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About 40oz

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  1. @MysteriousHaruko Cool tornado of souls you got there. Does it spin? @Lutz hory shit you're the best thing to happen to Eternal Doom.
  2. It may be important to make the distinction that Hall of Mirrors effect and sector flat bleeding are two different things. When a one sided wall is missing a texture, it projects whatever graphics were last in front of it, so when you stand in front of it and fire the shotgun, it projects all the frames of the shotgun layered on top of one another, giving the illusion of a hall of mirrors. Sector bleeding occurs when two sided lines are missing textures. This causes which ever floor flat is visible from the angle the player sees to wrap over where the wall would have been drawn. Sector bleeding is used to project the illusions of light reflections and deep water you can swim in. Ive heard the deep water illusion can also be used with a regular floor to simulate crouching but i don't know if ive seen a wad do that yet. There's not a whole lot of cool stuff you can do with the HOM effect, but a trick rarely used that you can do with Boom is that you use a middle texture with translucent properties against a HOM effect and it has this cool hazy glimmer effect, good for maybe some sort of walk-through teleport gate. EDIT ive seen waist deep water plenty times, but has anyone recently reproduced this vanilla submersible water effect shown in PG-RAW.wad MAP31? (about 2:30 in)
  3. Let's say you have been a member here for enough time, now. You've messed around with the editor long enough to know what you're doing. Perhaps you've even made a few maps in the past. You've read plenty of posts about mapping and you feel generally prepared for what curveballs the editor could possibly throw at you. Still for whatever reason, every time you pull up the map editor, you can't seem to get any momentum to get started. What is the correct way to start? Do you make a rough layout first? Do you detail some rooms to get an idea for what the map is going to look like? Should I start putting monsters on the map yet? How do you know this map isn't garbage already? Perhaps you have visions in your head for what a cool map will look and feel and play like. But for whatever reason the task of starting that new map and carrying it through the entire map making process and into a releasable WAD file that people can download is just too much, and whenever you open that editor your faced with the reality that you really don't have an entire map planned in your head and your once vivid ideas float away like a feather in the wind. Well then this tutorial is for you. --- 1. Plan Understand that the map building process takes time. For some people it can take several hours, and others it can take months. You might get the idea for a map in a quick vision in your memory, but this is liable to become fuzzy, or be replaced with different images or even vanish completely. In short, keeping too much information in your head is likely to get lost throughout the map building process. An idea for a map can come from anywhere. Perhaps you were walking in a park and saw a cool shaped house or a forest or a playground that gave you an idea. Maybe you were watching a doom video, demo or live stream and a cool thing happened that you'd like to expand on. Perhaps you were playing a cool megawad that lead you to have different expectations than what actually happened. Doom is full of memorable moments but these moments get lost to memory. These memorable moments are very important for making fun Doom maps. Doom 2 is loaded with these memorable moments. There's the Cyberdemon/Mastermind fight in Gotcha, the crushing machine in The Crusher, the massive monster swarm in the Suburbs, the skyscrapers in Industrial Zone, the chain of explosions in Barrels of Fun, just to name a few. These memorable moments make up a large part of what makes Doom so enjoyable for us. Anytime you get an idea for a cool event in a map, WRITE IT DOWN. Keep a pen and paper near your computer desk at all times, or use a notekeeping app on your phone. Whenever you see something cool in a Doom map that you'd like to see done better, or if you have an idea for something in a map that's never been done before, describe it the best you can in a few short sentences. You don't have to describe the entire map from start to finish. Keep it simple, maybe even draw some pictures, or name the map in advance so you can generate those visions in your head each time you review it. Since the map building process takes time, having these things written down ahead of time will help carry the map building process along, The idea surrounding the map will be in a written form that you can refer to at any time to during times of doubt. 2. Experiment You shouldn't assume that each sector you draw in the map editor is going to be part of a complete map you intend to release. Consider the map editor like it is Garry's Mod. Just mess around with things, and create little micro scenarios for yourself. Can you survive in a room with 4 archviles and a cyberdemon? Would this sequence of switch activated lifts make a fun platforming puzzle? How fun is it when you make a trap that has bigger traps layered within it? How many barrels does it take to kill 20 Hell Barons? How cool will a tower look in the middle of a blood ocean? How scary is a horde of arachnatrons when the player has a megasphere and an infinite supply of rockets? If the answers to these types of questions aren't particularly obvious, take the time to find out! Perhaps you will stumble on a very interesting memorable moment that's worth writing down. Rid yourself of the pressure of making something that people are going to like by adapting the mindset that you are simply fucking around to see what can happen in Doom. It doesn't matter if its good or bad because this is supposed to be entertainment for you. You're just exploring Doom's potential. It doesn't have to be more complicated than that. 3. Embrace An unfortunate thing that mappers often run into when starting their map, is that they often can't tell where the map is going. It could be a stroke of genius, but it's also entirely possible that the map is a stinkpile. If you are someone who has created something once that you were proud of and when you showed it to someone, they didn't give you the response you were after, you may have developed a defensive wall for yourself. It's more than likely you have your own doubts while creating and this is keeping you from getting beyond the starting point of a map. If this sounds like you, then there is something you need to understand. Your map is going to suck before it gets good. Your map looks like shit because its not done yet. It's likely that the first 60% of the map building process will be highly unremarkable. This is okay. This is usually the case with everyone. When the map is complete, that's when it will be interesting. You may need to remind this to yourself often. Throughout your mapping process, you'll have to stick to a detail level reminiscent of the Doom 1 and 2 IWADs to keep the skeleton of the map malleable. You don't know if you're going to need to make a fundamental change to the map until you actually start playing it, so for that reason, keep things simple. I often advise to use a 32 or 64 size grid for everything except stairs, doors, windows, and switch panels. Remember to keep the focus on the dimensions and shapes of the rooms, making linedef triggers work correctly, and where important items and monster encounters will be, at least until the map is in a state where you can play it from start to exit. The map will undoubtedly look plain and boring in this state and you will have to get over it until the map is functionally complete before decorating it with nice trims and lighting effects and other pretty stuff that makes it screenshot worthy. 4. Create From your list of memorable moments, pick one or a few of which you feel most interested in pursuing. Preferably ones that you may have experimented with, or are at least certain will be cool and interesting for your players. Begin creating your map, starting with this memorable moment. If you have a memorable moment where grabbing a plasma gun triggers a stampede of hell knights, or an intricate puzzle where you have to press a sequence of switches to access a keycard, or a mysterious and large epic piece of architecture where the exit is located, build this particular part of your map immediately, and craft it to be the best it can be. The context of this particular moment doesn't matter. Put the player start in the area, complete with supplies the player will likely need to reasonably complete it. Design and test this particular moment to be the best it can be. This special moment is your vision and is the most important part of your map. 5. Complete I had a writing teacher who taught me that when writing a persuasive essay, you should never start writing from the introduction. How can you introduce something that doesn't even exist yet? You should strengthen your body paragraphs first. Then write your introduction and conclusion when its complete. This line of thinking parallels with mapping quite well. Once you've completed the central focus of your map, the rest of the map can safely decline in interesting attention-grabbing events. It doesn't necessarily matter if the rest of the map is demonstrably worse as you move on, because this particular exciting event in your map made everything else worth it. You can proceed to construct the rest of the map outwards toward the exit, and build in reverse chronological order towards the start. By the time you're mostly finished with your map, you can build a cool grand introduction that accurately sets the scene for the rest of the map. Then you can drag your player start to the beginning and spread the supplies out throughout the map. You may also control the conclusive ending that wraps up your map as well. --- Anyone can make a map. The process is not as complicated as some may perceive it to be. The concepts and methods outlined above puts the expectations of the map more in your control as the mapper and frames them in a neat and usable format. You can be sure that your map has a clear purpose because it is designed to highlight this particularly exciting and memorable event that you have written down and chosen specifically for this map. When the memorable event is created first, the bar is high enough that anything else you create for the map that is seemingly lacking only serves to make the moment that much more significant. The process of building the map from the middle out gives you a good visual for controlling the difficulty curve and the narrative of your map, as you can make the map purposefully softer as you advance the map towards the start, and choose design tropes that foreshadow the upcoming event. I'm hopeful that this guide will help eliminate self-doubt and keep the map building process within a scope so that mappers can stay focused throughout the course of mapping and complete maps that accurately capture the cool ideas they have.
  4. I think it's more than likely that the programming for firing lost souls as an attack was still in development, so to create this monster they simply duplicated the cacodemon with a new thing ID and started plopping them around the maps. Its even possible that the pain elemental didn't even work as intended until late into Doom 2's development, considering how haphazardly they are used in the game, and in some of the maps they don't even fucking work. MAP09: The Pit for example.
  5. I expected that too. I heard some snippets of interviews with the brothers who created it (their names escape me right now) and they said that they are massive James Cameron fans, and they want to take the next season of Stranger Things in the same direction Cameron did with sequels like Terminator 2 and Aliens, which are much more action-driven I think? Does this mean hundreds of Demogorgons? Maybe a super Demogorgon? I dont know. It sounds dumb to me. But on the other hand, Terminator 2 and Aliens are great movies and since season 1 of ST kicked so much ass, I trust these guys to be making the right move.
  6. The old site didn't kill my phone battery like this one does. Chasing likes and reputation and followers is addictive though :(
  7. WORLD EXTERMINATION RADIO Season 2 : Episode 10 Alfonzo Live Broadcasting! LIVE NOW @ TWITCH


    Live broadcast for realsies this time (about 1 hr from now)



  9. The ones I find are often by accident. Being low on health or ammo is often a good motivator to wall hump everything. a lot of secret indicators are lifted from the iwads, so trying to find all the secrets in the iwads is great practice. Any kind of inconsistencies like jarring texture patterns, miscolored torches, random candles or other floor decorations, a row of gargoyle faces and only one of them isn't lit, etc. always try to jump on to any ledge that looks reachable, activate every computer texture or crate, shoot any switches textures you can see but cant reach. Some mappers are compulsive space-fillers too, so if your playing a map and the Automap shows you've explored everything except this weird empty space in the middle of the map, you can be sure there's a secret closet in there. edit: check out this thread for some ideas of stuff to look out for too


    Live broadcast tonight after Evolution of the WAD



    1. Piper Maru

      Piper Maru

      Looking forward to it!

    2. 40oz


      postponed till tomorrow :p

    3. Octavarium


      son of a bitch, I was gonna show up and make annoying/inappropriate comments maybe

    4. DooM_RO


      So where can I listen to this?

    5. 40oz


      Not recorded yet, the show will be later (about 12hrs from now I think)


      miscommunication on my part, Alfonzo was double booked and EVO went on for longer than expected.


      we have other episodes you can listen to in the meantime here:




  11. Intelligence I believe is generally measured through an aptitude test, so literally, no. However ive played Doom with the sound/music off with an audiobook or college lecture in the background. The heightened awareness while playing the game helped me absorb the information better than if I were staring off into space. Also playing older wads with complex puzzles and confusing layouts probably makes solving problems a little faster. Sometimes I find after a few hours of Doom, ill get in my car and go for a drive and still be on revenant missile dodging alert, so I can anticipate what the traffic is going to be doing 3-4 cars ahead. I'd argue it probably has some mental benefits, but overall, playing Doom 6 hours a day could potentially do some physical harm, like eye strain and poor posture and a neglect for more pressing obligations. For those reasons I wouldn't advise to pick Doom over a college course or a lunch date with Lawrence Krause.
  12. That sucks. Though its comforting to know that his project is much better received over there than it was here.
  13. One more than one occasion, I attempted to sit down and have a look at Heretic's textures to see if I could try and emulate that style, but I'm short of ideas outside of recolors and attempts to frankenstein some Doom and Heretic pieces together. I attempted to have a go at some of the suggestions in the wishlist but I found that Hexen, and Eternal Doom already have a lot of the stuff like stained glass, lighting, forcefields, alternative liquids, etc. Would it be unwise to simply convert Eternal Doom textures to Heretic's pallete?
  14. Whoa, parallel thinking at its finest! Perdition's Gate was a major inspiration for me in my earlier mapping endeavors. I too, at one point had some ideas for a mapping project for an unofficial Perdition's Gate tribute that I was going to title Perdition's Gate: Reanimation that I never followed through. As far as graphics go, I didn't get very far beyond this: Title splash Recolored INTERPIC M_DOOM graphic I had a pretty thorough plan for it which I don't have anymore. I think it was a little too convoluted and it would have driven people away if Perdition's Gate didn't have many fans, and if there were any, It would depend on them having enough free time to get involved in such a project. But the general idea was to form a community project that involved 3 stages mappers could join: 1. Create Deathmatch layout 2. Convert Deathmatch to single player / coop map 3. Detailing, bugfixing, etc. I didn't think to use textures outside the base texture pack, excepting maybe a few recolors. I thought the original resource was plenty IMO. I later decided to focus on an unofficial STRAIN look alike that became Mutiny instead.