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About printz

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    I will always remember

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  1. printz

    Do you think there should be another Doom horror game?

    Most definitely it would be awesome, but only if they manage to shift the genre a bit towards the horror gene, as Doom 3 itself was hyped. Early previews of Doom 3 presented it as a lot more complex than it ended up as. Every single monster was a whole ordeal, every single detail counted. Most notably, the pinky demon encounter was described as a monster dragging a human corpse behind it, painting the floor red. You'd see its shadow appear before itself, or alternatively it would see your shadow first. And you really wanted to make the best use of this situation. In the end, it was labelled as just a "first person shooter" and all the complex scenes were simple skippable cutscenes, not part of gameplay. It was perfectly clear what was a monster and what was simple ambient noise. I wish the new scary Doom iteration to be less predictable.
  2. printz

    Doom Eternal won't have Snapmap

    I'm actually optimistic about this "failure" of SnapMap. Judging from descriptions, SnapMap sounds like a prefab-based editor, which spares the user from the low-level difficulties of modern mod making. To me, it looks like it was heavily hyped during Doom 2016, but now it fell in the "trough of disillusionment" of the hype cycle. As tools get better and editors mature, we'll have the mod support for Doom we want.
  3. Well, however, judging from that video, it's just drawn in the style of character displays, but it's still using a graphics engine. In other words, it's not really something that would go in a simple MS-DOS prompt or terminal. Didn't SMMU (Eternity's predecessor) have a text mode which did just this -- render the game in the terminal (or MS-DOS prompt) as colourful characters? Aren't there wrappers over SDL (the most common Doom port graphics library) which instead of pixels, they render the game over the terminal?
  4. Wow, I thought EDGE was abandoned! So cool to see it alive again!
  5. Well, I feel that software deserves more than to be slaves and masters. Every piece of the system deserves to have the initiative when needed.
  6. printz

    Eternity Engine 4.00.00 Völuspá

    If this is happening, then my next releases are going to be in ZIP archives.
  7. printz

    What is the most epic thing you've ever done?

    This is a good topic, because it makes me search my past for anything which could be called awesome. It turns out that, despite some good things that have happened with me, nearly all of them took a lot of time to develop, losing their edge. I can say that, within the Doom community, programming certain stuff (bots, portals) was an epic feeling for me, as I finally accepted my life as a computer programming nerd. Outside the community? Well, finally having some friends to talk to, or getting to regularly travel in weekends, or becoming generally healthier are indeed good things for me, but not epic: they took time to develop, no sudden effort, and are all-in-all ordinary things. I'm not a "renaissance" man by any means, and I probably should be in order to be admired by others.
  8. I wonder if you can program guide bots in ZScriot too. By this I mean a way to find which switches are accessible from your position (and also worth pressing, not just doors leading nowhere), and an actor to lead you to them.
  9. printz

    What is the closest you've been to death?

    Not sure if it was really close to dying, but: Got electrocuted trying to pull a plug from a stupidly tight outlet (I touched the terminals trying to pull the plug from below). Felt like someone shaking me violently. I think I blacked out a little but fully realized what happened to me. No problems though. I left a small gym pull-up handle on a horizontal bar, but it wasn't stable and it toppled over, falling from above me just a few centimetres away from my head.
  10. printz

    Eureka 1.24 Released

    Here's the Mac build. Also, why is this thread not in Doom Editing? eureka-macOS-1.24.zip
  11. printz

    Worst editor?

    What the hell is up with all those editors (especially DCK) which refused to work under Windows 95 and Windows 98 (they required me to restart in DOS mode, where I had no mouse), when Doom itself (or Wolf3D, for that matter) had no problem running this way?! Also, way too many Doom editors (with notable exceptions WadAuthor and the Doom Builders) lack any user experience common sense. In DEU and DETH, when you save, it always works as a "Save As" which only exports the current map. You're also asked every time you want to save. And when you quit, instead of the common "Save changes? [yes/no/cancel]" question, you get something like "Discard changes?" or "Sure you want to quit?". DeeP and DeePSea seemed to be based on them, at least conceptually, inheriting the flaws, with a few improvements, but the same clunky file interface. Why do Doom editors (even Eureka, which requires you to constantly build nodes after saving, manually) fail at basic New/Open/Save/Close document functionality? Wads should be like documents.
  12. printz

    Spider Mastermind Encounter

    Here are some suggestions: Use environmental hazards, such as damaging floors or Boom winds. Don't give the player plasma or BFG. Especially, obviously, BFG. They're too powerful for the spiderdemon. Try to make the player exhaust his plasma on other monsters before encountering the spiderdemon. The arena must either have obstacles or a blur artifact. Otherwise it's unfair for the player. Never place melee monsters, especially demons or spectres, in the same walking field as the spider. They can easily turn on the monster, go melee and block it until it dies. Some monsters are actually quite effective as companions. I'm thinking of Mancubi, whose attacks are devastating against players, but pretty weak against a Spiderdemon. They attack rarely and if they anger the spider, they become very easy prey. Imps on higher ground are also quite effective at annoying the player. On the other hand, avoid Arachnotrons — the two Doom 2 maps are proof enough that they make the Spiderdemon encounter too easy. Some weapons are pretty fun to use, such as SSG, as they force the player to go in the open and fire. Despite spiderdemon's size, not all shots connect (unless you use GZDOOM) and if ammo is not so big, you won't want to waste shells. Keep in mind the player has only 100-200 health left, and any mistake of staying in the open is dearly paid. This can make the encounter of a spiderdemon more stressful, because you can't just run away and avoid projectiles, you need to either stay covered, attack it continuously or hope it infights. The latter one is the most common way spiderdemons are neutralized in maps not meant to make spiderdemons real challenges.
  13. I find politics to be a fun way to create drama and stuff worth fighting for.
  14. printz


    I believe that doing some work helps overcome bad feelings. Once your work is finished and you see what you've obtained, satisfaction ensues. This is good for confidence.
  15. printz

    Post Your Doom Picture (Part 2)

    What is that below the archvile? Dark magic sparkles? Or his body parts puffing away?