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printz

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Everything posted by printz

  1. Why did it have to generate a backlash anyway? Mods are hard work, they're worth turning into jobs (so that authors stay motivated to complete them), but in general they can't actually happen because of copyright problems. Bethesda having a paid mod platform would have worked as an official permission to make money on mods.
  2. printz

    Doom 3 mapping

    Yay, awesome, new Doom 3 map, even if it's just a remake from Doom 2. Does it have a scary ambience like Doom 3 in general?
  3. printz

    On the subject of a very infamous texture.

    FIREBLU looks like something burning red hot, so it's appropriate for anything lava-like. It looks great in hell-themed wads as a light source. Death-Destiny's maps use it a lot.
  4. printz

    Why I hate the term "mapper".

    After being read precisely Kristus's point from years ago advocating the same thing, I decided to say level (mod) author instead of mapper or modder. In a way it's like writing fiction.
  5. printz

    PHOBOS3

    Cool classic mapset. It's not the best looking and reminds one of Wolf3D with its orthogonal maps and use of doors. But it has the advantage of letting monsters roam a lot, so in this way they play quite dynamically. MAP07 is totally tense.
  6. printz

    Lunatic

    Nicely challenging wad with a consistent Moon base and spaceflight theme. Gameplay is straightforward Plutonia combat, with a lot of dangerous ambushes requiring good reflexes and escape plans. Stylistically, even though it made little difference while inside the techbases that you're on the Moon or anywhere else, the outside areas reminded you constantly where you are. The Earth may have been drawn too close in the sky, but the story explains why. The music however felt too arcade-like, and the Moon crater surface textures could have been better.
  7. Record a demo at a different level and use that instead.
  8. printz

    Merry Christmas!

    /me wishing for a grinning Doomguy with a Christmas beard and cap
  9. printz

    Does anyone else find Doom 3 mediocre?

    I tried to play it like that, but ran out of ammo when fighting revenants in that reactor level (the one with the circular walkways joined by lifts, and the big cylinder in the centre).
  10. printz

    Doom 3 mapping

    I managed to make some classic Doom-like torches (just the solid part) in Blender, and after a rather long series of operations (documented on various sites), converted them to .ASE files for Doom 3. In the end, I obtained player clipping directly from the model, no need for overlapping brushes to get it. Maybe I automatically got a "collision model" or whatever, not sure. But for the monsters on the other hand, I think you'll need to place monster clip brushes, otherwise the AI would not walk properly. But I haven't gone that far to experiment it. Can't you unzip the relevant maps from the PK4 and open them in the editor?
  11. printz

    TEKWALL4 base image

    Why did some of you post those printed circuit boards? While some other tekwalls are indeed based on PCBs (which makes them look really dumb at that scale), this TEKWALL4 really looks to me like a huge machine (as it should be!), nothing like a PCB :| By the way, it's total badass and totally deserving a mega spider mastermind showdown!
  12. printz

    Less annoying E3M7

    I disagree, E2M9 falls in the class of shock secret levels, where you're suddenly ambushed by too many barons of hell in a small dump of a cave, and if you try to run, you're greeted by a lot more cacodemons than you ever saw to that point. Then you see the strange combo of lava and water and the never-before-seen hanging barons. Pretty sure I did see infighting in E2M9 when I was a newbie, but that didn't mean I would survive all the other cacodemons who'd still target me, especially at that low frame rate of that time. Mandatory secret key woe? Come on, after surviving 4 barons and 20 cacodemons (or how many), is that part still a problem? It was pretty obvious from Wolfenstein that if you can't see an exit, the secret is straight ahead, marked by some decorations. Oh, and the reason all keys are so close together, one after another? It's quite a clever one actually. In nightmare mode you may be tempted to dash for the exit. Well, you'll probably die trying, because for each door which opens so slowly, cacodemons will get plenty of time to shoot you fatally until you manage to exit.
  13. printz

    Less annoying E3M7

    Why? Can't you afford some exploration of each new teleport box and mentally keep track where they lead? You also get plenty of radiation suits.
  14. printz

    So... betruger is going to appear in the new Doom movie?

    Wow, that looks so similar to the Star Wars "A New Hope" Blocade Runner :D
  15. I disagree, the combat of Doom 3 is totally hardcore, but you're much more fragile than in Doom 2. Almost like you're just a human fighting to survive, you know. You gotta be thankful that you get help from the Soul Cube. Doom 3, despite its genre being identical to Doom 2's, has different proportions. It relies more on single-monster ambushes taking you by surprise at close range. You're the most vulnerable to melee attacks, Pinky Demons are totally deadly up-close. Gameplay is less forgiving, you're better off if you play safe and try to kill monsters as soon as possible, using exactly the correct weapons. You just can't afford to toy with your enemies like in Doom 2. Using the wrong gun and hesitating? You're gonna suffer terribly.
  16. printz

    About the system console

    Removing the system console would require a different place to log messages. A candidate would be a text file created somewhere in the user folder. But it depends on what @Quasar thinks about such change.
  17. printz

    Less annoying E3M7

    You know you can add marks in the automap to keep track of teleportation routes? Open the automap and hit M to place a mark in your current location. It's not a bad design if you have ways to manage it.
  18. printz

    EDF Weapon Progress (completed and in dev builds)

    Yes, you can use A_FirePlayerMissile (check the Eternity wiki for FirePlayerMissile, the A_ prefix being optional). As for more complex attack patterns (typical for custom weapons, especially magical Heretic ones such as crossbow): I fear that's a more complex issue. Hopefully Aeon (deep scripting) will provide freedom on that front (@Altazimuth) .
  19. printz

    Excellent source port, minor interface feedback

    The funny mouse cursor appeared as a side effect of changing the SDL video backend of Eternity. I agree it's out of place and we should fix it, even vanilla Doom has mouse support in menus, albeit without a cursor.
  20. printz

    SIGIL - New Romero megawad for Feb 2019

    I hope it can be played in PrBoom+ or Eternity without major glitches. Or even under Doom+, though I expect to see tutti frutti glitches.
  21. printz

    25 Years of Doom and the all-new Slayers Club

    I think I saw in the video the classic Doomguy's face with a mullet? I'd like to see that in a mod.
  22. printz

    Making the mastermind a better monster

    I'd just replace spiderdemon's chaingun with a BFG9000. A large, crazy monster deserves this big fucking gun. It's also fitting for the final Doom 1 boss to use the ultimate weapon. Of course, it's actually less effective than the chaingun in large arenas like E3M8, but virtually any smaller place will make the BFG spiderdemon truly terrifying. You can still kill it quickly with your BFG and they will still infight, but who cares? Their weapons are much more respectable now and much more dangerous,
  23. After eight months of hiatus, DRDTeam unofficial builds of Eternity for macOS are available again: https://devbuilds.drdteam.org/eternity-mac/. Thanks to Blzut3 for the help in fixing it, and for maintaining these builds in general! If you're on Mac and experience any problems with the official 4.00.00 build, please try any of the newer builds from the DRDTeam link above.
  24. Well, map01 looks good enough to keep me interesting. Also I like the melee focused combat.
  25. Another feedback: cooperative player starts are missing.
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