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About Phobus

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  1. I've finished making my first map of the year! Might actually have started it in 2020, now that I think about it, but it's done. Hopefully the project it was for will come out this year (particularly now that I'm not holding it up...)

  2. Super late to this (I really don't log in that often any more), but the WAD and monster in question are still in here: https://www.doomworld.com/idgames/levels/doom2/Ports/p-r/ph_quik3
  3. Phobus

    UDB, why no UDMF for Doom 1?

    I have custom configs for this sort of thing, but every time I've asked about submitting it to the Doom Builder of the day, I'm told it'd be unnecessary clutter. Saying that, here's a handy zip attached for everybody interested... Ultimate GZDoom DB configs.zip
  4. Phobus

    Doom Maps That Take the Form of an Epic Journey

    From my own mapping history: Coils of the Twisted Tale is very much a whole adventure in one map. Should keep you busy for most of an hour on UV. You could argue both Scourge and 25yoe are also adventures, but the former is crap and both are made up primarily of little maps, so the feel is only there over an extended play.
  5. Phobus

    Mappers, what was your biggest project?

    25 Years on Earth (One Year Late Edition) is probably the most cumulative work on any one project, being a full megaWAD and all, but Warpzone, Virus (the shareware Episode 1 and the monster pack for ZDoom Wars) and “Coils of the Twisted Tale” (Quicky 2, laughably) felt like bigger projects. Particularly Virus, with all of the crappy pixel art. Turns out smaller, bite-sized maps don’t just feel easier and quicker to play through, even in bulk.
  6. I’d jump in bed with @Doomkid, @Big Ol Billy and @glenzinho for a dead fancy limit-removing WAD with built-in DeHackEd. We could all manage 8 decent maps in a year, we’ve all got a bit of DeHackEd and artistic power behind us and the track record is strong. If it was GZDoom, I think the mid-2000s dream of Xaser, Tormentor667 and Enjay would do me, although I’d be comfortably the weakest member of that team. Of course, I’m hopeless for sticking to commitments now, as there’s too much RL between me and mapping. With that in mind, don’t collab with me!
  7. Phobus

    First Doom map VS Now

    I read the title as “The first screenshot you took versus the last one you took of your maps” and did a bit of Googling. Turns out, back in 2005, my first publicly posted screenshot was a map editor shot of Warpzone, posted on the ZDoom forums. Way more impressive than the 6-10 hour maps I’m churning out for NaNoWADMo… So I’d actually look like I’ve gone backwards! Comparing a view of my earliest available map to one of the aforementioned NaNoWADMo efforts would be a lot more flattering, but far from impressive compared to what people are posting here.
  8. As a mapper, I'm thinking Boom hits the sweet spot. Specifically something like prboom+ default compatibility with the UMAPINFO and extended DeHackEd options. Vanilla and complevel 2 limit-removing both have the issue of being finnicky and restrictive, both in terms of line actions and engine behaviour (seriously, some of the bugs I got making 25yoe, or that the Big Ol' Billy-led DBPs were confronted with are just baffling if you don't have intimate knowledge of why Vanilla is so shit). At the other extreme, GZDoom with UDMF has sooooo many features that, unless you're already very experienced and can therefore focus on what you actually want to do, rather than get excited with experimentation, you'll just get bogged down. Meanwhile, Boom (and probably MBF, and to an extent ZDoom's "Doom format") give you a lot of freedom as a mapper (particularly with generic line types and voodoo doll scripting), but aren't far removed from the simplicity of the vanilla format (there's not tons of extra tabs in the editor, for example). So if you actually want to finish making a megaWAD for people to play, the "easiest" way to do it (even though it's still a mammoth undertaking) is going to be something like Boom, MBF or even using complevel 9 in prboom+ as your limit-removing target level. This way you benefit from raised limits, freedom to make more complex geometry, less bugs, more forgiving engine behaviour (whole blockmap sections won't stop moving because an enemy is stuck, for example) and enough features that you can get creative and go beyond what the base game offers comfortably. You'll spend less time fighting bugs and compatibility testing and also less time looking up how features work and fiddling with all of the millions of options. Chuck in UMAPINFO in some versions of prboom+ (and other ports) and you aren't restricted to the traditional 30+2 map progression, and have total control over things like skies, when text screens come up and more. As a player, I don't really mind. They're all good if the mapper knows what they're doing and is making stuff I like to play!
  9. It's often said that everybody comes back to Doom... It seems that get proved steadily more true with time! What a way to return, too!
  10. Just a couple of WIP shots from my first two maps (that are now finished with UV single-player + co-op starts): The PISS isn't quite flowing as it needs to yet, but 2/32 ain't bad. The other map I'm working on is around 40-45% done as well. I sort-of need to get ahead of the month this week to stand a chance of finishing, but that's alright.
  11. I assume, for those of you far East enough who haven't gone to bed yet, the event is already underway! Good luck everybody :) My plans have been altered slightly - I've also got to try and get an extra map done for another project that I'm late for. So 33 maps to make in a month, and then I'll have to do the TITLEPIC, INTERPIC, BOSSBACK (maybe?) and CREDIT art in November - maybe M_DOOM, too, based on one of the others. This'll go well.
  12. Doom, Doom II, Duke3D and Quake II would've been the main introductions to "metal-style" background music in games (obvious Quake II way more so, but the MIDI music of the earlier games was a good enough start), which would've fertilised my mind for the Need for Speed Underground soundtrack to then plant the seeds. The Only (by Static-X), Broken Promises (by Element Eighty), Invisible (by Hotwire), (To Hell We) Ride (by Lostprophets), Out of Control (by Rancid) and And The Hero Will Drown (by Story of the Year) are the ones that stuck with me, providing a range of rock and metal to get me started. Not long after that I was introduced to Slipknot (Volume 3), Metallica (Ride the Lightning) and Linkin Park (Meteora, shortly followed by Hybrid Theory) by my brother. Evanescence had a breakthrough radio hit in the UK with Bring Me To Life around the same time, too. After that I started seeking out bands like what I knew, more games had real music soundtracks (culminating the Guitar Hero series, for me) and my brother kept introducing me to random stuff he was getting into, as did an older cousin who was like a guru of geek culture for me back then. Now we're here and something silly like half of the shirts I own are black, and I'm still picking up the odd song from stuff like the Forza Horizon games. The more music I hear, the more I like, but I'm fairly heavily biased to rock and metal still. Cheers, id software!
  13. This year, I complete the challenge. Or I don’t. Either way, I won’t be signing up again. So for this final, successful, attempt… Prepare for Phobus’ Imitation Speedy Shit (PISS).
  14. I’ve carried a “light” machine gun (7-8kg) and about 800 rounds linked up in belts of various lengths, plus a few grenades and some other bits and pieces, plus a helmet and armour, in a combat exercise running up some Scottish terrain in my previous job. I’ve also carried various other military hardware, sometimes just as a load of weight that needed moving. I’ve never been very strong, but I reckon I’d have been ineffective in combat carrying much over 20kg of weapons and equipment for any length of time even at my peak. Ignoring the energy weapons, as we can assume they’re light and futuristic, I suspect the conventional firearms and the non-backpack ammo counts would be excessive for even 80s action hero builds, mostly because of the sheer bulk and weight of the rockets. You’d be like the guy in the old action parody film, loading up with a load of gear and falling over when you try to take a step! I can’t imagine running around with a chainsaw that isn’t in custom holster would go well, either… Of course, if you just had to transport all of that stuff in an advance to a staging area, and you could physically get 50 rockets in some kind of man-portable container, I suspect the weight would be viable on foot, but a massive struggle. Slogging a few miles with 40kg or more, per man, is a large part of the training.
  15. Sticking to what rd listed in the main part of the post: 2562 - I've not tried this one, but it's a very tight limit and wouldn't be an obvious choice to try more than once or twice. 5122 - I've had a couple of goes at this one, the latter more successful than the former. The better one worked mostly on the principle that most of the interesting stuff is happening outside of the playable area, and re-themed nicely for DBP19. The temptation to make a very compact layout of corridors and steep stairs or cramped lifts to stretch the run time out to a couple of minutes here suggests to me that the limit is a bit too limiting. 10242 - Obviously a very successful one that's turned up in multiple community projects and solo releases. I've had a few goes at it and I think the best ones I've made and played avoid cramping the playable space and have at least some of the key encounters or elements of the map be outside of the playable space. You'll never not know you're in a confined space playing one of these, but it's not too difficult to make a decent level anyway. 20482 - This, for me, is the sweet spot. MAYhem 2048 is a really good community project precisely because the limit stopped most people going over the top (although some people tried anyway), but gave plenty enough space to work with. Plenty of experienced mappers made these maps feel almost effortless, with the limitations something you'd only be dimly aware of a lot of the time. Other projects have used this limitation too, to various success. In my book, these playable space limits are a good way to get things done quickly, with room for experimentation. They work well for various formats, too, unlike some other challenges that can be blown wide open by ZDoom or whatever. My preference is 2048, as should be clear from what I said above. I am interested in trying some variations on these themes, like doing a 2048-square unit playable area, but it's in a map that measures 1024x4096, for example.