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About Phobus
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(NightDive's Doom) Curated community list of Classic Doom mods
Phobus replied to Redneckerz's topic in Doom General Discussion
Thanks for the report! Glen’s seen your message and the DBK are kicking around a few ideas for a solution. @Big Ol Billy mentioned that he’d like to do a little more with that mapset to polish it up, but I don’t to promise anything on other people’s behalf! -
The DWmegawad Club plays: Community Chest 3
Phobus replied to dobu gabu maru's topic in WAD Discussion
As the majority of feedback is in on Godforsaken Hole, I figured I'd drop a few notes from memory. Thanks all, for giving it a go. I've enjoyed reading the feedback and seeing how it fits into your various perspectives of a WAD that I felt didn't garner as much response as it should've back in it's day. The actual making of this map was actually brought about by Tormentor667 PMing me on the ZDoom Forums to let me know that he'd dropped a map in and they still needed another one. Having only been in the community for a couple of years, and not having been in a proper community project to that point, I was very excited! I'd developed a lot in a few years since discovering the forums, the community and Doom Builder (via the scripted credits in ZDCMP#1, funnily enough). Bigger, more detailed maps, non-linearity, feature usage and hints of humour and meta-nods like author signatures were all still new and exciting to me, and community projects were a rare thing back then, as opposed to now where there's a hundred on the go at any one time. For reasons I'll never be able to explain, my PC at the time just couldn't handle Doomworld (specifically, logging in), so although I had an account, I wasn't active on the forums and I think I passed the map to Tormentor667 to submit, or found another PC to borrow for the process. Just a quirk of the machine at the time. It meant I was very much operating in a bubble and had no idea what CC3 was really about or what sort of maps it contained. I actually got the map together quite quickly, sticking to the v1.9 actions as I didn't know Boom very well (and was basically just a ZDoom mapper at that point), and made something that matched my preferences. I've never been a fan of having excessive ammo, and like the difficulty that comes from the resources being relatively tightly-balanced against the opposition (my ideal version of UV). Chuck in the benefits to accuracy of ZDoom's physics model vs. the classic Doom engine and my maps have weathered many complaints of tight ammo over the years. I wouldn't change a thing on that front, although I think the monster composition is a bit meat-wall heavy early on and the map benefits from continuous play. My more recent maps tend to have a very fast-paced early game based around mowing down hitscanners and Imps with a chaingun whilst weathering chip damage and incidental ambushes from individual enemies in corners or on ledges. This map is more about using a chaingun whilst pushing to an SSG and a pair of shell boxes on either path through Demons and Hell Knights with damaging turreted enemies. After the SSG is in hand (very easy to miss if you go right rather than left) it's an exploration map, which I like. What I don't like, and would change (in fact, did change in whatever Persephone volume this is in), is the final crusher. Whilst it can be just about dodged, I do think it's too tight and it's very easy to get caught by it on low health, which is just needlessly cruel. It would also be nice for all four switches to appear as red lines on ports that support that, as opposed to most ports where only three show because the one by the yellow skull is a 1-sided linedef and the other three aretwo-sided. Otherwise I'm fine with the map as-is. It's got a lot going on, a vaguely hellish cave theme explored in many ways and probably more people like it than dislike it on average. Fun fact: the "perspective illusion" mapper tag was inspired by the same source as a lot of my wackier ideas back then... Nintendo. Specifically, Pokemon Snap, which has a very clever bonus picture in a cave where there's a load of stalagmites and scrap metal that cast a Kingler shadow when viewed from just the right angle with your light source. I'm very proud of making it work in Doom. Originally the flashing arrow was actually a triggerable secret sector around the Evil Eye, but whoever did QC (TGH?) changed that to the arrow instead, which is also fine. I've not been much of a mapper since releasing my Irkalla map, but I've not been totally inactive, either. Since about 2016 I've been starting various ambitious projects and noting down ideas for many more, with something like 8 WIP projects stuck in various early-phases at this point, with a few maps made and other things set up. One such idea is to make a sequel to this map, probably titled "Another Godforsaken Hole" that takes the same premise but might use a more feature-rich port or compatibility level and will definitely benefit from another 17+ years of mapping experience. Maybe I'll get something out, and maybe one day I'll get through my full list of ideas. We'll see... EDIT: Oh, and a note on the music - back then I listened to music via Windows Media Player whilst playing Doom, and didn't have a decent source of MIDIs (I was yet to discover vgmusic and the various MIDI song sites), so would either release maps with no music or just leave it with the default option. I got better about this later, although whether those of you who have endured my 80s-00s rock and metal MIDI choices think that's an improvement or not is a matter of taste... -
The DWmegawad Club plays: Community Chest 3
Phobus replied to dobu gabu maru's topic in WAD Discussion
Dug up a little history for you as I had vague memories of a release thread, if you’re interested! Original release thread Also found the Original dev thread - when this was a ZDoom project. Clearly didn’t go well, although whatever the link in the last post goes to doesn’t seem to be accessible. -
The DWmegawad Club plays: Community Chest 3
Phobus replied to dobu gabu maru's topic in WAD Discussion
Ah, CC3… my first community project. I’ve always had a soft spot for it, but I know it’s not actually very good in the scheme of things. I did a full play-through a few years back, so I’ll link the posts here: MAP01-06 MAP07-11 MAP12-15 MAP31 MAP32-18 MAP19-20 MAP21 MAP22-23 MAP24-25 MAP26-30 The words “slog” and “grind” feature heavily in any realistic review of this map set, so good luck to all of you playing through! Watch out for MAP05, which may be the most misplaced map in any map order, ever. Fingers crossed that some of you make it to MAP18 and maybe even like it. I’ll be keeping an eye on this thread. Definitely not playing the set again though! -
Is it possible to run mods on the new KEX port without going through the mod uploader?
Phobus replied to daemonspudguy's topic in Doom General Discussion
Unless you've got the Microsoft Store version on PC, in which case the executable is protected so thoroughly that you can't copy it or target it through ZDL or whatever, for some reason. The entire rest of the folder is still fine to do with what you will, though. -
Doing -file for ph_25yoe.wad made it work when I selected Doom II from the game select screen and crash when I selected the original Doom, so -iwad is probably a good idea, but not strictly necessary if you know where you’re going next. Incidentally, the game seems to read the entire DeHackEd strings and render them as level names in the intermission - “Level 1: Bunker Buster” rather than just “Bunker Buster”, for example. Obviously me making a UMAPINFO would resolve this, but as I don’t have a version of the game with the mod uploader to hand yet, that’s not necessarily worth doing.
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(NightDive's Doom) Curated community list of Classic Doom mods
Phobus replied to Redneckerz's topic in WAD Discussion
Further on this, @glenzinho is uploading properly-formatted DBPs, omitting the DBP## part, as glenzinhoDBK. He’s focusing on the “DBK” era (roughly 07-32) and doing his favourites rather than just working through all of them, though. He’s given us a rough roadmap on the DBK discord, but I’ll not share that here so that he’s not committed to anything. He’s putting at least an hour into each upload to make sure they’re well-presented. -
Looks like the Microsoft Store app is compromised further on PC. Not only can you not upload mods, but you also can't add local Guest users for split-screen co-op. Whilst I'm stoked to be able to run locally-installed WADs with -file and get to a Multiplayer menu, I can't add a second player anyway because of Microsoft! This would totally work on Xbox, of course, and is a Microsoft issue. Looks like buying the game again on a not-shit platform might be the way to go if I want to fully realise the potential of this new port. Also, and forgive me if somebody else has already reported this, but enemies seem to fall off of ledges very easily now. They also don't get stuck in the old-fashioned way, but seem to walk off instead... Which works well in some situations and not in others.
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I, too, have noticed this and was briefly wondering whether £6 on Steam to be able to upload was worth it, even if it means buying the game again. Would prefer the PC installation from the Microsoft store worked as expected though, I think, even if all of the new features are technically worth the price of entry.
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What's a map idea you ended up never pursuing or just gave up in general? Why did you
Phobus replied to Gougaru's topic in Doom General Discussion
The three that I’ve made repeated attempts at over the years, but never seen through, are as follows: ”Bug Hunt” - a MAP07 where you go around an open, non-linear techbase in search of Arachnotrons to kill them all and open the exit. The Arachnos are normally in some kind of turreted setup, and the rest of the level plays out normally, with hitscanners and the like keeping you busy on your search. This idea fails because it never quite holds my interest, and/or the wider project stalls and I end up binning everything. Various Cyberdreams style encounters, or Cyberdemon arenas - I tend not to enjoy making these in isolation, but keep starting them anyway. A few have survived, like the first map Persephone vol. 2 (I think), which is a Tyson map dominated by a Cybie that you ultimately telefrag, or the one that keeps you on your toes in ph_quik1 Puzzle encounters with Spiderdemon Masterminds are another thing I often start and don’t finish, as they’re an enemy I feel is underused, and I like the idea of the challenge of making them interesting, but rarely like the idea enough to follow through. I’ve got a long history of deleted projects, abortive attempts at NaNoWADMo and stalled episodes and community project contributions, so there’s probably plenty of others, but the repeat offenders up there came to mind straight away. I’m not done with Doom, but I don’t make much time for it, either, and my ideas tend towards the ambitious, these days, so I’ll be lucky to finish much of anything. Adulthood is a fair obstacle to hobbyist pursuits… -
Ports of classic Megawads to the Unity Port - NOW OBSOLETE
Phobus replied to Devalaous's topic in Map Releases & Development
It definitely doesn’t have Boom actions - the whole point was to use just (all of) the vanilla actions! Still, seems like it’d be way more work than it’s worth, so thanks for having a look! -
Ports of classic Megawads to the Unity Port - NOW OBSOLETE
Phobus replied to Devalaous's topic in Map Releases & Development
I seem to remember trying a few WADs on this port, including my own 25 Years on Earth and mostly not meeting with success. I’m guessing it’s crashing out as soon as it sees a lump that it doesn’t like, although I’d be interested in dissecting your work here and seeing if I can persuade at least 25yoe to work. Obviously the soundtrack would stop it being official, as would the fact that they seem to have stopped adding WADs, but it feels like it should work… -
Do you have any mapping gimmick trademark?
Phobus replied to Sonikkumania's topic in Doom General Discussion
I think my gimmick is that each map and project has it’s own gimmicks. I can’t get enough of them… -
How many maps have you created / released? (Wadmaker's Wadography Thread)
Phobus replied to Doomkid's topic in WAD Discussion
Apparently I’m up to 184 released, having put out another 58 since participating in this thread, which is a lot more productive than I was expecting! I have another six maps tied up in two barely-started megaWAD projects, one of which is so vanilla you’ll be very hyped for it, whenever I get round to a release. -
Impromptu activity: Design a map with only two or three weapons provided. Post it here.
Phobus replied to baja blast rd.'s topic in Map Releases & Development
Call me "Slim Shady", because I'm Back. We'll ignore White Light (either edition) and Justice: Infernal Mechanics (or indeed the compiled version of all of them!) as they're very ZDoom-y and use custom weapons and/or enemies to achieve the experience. I will say that the juxtaposition between the DMC/Zen Dynamics-style Sword/Scythe weapon and the Rocket Launcher definitely makes Infernal Mechanics an interesting idea, although my inexperience may have played against me a bit there with the actual level design. Likewise, I'll skip out on the more "MAP01"-style maps that only give a shotgun, chaingun, chainsaw and/or berserk and don't do anything more interesting with the idea than not be too hard, and any tyson maps I've made over the years... Scars of the Wounded Prey (latest version is in Persephone [/idgames link to vol. 2]) is a ZDoom map which uses the Chaingun and Rocket Launcher as primary weapons, deliberately omitting the shotguns to keep the player juggling between the two weapons to keep on top of the situations they're thrown into. The secret Plasma Rifle can be used to defuse one or two of the hairier situations, if you find it, but is certainly not necessary thanks to an abundance of rockets and bullets. Two difficulties are implemented in this version, as opposed to the original (with just one), giving either a mid-2000s slaughter flavour or something a bit easier. Escalation I: The Breach (/idgames link) is a plasma rifle map after a high-pressure pistol start. Working within the constraints of 50 monsters, it gives you a couple of combat scenarios, including a pretty heavy arena battle. Blood Red (/idgames link) is a Chaingun map that has a berserk pack as a backup weapon, although ammo is plentiful enough that you should be fine. It uses one "combat area" to house a few waves of varied battles and a couple of objectives to keep you moving. There's plenty of cover in the lower area, which you'll appreciate later! MAP22: Power Trip (from Doom II: 25 Years on Earth [/idgames link]) gives you a plasma rifle, a ton of ammo and encourages you to blast your way through massed hordes of fodder. There are chaingunners and shotgun guys, and you can pick up their weapons, but this is so heavily intended as a plasma rifle map that I'd almost say you're doing it wrong if you use anything else! For multiplayer versions of this idea, MAP25: Rooneytech of 32in24-11: Occupy Doomworld is a Rocket Launcher Deathmatch map, and MAP16: Summoning Temple from Ten Community Project is a ZDoom WAD that deliberately splits up the players, giving half of the an elevated view and the chaingun, whilst the other half are down in the trenches with a shotgun. One of the Persephone volumes has a fully-realised single-player version of this map that takes that choice away, but isn't relevant here. I often experiment with restricted weapons, particularly when there's a pistol start or multiple map progression, but those are the examples that most stand out in my memory.