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Posts posted by hardcore_gamer

  1. 4 hours ago, NoWits said:

    No one's mentioned his semi-British accent yet? As soon as he opened his mouth I knew he was gonna be the Bad Guy, and the glass eye just clinched it. If there's someone with an english accent in an american production, they're nearly always the villain. I don't know what it is about our voices that make americans think we're so evil.


    Well, the UK government always appears to be doing evil things. Plus the imperials in star wars have english accents which doesn't help. I think it's because it's easy to stereotype the british as evil imperialists thanks to the british empire (which is probably why the imperials in star wars are british sounding).

  2. 1 hour ago, printz said:

    Well, I did expect plot twists, because Doom 3 was hyped as story intensive (along with everything else which has hyped), and I also had got to see games like Strife and the Blizzard games, full of plot twists, even if not formidable ones (good enough for game stories). Hell, Doom 3 got a professional writer onboard.


    I'd like to see the sources of @hardcore_gamer's statement about Tim Willits having redacted parts of Doom 3's story to make it idiot-proof. It's far too easy to blame Willits for anything, so I need some links.


    It's mentioned in the book "The making of Doom 3". I don't know if there are any online sources.

  3. 9 hours ago, Rhebiz said:

    @hardcore_gamer So is your mod, or game rather, going to be as trans-formative as something like Total Chaos? If so I'm intrigued. 



    It's going to be a lovecraftian horror shooter with a much slower pace than the original Doom, a mix of Dead Space and Doom 3 if you will. Doom space? :D


    As for total chaos, the gameplay in this game won't be as complex. There won't be any rpg elements, inventory management or anything like that. Just slow paced and yet action packed horror shooting. Everything will be 3D and will use the new PBR shading, except for some of the explosions and such effects which will use sprites.

  4. 16 minutes ago, GoatLord said:

    Fires multi rockets?


    It's single fire mode but you can shot 6 times before you have to reload. My mod/game is going for modern mechanics so guns have to be reloaded.


    EDIT: Oh yea I should probably mention that the mod is now going to be it's own standalone game and won't even require Doom 2 to play. It will merely use the Gzdoom engine. An ambitious goal for sure, but I would not have been able to even learn all the required skills to make all this stuff if I did not have ambition in the first place :P

  5. Sight....


    Just lock this thread. Clearly you people are too petty to talk about alternative design philosophy and viewpoints that differ from the norms in any mature way. And this happens literally every time where I try to start a discussion on anything doom related where the premise of the thread is to rethink something about how people look at/view doom or it's design. Fine. I will give you people what you want then. Starting today I will only briefly stop by the forums every now and then to post updates on stuff that I have made/uploaded, but will otherwise stay away from the forums. Clearly my opinions are not valued here, so I will give the forum what it wants and not share them anymore.

  6. 1 minute ago, Nine Inch Heels said:

    Funny how descriptive your words are of your own works, which are done in a supposedly superior format. You may not like it, but this is what peak-irony looks like.


    What a way to miss the point. What I was talking about are things like "slopes" made out of squares. In the above screenshots there were attempts at making complex geo that boom isn't really able to do, so instead they decided to just use a large number of sectors with varying height variation, thus resulting in that blocky look. The screenshots you posted look fairly smooth and clean however and do not contain such geo.

  7. 13 minutes ago, gaspe said:

    Your analysis of what detail is so shallow if you count only 2 things that are relatively marginal in the big picture when the detail of a level is also made with the architecture, structures, lighting, texture compositions, (sector furniture), things.


    With Boom's limited abilities, every "structure" you make is going to look very basic. Ditto for "furniture". To be honest, I find most attempts at realistic buildings and items in boom to look rather cringy, because they stand out in such massive contrast with the rest of the world's abstract design. I feel level makers should simply choose a design style and stick with it rather than going with a blended style that just looks inconsistent. 

  8. Or any non-advanced port for that matter.


    In the past I have sometimes lamented about how advanced ports like Gzdoom are underrated and that it doesn't make any sense to call it's features gimmicky as some people do. However, I have also sometimes noticed another phenomena in which people lament maps for having visuals that are "too simple". This is something that doesn't really make any sense to me. You can't create advanced visuals without an advanced port. Even boom limits you massively compared to something like UDMF in Gzdoom. Some will claim that you can create complex looking details with even just boom but in my opinion such levels almost always look and feel exactly the same as a result of the limitations of boom. The biggest problem with using boom to create complex detail is that unlike gzdoom which allows angled areas and slopes as well as a variety of 3D trickery all geo made in boom can only move straight up and down and that means that there are really just 2 ways to create detail: Borders, and simplistic inserts/bevels into walls. EDIT: Ok also lightning contrasts. And that's it pretty much. Sure, you can play around with sector height variation to spice things up, but fact is that boom can only do so much when it comes to creating complex visuals.


    Basically my point is, that I don't really understand why some people complain about visuals being "too basic" when the level is being made for boom or basically just anything that isn't an advanced port. It's understandable people might feel this way if somebody made a level for gzdoom and the level just looked the same as most boom wads, but it just seems really strange to me to complain about a lack of complex detail for a wad that isn't even using an advanced port.


    To be honest, I feel that boom wads should be judged entirely differently from zdoom style wads. Boom style wads should be judged by gameplay and how "clean" the level looks/feels in regards to things like texture alignment and overall smoothness, rather than detail. Zdoom style projects in return should be viewed more akin to a modern style game.


    Do you agree with my analysis?

  9. I concluded that the original wall texture used for the above room looks horrible because it tiles too much/is too small for a room of that size so I made a knew one that looks way better for something that large. Below is a close up of the new texture as well as a updated shot of the original room using the new wall texture. I probably won't post further updates from the room/level until it's closer to completion, though.





  10. VERY early sneak preview of an area I am working on. Work started on it only recently and it doesn't even have proper texturing yet. Still I like the look of where its going. Its suppose to be a supply area with an overhanging bridge. Will post update pics once area nears completion.





  11. My custom monsters appear to make this weird directional change when moving instead of just walking in a straight line towards the player. I am making a zombie that is suppose to shamble towards the player but he makes pointless directional changes along the way. I am using the "A_chase" action function during the see state. Is there some way to make the zombie just walk in a straight line instead?

  12. 18 hours ago, Reinchard said:


    It has brightmaps, but light is cast from few dynamic lights placed close to the door.


    Oh that makes sense!


    I wonder if it might be a good idea to create light models and then assign them dynamic lights and then just place those into the level rather than the traditional method of using light textures. I mean if you have to place dynamic lights manually anyway, it sounds like this would be faster as well as proving better result since the light would look like it's coming from the model itself rather than looking like it's hovering next to it.

  13. I am creating a custom weapon that uses a custom projectile, but the thing is that I want the player to be immune to the splash damage from it. I am using the "A_Explode" action function but on the zdoom page for it I don't see any option for making it ignore the player, but only for harming him (which the page says it does by default anyway). How can I make the splash damage inflict damage to monsters only?

  14. First draft of the level is ready and features difficulty levels for normal and hard. There still might be some slight changes though so it might not be the final version. You can play the current version though. 



    EDIT: @Impboy4 your logic about the levels looking too plain don't really make sense. If you look at the tech base levels in the original Doom 64 they all look pretty square and brutalist in their design. This is intentional. You're comparing a sci-fi base to medieval castles in hell which doesn't make sense to me. It makes since that an otherwordly castle have things like random and chaotic geo, but for a man made construct it doesn't. Look at the automaps for the original Doom 64 levels and you will see that it's all pretty square/rectangle. That said some details have been added since the screenshots, but mostly in the form of slightly changed geo and a few computer monitors here and there.

  15. Working on a 3D mod that takes full advantage of the new PBR features. So far it's in it's early stages but I have already pumped out some textures and a weapon model that currently has a simple firing animation. The wall texture on screen 2 is stretched so it won't actually look like that in-game (actually that whole area will be re-done to be honest, but at least it's a nice screen to show off for now.












  16. So what is the status of this thing right now?


    I can see Map01 is empty. If it's ok with others I would be fine with making another map for that slot since I am not really currently busy at this moment (plus I can't go to work for a few days because I got injured and have to stay at home for a while, could as well use it for Doom mapping lol. )


    EDIT: I am claiming map01 if it's not already taken.


    EDIT: Screenshot of the starting area:



  17. 17 hours ago, SWORDLION said:

    I can provide any type of tutorials regarding the DOOMEdit if anyone needs here.Here's my tutorial map I published a few years ago.




    and I'm currently working on a big 3 level campaign level-set for Doom 3.


    Isn't DarkRadiant the standard for Doom 3 mapping now? The original Doom 3 level editor barely even works properly on modern machines/OS.