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InsanityBringer

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Everything posted by InsanityBringer

  1. I mean strictly speaking I probably played with Lode Runner: The Legend Return's editor before I touched a doom editor, but Doom was the first game I seriously made any maps for.
  2. everyone's been claiming that id really did a good job incorporating community feedback in this new game. i guess this applies at almost every level of the game at this point. heh
  3. InsanityBringer

    Worst editor?

    It's really a tossup for me between an archaic limited editor like WADED as Jayextee's described, or something like XWE's editor. XWE's editor is easily the worst I have used, and its particularly great since it was made in an era where editors were getting pretty good, as I think DB was out by then. I don't think I've ever managed to make anything sane in it.
  4. InsanityBringer

    Which Floaty Enemy Is Cutest?

    this is honestly pretty difficult. Cacodemons are definitely extremely cute and kura's pet the cacodemon pic is amazing. On the other hand, PEs are cute and innocent looking and also can be completely domesticated. Domestication definitely improves their value as a pet.
  5. InsanityBringer

    What are all the "reactions" supposed to mean?

    i don't know why it matters so much, its just amusing to have them around. i guess if i had to attach any meaning to them, i'd pick the powerup most relevant to the thing i'm liking. a dangerous slaughter screenshot might get the invuln sphere, a megasphere for the guy posting their escape with 2 hp, and so on. heh
  6. InsanityBringer

    I hate DooM 2's level design.

    i honestly really hope "level 2" was just being used as an exaggeration since it's frankly impossible to get lost in that map. it has a really reasonable flow with a relatively straightforward goal and some stuff off to the side to check out if you want. it's a favorite of mine as far as early game levels go, even if it's far from the best. its probably one of the most linear iwad maps, not maze-like at all heh...
  7. InsanityBringer

    B.F.G and U.A.C stand for...

    never wondered about the UAC, but I was told as a kid that the BFG meant "Big Fat Gun"
  8. InsanityBringer

    Doom GBA can be played in 10 Minutes. How so?

    That was extremely impressive, I'm very glad that all the console ports are starting to get a lot of speed running attention.
  9. InsanityBringer

    What is your favourite flavour of Ice Cream?

    i love coffee ice cream. moose tracks and mint moose tracks also come to mind.
  10. InsanityBringer

    Doomworld Members' Sketchbook

    so I'm not a particularly talented artist, but I've been trying to learn the ropes for a bit here. Here's one of my messy sketches: Drawn using this model as a reference: https://www.pixelsquid.com/png/posed-female-figure-1642269179203557107?image=G02
  11. InsanityBringer

    Your Guilty Doom Pleasure

    a guilty pleasure I've found myself indulging in is just going back and replaying all my old maps (many unreleased, some released). Most of them are not good. They are blocky maps I made when I was learning, and yet there's still something i like about them since I still have vivid memories of working on them and all the ideas I had for them.
  12. InsanityBringer

    Things about Doom you just found out

    I always loved that little window, since it puts some emphasis on the hell sky while you're standing in the otherwise normal corridor, but the reality bending nature does throw it off some. not a whole lot you can do about that, though...
  13. InsanityBringer

    What are you listening to?

    i got another super weeby song stuck in my head and i can't get it out please send help
  14. InsanityBringer

    The Doom Confessional Booth

    pain elementals can be very calm and pleasant if you treat them correctly
  15. Strange and pointless mysteries of the doom code: Here in the doom source is a lengthy description of mobj_t which does not appear in the Heretic, Hexen, or Jaguar Doom source, where mobj_t is defined in doomdef.h, so presumably p_mobj.h was created in a post 1.666 revision, or more likely it was added during Bernd's cleanup of the Doom source for release. But where did this writeup come from? Its extremely detailed, seems to get most details right (a lot of Bernd's comments to the source express some level of confusion, if I'm honest), refers to otherwise lost internal details such as stategen.exe and states.c and states.h (as opposed to info.c/info.h).

     

    This is one of those things that are kinda pointless, but just the verbosity of the description and the fact that it seems fairly accurate seems pretty unusual for the doom source overall.

  16. InsanityBringer

    Things about Doom you just found out

    It seems likely that's because the cyberdemon becomes the pool of blood before its allowed to call A_KeenDie, if you put it at the end of the death state. Does it work if you make it happen earlier?
  17. InsanityBringer

    Agony game - hell vision.

    Well, that was quick, but doing a quick review of the steam reviews, I can't really say I'm that surprised. It didn't seem like this went over well at all.
  18. InsanityBringer

    hellstorms

    because its dramatic and cool and seriously adds to the map's atmosphere i hope you aren't expecting some sort of scientific explanation, because i'm reasonably certain this wasn't a consideration at all when they made the effect
  19. InsanityBringer

    AnDoomEdit WIP (Android Doom Level Editor)

    Yeah, the individual implementing this was uh, kind of an interesting individual, and its very unlikely anything they did ever actually was finished. I still can't imagine level editing on a phone being all that fun, phone screens just aren't precise enough in my experience. It'd take forever to do anything...
  20. InsanityBringer

    PNAMES/TEXTURE1/2 sucks.

    hmm, this is a good discussion. Honestly I find that bare textures floating in a textures directory (TX_START/END for wads, and an actual textures directory for the engines that support archive formats like .zip. bonus points if they can support subdirectories in textures (I think all can?)). I feel like texture composition is used rarely enough to the point where it's more of a pain to set it up for all your textures than anything (and fuck, even id stopped using it for the most part in Doom 2). The majority of games I've worked with usually have bare textures, or have a material file that describes a texture, using multiple images. Whether or not it's in some bigass archive like the id games or segemented into various packages like unreal tends to vary, but almost invariably the individual textures are stored in a relatively straightforward manner. You can drop the texture or material files into the archive and the game would see them. From this I'm fairly sold on the idea of dumping textures into some sort of package in a straightforward manner, with attached scripts if they need additional information. I feel decals in ZDoom would be a pretty great way to add some details to walls, but for the longest time they've been an absolute pain in the dick to set up and place in maps. I wonder if GZDB improves that experience any, since if they can make it easy to do it might be worthwhile to use. With that you can then stick a sign, pipe, screen, or whatever (repeated details would be painful under this, so a one time splotch of dirt or an oil stain might work, but a dirty wall would be better as a separate texture, and most people do that already) onto a wall and not have to worry about sticking a line 1mu away from the wall or having to load up the texture to composite them. ED: I also feel I'd have a lot less loathing for texture1 over the years if Doom could load multiple ones, but I get that it was a thing id wasn't really expecting. It does bug me that I think a lot of engines don't accept appending multiple texture1 lumps though, as they do with flat and sprite namespaces.
  21. https://reverb.com/shop/bobby-princes-historic-gear

     

    Bobby Prince started the auctions for his old music gear mid last month. The prices are pretty steep, but hopefully some collector's gonna want to get their hands on this, considering what the money's going to.

  22. Okay, while this legit worries me, and I seriously hope some action is taken against it, how the everloving fuck do they even plan on enforcing this? How do they check if a site isn't following the proper procedure for testing if content is in the copyright database? How do they manage the copyright database? Are they going to rely entirely on volunteer reports or the like? I'm getting this feeling like they don't realize how big of a job enforcing this would be. I guess we'll wait and see. I hope for the best, seriously...
  23. InsanityBringer

    Site and/or forum bugs or things not working

    The new system is still very much a work in progress, from what I understand. Ling's mentioned full replacement's been slower than anticipated due to things like the forum software advertising that they can support searching on any field for a file but didn't actually have that capability, but hopefully as time goes on the kinks will be ironed out and it'll be easier to browse.
  24. InsanityBringer

    Site and/or forum bugs or things not working

    because its the old, legacy system that's intended to be replaced by the new one when all the kinks are ironed out and a system to redirect the old urls can be established.
  25. InsanityBringer

    Site and/or forum bugs or things not working

    I'm like, 99.9% sure that's intentional, and has been this way for over a year now.
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