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hardcore_gamer

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About hardcore_gamer

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  1. hardcore_gamer

    Doom 64: Community Chest

    I have the sneaking suspicion that your map will feature many square shaped rooms.
  2. hardcore_gamer

    Doom 64: Community Chest

    Not sure why people find macros so hard to understand. If you already know how to code\script for Gzdoom then macros are very similar. In fact they are actually easier since they are basically just linedef actions pretty much.
  3. hardcore_gamer

    VINESAUCE DOOM MAPPING CONTEST 2.

    I disagree. It's subjective what counts as a great map, but I would argue it's easy to agree on what is basically a mediocre generic beginner map. They should cut those out. And even if he gave all these maps only 5-10 min at most by default that's STILL a ton of time. And the long maps arne't bad in many cases anyway defeating the point.
  4. hardcore_gamer

    VINESAUCE DOOM MAPPING CONTEST 2.

    Agreed. What annoys me even more is that since this is the second contest he should have learned from experience since last time. Granted he did impose a "1 map per user" rule this time, but anybody and their dog could have told him that people would just cheat it by making their maps super long. And indeed, there have been plenty of such maps now. I bet most people won't even see all or even most of the maps because they are too burned out on all the videos. He has uploaded like 18 parts now with each video being between 1-3 hours long. That's dozens of hours worth of levels, with most of them being merley generic beginner type wads. At this point I honestly think it would be best if he just skipped on next year's contest simply because this one dragged on for too long. Not that he will have a choice on the matter, since the EU's article 13 will come into effect next year anyway, and since Joel lives in Sweden (a EU nation) it's possible this could end his streaming carrier in case Twitch decides to geo block EU nations in response to article 13.
  5. hardcore_gamer

    Doom 64: Community Chest

    Basically anything that makes the level look visually interesting. The Doom engine (not counting the more advanced ports) can't really do anything more complex than angled walls and wall borders. Look at the screenshots posted in this thread so far. 90% of the detail/interesting visuals are created by using borders and non-boxy/rectangular shapes. The screenshot above me is actually a perfect example. Sure it looks nice. but notice how everything is boxy. The lack of slopes, smooth geo and other true 3D geo makes it hard to detail a level well in Doom. Actually, you can also do computer monitors in walls, so there's that to as well I guess. So wall borders. non-linear room layout, computer panels in walls and props are pretty much all you can do to detail in Doom unless you are using a port. That, and having interesting textures and lightning.
  6. hardcore_gamer

    Doom 64: Community Chest

    Well a lack of slopes is also a major problem. To be honest now that I think about it I don't even think the original Doom games even had any real detail to speak off other than what was included on the textures and maybe some of the props. It was all about layout. I have been spending the last few days Quake mapping so going back to the limitations of 2.5D is going to be hard :(
  7. hardcore_gamer

    VINESAUCE DOOM MAPPING CONTEST 2.

    The thread is now over 15 pages long and has lasted for months.....
  8. hardcore_gamer

    Doom 64: Community Chest

    Ah that's a shame. One of the major disadvantages of classical Doom mapping (which I consider Doom 64 mapping to be a part of) is that it's often very hard to create a strong sense of location without being able to create any detail. The level design of classic Doom is too abstract for my taste.
  9. hardcore_gamer

    Doom 64: Community Chest

    Is it possible to create gzdoom style 3D floors?
  10. hardcore_gamer

    Gzdoom obj support?

    Oh, so animations aren't supported. Well that's a damn shame. Oh well, I guess it could still be useful for static props.
  11. hardcore_gamer

    Gzdoom obj support?

    I just saw that a few days ago gzdoom got obj support. Does this mean we no longer need to use MD3 files for models? And does this apply only to static props or can you use use obj files for characters/weapons/animations? I hated having to fiddle around with converters for models and animations so if this is the case then that would be really awesome :D
  12. hardcore_gamer

    Doom 64: Community Chest

    I am currently doing some work on a Quake map so I probably wont start work on my map anytime soon. But the deadline is in december so its probably no big deal. I will probably start work on it about 2 or so weeks before the deadline.
  13. hardcore_gamer

    Doom 64: Community Chest

    I don't think there should be some strict requirements in regards to quality control for the levels. But to be honest I do think there should be at least a little bit of it. I donΒ΄t think its a good idea to include noob maps where every room is just a half-empty box.
  14. hardcore_gamer

    Advice for a console noob?

    Eh, there were upsides and downsides. Upside of 90's/early 2000's: -Actually proper expansion packs and finished games. Not this DLC crap we have now. -Get to experience many classics at their peak time -LAN with friends, rather than just soulless online play with strangers -No DRM and consoles that were actually consoles rather than shitty dumbed down PCs -PC gaming was actually worth a damn Downside of 90's/early 2000's: -Dial up modems fucking sucked and made it very hard to play multiplayer or download mods compared to today -Lots of games had mediocre graphics even by the standards of the time -Fewer games to buy because there wasn't such a thing as steam sales back then -If you lost the game disc, you lost the game. Simple as that -No indies -Console games often could not compare to the PC because of hardware limitations. Bad if you did not own a powerful PC.
  15. hardcore_gamer

    Advice for a console noob?

    Did you also play Quake?
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