40oz

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  1. read the post again.
  2. Where were you when Mutiny was in progress >:(
  3. The label of terry wads is obviously being misunderstood on both sides here. Obviously many people here have played or heard from people who have played a certain genre of wads in which the object is to lure players into thinking they are playing a reasonably good map and then being duped into some sort of a trap that softlocks the map and insults the player to some degree with a joke that is out of context and not funny. Some of these wads that greater extremes than others as Csonicgo described. For those who say they like terry wads aren't necessarily saying that they like the idea of malware taking the form of wads and fucking up peoples computers. They like the idea of tricking players into thinking they are playing one thing and then it turns out to be something else. Whatever that particular joke is may not land for many people, but it does for some. The problem is that the parties involved are using this ambiguous term "terry wads" to describe two different things. Terry the person has been found to be a destructive person and poisonous for the community in some ways and harmlessly silly in others. But the destructive nature of some of the things he has done should not be taken lightly, much less praised. If you like joke wads, and would encourage people to make jokes and troll players for a goof, that's fine. But you're not making a good argument by trying to redefine terry wads to mean what you want it to mean after the damage has already been done.
  4. Question for people who make large texture packs, or mappers who make maps with a huge resource pack, or anyone who is smart with organizing large pools of files/data. Is there a smart way to “code” the 8 character names of texture entries in a TEXTURE1 lump so that it’s easier to filter exactly the texture you need for a specific linedef in a texture pack with hundreds of textures? I get so frustrated with mapping when I spend too much time trying to find exactly the texture I need in a large resource. My heads a little scrambled here because in looking at the Doom 2 IWAD, textures are named a single word or compound word that describes what it looks like, followed by a number. We are used to this, but I’m not so sure how important it is that textures are named this way. The only reason this works is because I memorized the names of my favorites and can quickly type their names into the search bar to eliminate everything else. This is not going to be useful when I’m making a texture pack that includes many more textures than the IWADs have. For example, I have many varieties of borders and support beams specific for certain alignments. They also come in a variety of colors, materials, patterns, or have special circumstance details on them like endcaps, signs, logos, computer screens, or something else on them. Would it be worth my time to perhaps try naming my textures in some sort of a code? eg. Type, Color, Material, Pattern, Vertical Alignment, Horizontal Alignment, Special(?) I would categorize my textures in a set of lists where each type, color, material etc. is represented by a single character. Has anyone done anything like this before? Are there other mediums outside of Doom where large sets of data have to be organized under these limited conditions? Is it important that textures that are like each other are near each other when casually scrolling through the alphabetical window of a texture browser in the map editor? Suppose I had to share this texture pack, along with a key or a legend to use as a reference, would it still be confusing as fuck? If so, what do you suggest?
  5. Everyone's opinion is important to me.
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  8. Mostly movement related stuff like elastic collisions, how bumpy floors shake the screen up, etc. are the only things that really bother me. Sometimes blockmap stuff where half your ssg blast passes right through that archvile that I need to die right now
  9. A lot of us are speaking from a perspective that tends to play on the Ultra Violence skill only. If youre getting adjusted to the game, there really isn't any shame in playing anything on I'm too young to die because the threshold for general player skill has gotten very high over the years. Some level designers dont take skill levels very seriously though, so expect to have your skills tested and try your best to keep up if you want to have a good time!
  10. I was just reminded of an idea I had for some kinda program where you could feed it a demo recording, and it would output some sort of graph that showed you how much health the player had during the timeline of the entire map's length. Could be super useful for playtesting and not having to watch hour and a half FDAs when you're trying to figure out if the player was really struggling or not. Because of the abundance of those (#3) situations that @rdwpa described, I'm willing to bet that the majority of my demo library has got me at like 10% health for most of the first quarter of all of my demos, just because I'm getting plugged by hitscanners until I find some armor and weapons to kill with. Then when the rest of the map is hell knights, cacodemons, and revenants my health really steadys out after that.
  11. They definitely have their uses, but in the majority of my experiences with them, they're used the way they are in MAP15: Industrial Zone. They're just fucking everywhere, around every corner, behind every crate, sniping from cliffs, spread out all over the place etc. They're especially common at the start of a long map or a map intended to be early in a mapset, yet they are the most difficult to avoid taking damage from. Hitscanners are good to provoke the player to shoot in situations where they might go full pacifist to thwart the mapper's teleport ambush traps. Chaingunners especially are pretty good at stalling the player from moving around too much. Shotgun guys and zombie men are basically walking supply crates that sometimes hurt you. Projectile monsters are generally more fun though.
  12. A while back I had an idea for a pretty simple multiplayer game mode where two teams each have a cyberdemon that they have to defend, while attempting to kill the opposing team's cyberdemon. Each time a team's cyberdemon would die, the other team would score one point. The cyberdemon would respawn a few seconds later with 100% health again. The Cyberdemons would be the same hp, speed, size, etc. They would also be immune to splash damage but also immune to friendly fire from it's own team. The cyberdemons would of course be colored red or blue per the team they are on. I talked to a friend of mine many years ago and he very quickly whipped up some code and a test map as a proof of concept, but I can't find it anywhere. I don't know what happened to it. I don't know what script language was used (I don't know anything about that kind of stuff) but hopefully it was something that would work on all three major multiplayer source ports. I'd like to see this type of game mode explored further. The maps of course would be framed similar to CTF maps, except with Cyberdemons instead of flags and an open battle arena where the flags would be. I think there's potential for innovative map design things too, similar to Cyberdreams, like being able to guide the cyberdemons into crushers or something, or being able to summon monsters for infighting at the opposing teams expense. Does anyone think this would be a cool/popular idea? Would anyone be interested in working with me on something like this?
  13. 90 seconds refers to the max amount of time you will need with any type of person, such as a friend, a colleague, a boss, an authority figure, or even someone who might disagree with everything you stand for to win their willing cooperation and like you; not the amount of time it takes to learn everything the book has to teach. 3 hours is pretty short considering some audiobooks can be as much as 12 hours. Audiobooks is another topic, but they're very useful. It makes sense to listen to them while doing another activity such as driving, working, exercising, or even while playing Doom (at a very low volume of course) They can be intimidating at times because most people don't write books the same way we're used to listening to people speak. The sentences are long and use difficult vocabulary most of the time. You have to expect not to fully absorb all the information the first time. I often listen to audiobooks 2-4 times to fully absorb the information. Sure, that makes for even more hours, and its certainly ok to take breaks in between, but I do a lot of boring, menial, time consuming stuff in my adult life that doesn't allow me much time to sit down and read. I'm sure you can find a print copy of the book on Amazon anyway if you're comfortable with people seeing this thing on your book shelf.
  14. This thread in a nutshell. Wouldn't it just be awesome if someone pointed to your Alice in Chains shirt and said "whoa I love that band, I bet you have awesome taste in music." And then you had an hour long conversation discussing your musical tastes and exchanging cool bands that you never knew about before? Then later that same person called you to tell you about how him and his friends are going to see some live music and they want you to come? BE THAT TYPE OF PERSON. Most people are exactly as self absorbed as you are. They have fascinating beliefs, interests, quirks, etc. Give people your attention, ask them about themselves, and take the time to be genuinely interested in who they are, and they will return the favor. That's friendship.
  15. I hate recommending this book because the title sounds like 50% get rich quick scheme and 50% desperate. But its awesome for job interviews, making new friends as an adult, and being comfortable around strangers. There's a 3 hour audiobook on YouTube called How to make anyone like you in 90 seconds or less by Nicholas Boothman. There's a lot of powerful exercises and detailed examples that seem pretty obvious sometimes but they really work. What I've found through being a host on WXR is that its best to just be a good listener. There's some videos on YouTube for "active" or "reflective" listening. Its not what you think it is. Definitely check out the book for greater detail, but heres some pretty powerful basic tips to take away from it: 1. Everyone you meet knows something you don't know. Think of people as these infinite sources of free information. That's what they can be as long as you have the skills (discussed in the book) to get people to trust you with their attention and cooperate with you. 2. People tend to reciprocate the amount of information you give to them. You say "hi" they say "hi" you say "hi I'm stru I'm from doomworld and I could use a friend" they usually respond with their name where they're from and what they're doing. Pretty obvious, but if people aren't talking to you, consider that you might not be telling them enough about yourself." 3. Not everyone responds the same way, but through a process of having open and reflective body language, a friendly, warm tone of voice, and other tools discussed in the book, you can use these tools to treat every conversation like a puzzle or a game to establish that friendly rapport. 4. You can generally maintain any conversation naturally as long as you have an internal goal and you're honest with yourself about what it is. Its important that your goal is in the active voice and not the passive voice. "I want to make this person my friend so that we can hang out on weekends and see movies together" is way more powerful in the context of having a conversation than "I dont want to be lonely."