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hardcore_gamer

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Everything posted by hardcore_gamer

  1. hardcore_gamer

    Original Xbox co-op dialog differences?

    I bought an Xbox one just so that I could play all the Halo games. Then a couple of weeks later they announced that all the Halo games are coming to PC lol. Then to make it even better my amazon order of the MC: Collection got lost so I never even got it anyway :( On topic: The Xbox campaign of Doom 3 is very similar but there are some notable differences that give it it's own special flavor. The levels are cut into smaller chunks so some levels that were originally a single level become 2 different ones. The larger open areas are also mostly gone so the game is even more claustrophobic and corridor heavy than it used to be. The textures have been "consolized" and some of the brush work simplified and as a result some of the game's levels have a greater old school feel to them compared to the original PC version.
  2. hardcore_gamer

    Original Xbox co-op dialog differences?

    You could just buy an original Xbox or even an Xbox 360 for cheap online. Getting actual copies of the original Xbox Doom 3 would be much harder though. I got very lucky recently and found what is probably one of the only amazon sellers that still sold copies that would actually ship to where I live.
  3. hardcore_gamer

    Original Xbox co-op dialog differences?

    You can always watch a Let's play to see how the Xbox levels differ from the PC originals. GeneralLotz recently live streamed all the Doom 3 and RoE Xbox levels and uploaded them to youtube. I even watched some of them live.
  4. hardcore_gamer

    Original Xbox co-op dialog differences?

    I think that would be a copyright violation. And I'm not sure if the xbox version's maps even work the same as the PC version even if you could somehow extract them.
  5. hardcore_gamer

    What baits players to play your maps

    Luck. Map making is the same as any other art form. Being talented isn't good enough. There are probably good wad makers out there that I have never heard off.
  6. hardcore_gamer

    New to mapping

    Make sure you have the bugfree version of gzdoom builder which has some extra features and fixes.
  7. hardcore_gamer

    Anyone know how to edit levels for doom 3?

    DarkRadiant is better than the vanilla editor which for many people might not even work on modern OS without any problems anymore. Tbh Doom 3 modding is mostly dead. There are still a few guys on the Doom 3 Discord but we are probably talking about less than a dozen active members if even that. Doom 3 levels take a very long time to make and the skill ceiling for making good maps is much higher than for Doom or even Quake. Another problem is that because of the limitations of the engine it can be very hard to make levels that aren't very similar to the ones from the original game. The BFG edition (which is what most "modern" Doom 3 players probably have) also can't run custom levels.
  8. hardcore_gamer

    New to mapping

    1. Decide which port to use (should probably start with boom before toying with more advanced stuff). 2. Learn basic texturing (this is arguably even more important for a beginner than learning layouting since bad texturing is a hallmark of beginner levels). 3. Learn how Doom Builder's units/grid system works and learn to make it into a habit of not making rooms/walls/objects/etc arbitrary sizes. Instead always make the size/length of everything the correct amount so that textures fit correctly. For example if you want to use a wall texture that is 128 units long then the length of the wall should scale something like this: 128, 256, 384, 512 etc. Don't just make it some random number or the textures won't align/fit properly. 4. Don't make the room levels out in such a way as to make it difficult or annoying to create sectors for lightning afterward. 5. Don't place hitscan enemies where you can't see them. Actually, don't place projectile enemies in general where you can't see them. Nobody likes getting killed by something that they can't even see. Ditto for arch-viles. 6. Don't give the player so much ammo he doesn't need to strategize. 7. Don't make the map super long (I know this one is somewhat subjective but I just don't like spending an hour on the same map. It also massively increases the odds that you will get lost). 8. Always make it obvious what your switches do. Don't just make a switch open some random door or area somewhere that the player doesn't even know about. 9. Don't make player progression dependent on finding secret areas. 10. Make sure that traps can be countered even on the first try so that gameplay doesn't boil down to trial and error. 11. While non-linear maps are fine, it's not a good idea to make it overly maze like. Hope that helps :)
  9. hardcore_gamer

    Avoiding the "Room - Corridor - Room" Loop?

    Hubs are used to connect together different areas without just creating a linear corridor. Here is the automap from one of Doom 64's levels. Notice how the areas within the white lines are used to bridge together various other areas without being a corridor.
  10. hardcore_gamer

    Heaven in Doom Eternal

    This. To be honest I felt that the story of Doom's reboot jumped the shark almost instantly by making the doom marine into an alien. The decision to shift the UAC away from teleportation experiments to "digging for hell oil" was another mistake. I just don't like all of these lore changes, and if it now turns out that "hell" is just a fucked up dimension rather than the actual real hell then that would be the final straw for me.
  11. hardcore_gamer

    I feel like a freak for liking this game

    I don't think I have met a single person in real life that likes this game except maybe for this 1 dude. Literally everybody else has lamented it as boring and unfun. My younger brother recently tried out the BFG version on the PS3 because he was setting one up at his TV while I was asleep (we were both visiting our mother/father at the time and it was the weekend) and he decided to try out Doom 3 since I had a copy of it laying around. He made it midway through "Mars City revisited" before he stopped playing and said the game sucked, lamenting how the shotgun was the worst he had even seen in any game ever and how the combat was garbage. Tbh I can't really say I disagree with him. I like Doom 3 but only because I play it with mods that address some of the original's issues. Does anybody else feel like a minority for liking this game?
  12. hardcore_gamer

    I feel like a freak for liking this game

    I find it amazing that anybody even remembers that stuff.
  13. hardcore_gamer

    I feel like a freak for liking this game

    For vanilla Doom 3: For BFG edition in case I want to play RoE or List Mission:
  14. Funny you mention Godot because last week I already switched over to it. Godot has some extremely cool features that look like they would be extremely useful for making a old school fps. Engine is very small (whole engine can be downloaded in a 200MB zip!) and compact, and it's 3D grid painting will make level design a breeze! Oh, and then there is GDscript. GDscript is awesome. It's basically just modified Python, so it's extremely easy to use :) Here is how 3D grid painting works. The wiki even says these tools can be used to make an in-game level editor!
  15. Now that Doom 3 is open source it's possible to make standalone games, but I don't know how user friendly this experience would be. How well is the Doom 3 engine documented? How easy is it to import stuff into it using modern tools? If I have to mess around with converters & stuff because more modern file formats aren't even supported then that would be a massive turn off for me. I am interested in the Doom 3 engine because it has certain qualities over more modern engines such as the lightning system and the fact that it supports traditional bsp level editing which modern game engines don't. But at the same time, if making stuff or it would be a massive hassle because of lack of support for things like modern file formats & tools then I don't know if it would be worth it. It would also be a moot point if there is barely any documentation on it. How easy is it to get started making stuff for the Doom 3 engine? Is it worth checking out or should I just stick with other engines?
  16. hardcore_gamer

    How to make my doom 3d ?

    Well, perhaps "not hard" isn't the correct word. Like I mentioned above, the problem with Gzdoom's (or just any port that supports 3D stuff) 3D is that it's convoluted and plagued with all kinds of annoying limitations that constantly annoy. Gzdoom basically uses a variety of tricks to fool the engine into thinking it's actually loading sprites thus allowing for pseudo-3D support. But the problem is that this also results in a very awkward design workflow that isn't intuitive at all. It's not that it's impossible to get a decent end result, it's just that the amount of effort and tedium required to get there is so large that I don't personally think it's worth it.
  17. hardcore_gamer

    How to make my doom 3d ?

    It's not that hard. Here are some examples of 3D/PBR stuff I made including a weapon: The biggest problem with 3D in Doom (and the reason I sort of lost interest in my 3D mod) is that there are simply too many annoying limitations. Frame indexes can quickly turn into a complicated piece of nightmare because of how many frames are needed for smooth animation. Only MD3 models can be used for animation which forces you to mess around with annoying converters and third party tools rather than being able to simply animate conventionally in your own 3D package of choice. Dynamic lights don't appear to actually work correctly for some reason, as they will sometimes make it through walls and into other nearby areas. Because 3D support is "faked" you have to make fake sprites for all your model frames. 3D models have no physics/ragdoll which can make for some weird situations in-game. Simply put, while Gzdoom CAN do 3D, it doesn't do it very well. This is why I decided to dump Gzdoom for my game in favor of just simply using another engine. I wasn't planning on using any original Doom content anyway so it made no real difference anyway other than people not being able to create custom levels for it with Doom Builder, but let's be honest only tiny handful of people would probably have done so anyway so who even cares. My advice is this: Don't bother with 3D in Doom. It's not worth it. There are simply too many annoying limitations and after awhile you WILL start getting tired/annoyed by them. Just stick to 2D or use another engine specifically designed for 3D.
  18. Doom and Quake had a resolution of 128x128 for the typical wall texture. What was it for Doom 3? 256x256? 512x512? Actually, at what point did games start making the transition over to 256 and 512 in general? I assume it happened slower on consoles?
  19. hardcore_gamer

    How do i make custom texture (Gzdoom)

    In slade you just save it as a pk3 file. You just add .pk3 at the end of the file name. EDIT: Also make sure that when creating a new project you choose "create new zip archive".
  20. hardcore_gamer

    Is there such thing as a too big of a level?

    Yes. In my opinion Doom's gameplay formula doesn't work very well for maps that drag on for longer than 5-10 min. Once maps get bigger than that, the odds of the player getting lost increases very greatly and he is also more likely to get bored since a level is unlikely to stay interesting if it drags for 40-60 min. imo a level should be short and sweet similar to the levels in the original Doom games. I like Doom because the short but fun levels means the game lends itself well to a "jump in and play some levels" style of play, where as knowing a level is huge makes me not want to invest the time required into playing it. EDIT: Oh, you mean too big as in technical terms? I thought you were talking about gameplay :/
  21. hardcore_gamer

    Community Chest 64 EX release thread

    Almost done with the wad! It's good stuff :) Though I do have one complaint, I think some of the levels just drag on for WAY too long. I am currently at Death gate and I had to take a pause because I have been playing it for like 30-40 min and it's still not over. That thing could easily have been split up into like 3 levels :/
  22. hardcore_gamer

    Community Chest 64 EX release thread

    UPDATE 2: All issues have been fixed and the wad now works as intended. NOTE: If you ever get stuck on a map for too long you can always cheese past it by opening the console and typing "exitlevel". This will send you over to the next one while keeping all your stuff. So at last, it is finally here. The first community chest project for Doom 64 EX! It's a brand new megawad for Doom 64 EX, and contains over 20 new maps from over 11 different authors! May this community project spawn more similar ones in the future! Level author credits list: Map list: Map 01 - Hardcore_Gamer Map 02 - Kore Map 03 - Hardcore_Gamer Map 04 - Kore Map 05 - GoatLord Map 06 - GoatLord Map 07 - GoatLord Map 08 - Kore Map 09 - RileyXY1 Map 10 - Antnee Map 11 - riderr3 Map 12 - tempdecal.wad Map 13 - thexgiddoomerx Map 14 - thexgiddoomerx Map 15 - "DKeep" - DMPhobos Map 16 - riderr3 Map 17 - thexgiddoomerx Map 18 - "Atmosfear" - TheDoctor989 Map 19 - "Ancient Dimension" - Bob9001 Map 20 - thexgiddoomerx For the original project thread, see this page: D64CP1.zip
  23. hardcore_gamer

    This year I continued my tradition of not finishing Doom 3

    I like this mod a lot. I know it uses the BFG edition but I see that as a plus since it means it also works with RoE which isn't typically the case with these kinds of mods for vanilla doom.
  24. hardcore_gamer

    How do i make custom texture (Gzdoom)

    If you want to use higher res image files as textures and yet still retain correct proportions then you need to create a texture definition lump inside your wad (you can do this by just creating a lump and then call it "textures") and give the correct texture definition. Example of a 1024x1024 image being used as a 128x128 texture in-game: texture MIMPW, 1024, 1024 { XScale 8 YScale 8 patch MIMPW, 0, 0 }
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