. The map starts in a way that might not be inspiring, but one has to continue playing and vow to explore everything and not run at the exit. It starts with a room and a teleporter. If one choses to teleport to the other side, then there is a door that can simply be opened and reveal a big central area with a Cyberdemon. One should come only much later to this area. In fact, if you manage to pass over the Cyberdemon, open the door, press a button, then in another big door in that central area the bridge is raised and you can reach the end, bypassing the majority of the map (missing all the more interesting stuff in the other side). Another funny thing is, if you don't press the button and reach that not raised bridge, there is acid and Barons, and if you die in the acid the level simply ends. So, just not enter this area and go the other side instead. The other side starts with a big corridor and some nice lighting. There are a lot of secret walls here with shotgunners and shotgun ammo, health and armor. A fourth secret in this corridor will also lead to an interesting winding stairs outside that interconnects several parts in half of the backyard area. That's the first interesting thing I found about this level. And here is the thing. If you continue through the corridor, you find a very interesting central room with several doors and a pillar with buttons in the center. This raises the floor so that you can visit various different rooms (that are also interconnected by this winding stairs outside, and each have teleports at the end to get to the rooms to exit the cyberdemon. Also a weird thing is that after each of these teleports, you have to press on regular walls to get all three keys. A very... 1994ish design that's the only thing I don't like about this WAD. And here is where half of the doors have strange types of corridors (wavy, with stair sectors, and other) and others lead to the most interesting parts of the level which only reside on the very left side and you could miss them if you just decide not to visit. But they are totally worth it as a curiosity of what this WAD was trying to achieve back in 1994! First there is an interesting area that seem like several elevators suspended by ropes, with very good texture/detail for 1994. But then there are very delicate parts, kinda mazy to be honest, but designed like a pattern of hexagons, a maze of cross shaped rooms and elevators (that's the more annoying part of the WAD if you don't like such stuff to be honest), an array of silver doors like boxes and a great red corridor with silver lights. Notice the rombus pattern of the light, cut exactly in the shape of the sector! This is the first time ever I see in a WAD, back in freakin 1994, someone cutting the sector to match the exact shape of the texture (something that is very often seen today in modern high detailed maps, where sectors are cut in the shape of floor bricks or hexagons, etc). This also repeats at the end where a very round sector is cut in the shape of a round light. And how about the amazing hexagon based area? (probably the most surprising to me and modern thing about this 1994 WAD) This one starts with you entering a hexagon area with fleshy textures and eyes you can press to navigate. Then you reach the end where a trigger will change the elevation of some of the hexagons, and you have to pass over several lines to lower the hexagons one by one. This whole maze, even though it might be annoying for players who prefer a fast paced level, was an amazing idea especially for the year being! If you finally explore the whole area and decide to go back and fight the Cyberdemon with the weapons you acquired (you can actually find relatively early the plasma gun if you escape the backyard outside the winding staircase and much later the BFG if you decide to explore everything) then pressing a button release the bridge on the other side of the central room, which takes you to a final Spider mastermind boss. Inside the final central room there is another instance of cutting the sector exactly to match the circular light. Funny thing, the exit from this level is not obvious. You have to lower the circular cover, step inside where the soul sphere is and when it comes back (or before really) press use to exit. Something like a pod, but it's totally not obvious and you would be excused if you roam around this level wondering how to end it all. Cool as an idea but not communicated well. The hexagon section and the red corridors alone are really cool to explore. And then the central room with it's design, the winding staircase around the backyard, a button after the Cyberdemon raising an eye, and maybe more I am forgetting. The map has it's peculiarities like some badly aligned textures and secret doors that are regular walls (also an invisible teleporter after the elevators ropes room you can't find rather by accident). It also has three secret sectors (out of twenty!) that you can never reach as they are tiny sectors that you can't even get even with idclip+crouch. But it has so many unique ideas and at places where it doesn't suffer by 1994 design it has some modern texture/detailing and authenticity, that I was surprised when I later checked the year released. With some polishing this would have been good much later. I consider this a hidden gem. Even the map looks very unique from above. It's not your typical boxy rooms but a work of art.