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Touchdown

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About Touchdown

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  1. Touchdown

    Post your Doom video! [but don't quote video]

    Stardate 20x7 | MAP02: Eastern Sun
  2. Touchdown

    Some walls become non-solid (cl9 / PrBoom+)

    No, it wasn't the lenght, I have 26k unit lines surrounding the level because it's mostly outside and nothing glitches out there. It's like there's literally some arbitrary radius and past that radius walls become walk-through in PrBoom. So far everything's fine, I keep all the out-of-bounds locations (monster closets, conveyor belts) relatively close the to the rest of the map and it works. I'm almost done with this one so hopefully nothing's gonna break during the final push.
  3. Touchdown

    Prodeus Kickstarter (Finished)

    Ha! People having polar opposite opinions of mine is nothing new for me. ;P I've just launched Q1 and Blood for comparison. Yeah, I guess Prodeus is very close to Quake actually, now that I compared them directly. Personally I just prefer the faster / sharper jumping in Duke3D where it feels like you're hitting the ground with more force. Maybe that's what feels right to me, a more impactful landing? Because I totally do not like jumping in Blood where it feels like you're landing on a cushion (same thing that I didn't like in Dishonored). I don't know, SOMETHING feels better for me in Duke3d. As a player I can only look at an example and try to figure out what feels right and what doesn't. As of right now I'd say that for me it's probably about sharp/quick "ascension" and impactful landing.
  4. While working on one of my levels I got a strange glitch that I've never seen before. I have a windy corridor outside of the main playable area (player teleports there) and while checking if the lenght feels right I suddenly clipped out of bounds. It turns out that from some point walls in that corridor were not solid anymore. I map for CL9, use ZDBSP extended node builder and test in PrBoom+ 2.5.1.5. The glitch doesn't happen in Gzdoom. I'm at 43922 linedefs / 79328 sidedefs. The area with the corridor wasn't that far from the center of the entire grid (I have points that are further away and everything works fine there). I tried splitting the corridor into two sectors but that didn't help. I ended up moving the whole corridor closer to the rest of the level and it works fine now. Any ideas on why that happens and how to avoid that? That might common knowledge but I've never seen that before.
  5. Touchdown

    Prodeus Kickstarter (Finished)

    I got into the Beta as well and made a video about it. Overally I'm enjoying it so far and can't wait for the full release.
  6. Touchdown

    Post your Doom video! [but don't quote video]

    Stardate 20x7 | MAP01: Sun/Moon/Stars
  7. Touchdown

    Post your Doom video! [but don't quote video]

    Stardate 20x6 | MAP07: Magnus And here it is, the final video of my SD20x6 series. 20x7 videos are coming... someday. Whenever I get to them.
  8. Touchdown

    Post your Doom video! [but don't quote video]

    Stardate 20x6 | MAP06: Vehelits
  9. Touchdown

    Post your Doom video! [but don't quote video]

    Stardate 20x6 | MAP05: Sector 8
  10. Touchdown

    Post your Doom video! [but don't quote video]

    Stardate 20x6 | MAP04: Tanagra
  11. Touchdown

    Post your Doom video! [but don't quote video]

    Stardate 20x6 | MAP03: Foxhole
  12. Touchdown

    Post your Doom video! [but don't quote video]

    Video of the second map from Stardate 20x6 is up.
  13. Touchdown

    Post your Doom video! [but don't quote video]

    I'm kinda jumping on the bandwagon and starting my own DOOM playthrough with commentary. I really just want to talk about Stardate because I have a lot of fun playing it and conquering the challenges. And since there's really no one I can talk with about that kind of stuff I decided to just put it in the videos. Hopefully I get better with talking coherently in later episodes.
  14. Touchdown

    Stardate 20x7 [/idgames]

    Aaaand... success! It took me two days and "mere" 207 attempts but the first UV-Max exit on Sphinx Rising has been achieved. I love this level. Well, except for the final encounter. I kept dying at the beginning and I've only really gotten better at dealing with the canyon fight after like 150 attempts but it wasn't frustrating because I enjoy those encounters and the atmosphere - serene but ominous, just like I like it. So like with Magnus I'm posting the demo itself. Just as I expected the first exit was really messy. Generally a lot of things went wrong in this demo and I'm kind of embarrassed of how much I messed up at some points. But this was supposed to be the final attempt for today, wrapping up 3h of recording so I was pretty tired already. I play like a coward in the canyon. I always look for an opportunity to stay there until everything is dead but it largely depends on the Cyber. If he's not willing to shoot then it's a problem. At this point I'm paranoid about rockets so I prefer to escape rather than blast Cacodemons with the Rocket Launcher. The Archvile secret didn't go too smoothly either and I completely messed up the Cyber by the BFG. Oh well. I use a very high risk strategy for the blood corridor. Going up the stairs might be more reliable for a better player but for me it seemed more reasonable to take a gamble with the Cyber and blast it quickly with the BFG to establish a safe haven in his monster closet. I almost lose too much health to escape (you have to run across the damaging sludge) but I end up having enough to get out. And lastly the finale. Of course it had to go really badly. When the first Archvile rush was coming up there were still so many monsters that I basically resigned in my mind, accepting the defeat. Then I missed the final BFG shot and got completely stuck but somehow the next blast cleared the area rather nicely. The rest of the fight went pretty well. This was the SECOND time I got to the finale while recording. It's an absolute miracle that I survived considering how low my success rate was during practice. But hey, I've beaten it. My final thoughts on that encounter are that it's really stupid. It's not as much of a complete bullshit that I thought it was and it's really satisfying to beat... But it's way too ridiculous for me to be enjoyable. If the waves were coming a bit slower and if there were at least some supplies then maybe. As it is it's unlikely I'll ever attempt to UV-Max this level in the future because I just don't want to play that part ever again. Maybe with saves. Thanks again to ‹rd› for sticking around and providing tips and advice! Now it's time to continue and head to The Other Side. sd20x7_map05_uv-max_by_touchdown.zip
  15. Touchdown

    Stardate 20x7 [/idgames]

    Thanks a lot for that video, it really helped me. I did a bunch of runs just to test things out... Might be too early to say, I'll have to play more. But I think my main mistake was not so much the strategy itself but rather the fact that I was too stationary. I guess subconsciously I thought that in such a small space moving around wouldn't really matter. Actually I thought it'd make things worse somehow. But once I started spazzing out a bit, running back and forth, left and right suddenly I got a lot more consistent. It might sound really stupid but hey, if it turns out that it helps me beat that fight then who cares.
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