Jump to content
Search In
  • More options...
Find results that contain...
Find results in...

40oz

Banned
  • Content count

    9962
  • Joined

  • Last visited

Posts posted by 40oz


  1. If I wanted to turn modding into a career, this is how I'd do it.

     

    1. Mentally prepare yourself - It's not very likely that you are going to be able to make something good in any amount of time unless you get help. So if you have any ambitious and fully realized ideas for a game, you should probably abandon them before getting too deep into this, because it's not very likely that you will find mindless slaves to do everything you want exactly as you want it. People will do what they're best at and what they're comfortable doing and that's about as much as you can get out of them unless you're already prepared to start paying them.

     

    2. Make friends - Play people's stuff, read the credits, and find out how to contact people who accomplish the things you know you couldn't do on your own. Talk to these people directly and tell them how much you admire their work. If you're not used to making friends, then you might want to start practicing building friendly relationships with people who won't be able to do anything for you.

     

    3. Get to work - Develop your team and talk about your skills and ideas and come up with a game idea that best utilizes each other's best strengths. Become obsessed with your game and talk about it constantly to motivate your buddies. Work on the game with the expectation that you are going to be doing all the work. The enthusiasm and work ethic will rub off on your buddies and they will want to keep up.

     

    4. Get on social media - Once your game starts becoming close to done, get a twitter handle ready, post about it on reddit, become friendly with popular people in other gaming/modding communities. Talk about it constantly with content to share like screenshots and promotional videos. Talk about it like you've never been more excited in your life to create this awesome game. It will get other people talking about it and they will be excited to check it out when it's done. 

     

    In short, make friends, be nice and likable, do what you're best at, and promote the shit out your game. You're going to be spending a lot of time talking to people and being an internet celebrity. Its most important that you remain present in people's lives, especially the people you are working with and the people you're selling your game to. It will be a lot of work and use a lot of your time, but I think that's what you're going to need to do to make it successful.


  2. 29 minutes ago, Arctangent said:

    I'm not really sure how you quoted the one post establishing exactly how my issue was everything about you stating your opinion relating to the topic, then proceeded to act like it was a matter of stating your opinion relating to the topic.

    AGIJER;OGJRGJSE;ROGJISRTGSROGJTNB IUSV;O;farvjrioagvnma;ojgrmaroigjaorigntsgnkjfslog


  3. 16 minutes ago, Arctangent said:

    I mean,

    I mean, I mean, I mean,

     

    I understand what you mean, your argument is not wrong. I'm responding to you because I don't think you realize that this conflict between fact and opinion is something that literally everyone here is able to overlook because they understand the context of this thread to appeal to opinion. So when we read something that is stated as if it is a fact, we are able to interpret it in a manner that this person writing it perceives it as fact because that's how serious the opinion feels to them.

     

    Everyone here seems to understand that, and I think you do too. That's not the topic of conversation and you're attempting to command the thread to make that the topic of conversation instead of making your own thread about it and it's making the forums a drag for everyone. 


  4. Arctangent, you're not wrong. Stories are important to drive the narrative and and objective purpose of playing the game no matter how minuscule it is. The thread however is "how much do you care about the plot" and Nine Inch Heels is saying she cares very little. Imagine this thread was about "how much do you care about water." It goes without saying that we all need water to live. Nobody is arguing that. But NIH is saying she would drink something different if it still hydrated her. There's nothing to argue about there because its a matter of preference.

     

    EDIT i didn't even notice that mrthejoshmon already made a water analogy in this thread and it's already being disputed. I don't know how to deal with you people anymore.


  5. The interface of doombuilder will probably be kind of intimidating because of all of the buttons. A lot of the shortcut keys from wadauthor made their way over to doombuilder. The main difference between wadauthor and doombuilder is that you would generate polygons with wadauthor that you would manipulate into the shapes you want. With doombuilder you just point and click vertices do 'draw' your sectors just as you would with the Polygon tool in Microsoft Paint. Modern iterations of doombuilder are really good at interpreting what you meant to do, which means it's getting harder to break your own maps, meaning you can map pretty carelessly and doombuilder will be pretty good about stitching vertices together and closing your sectors to prevent most visual and nodebuilding errors.

     

    You can also float around and edit the map in "Visual Mode," get a visual representation of potential visplane overflow areas with the "Visplane Explorer" view, automatically align textures, generate curved lines, generate stairs, merge or disconnect sectors from one another, and a variety of other useful knickknacks that simplify and speed up the mapping process. 


  6. 15 hours ago, Cynical said:

    I will never understand the love for E1; shooting harmless zombies through windows, YAWN, "oh but it flows and has windows" oh but who cares.

    Hey fuck you, man!

     

    The attention to texture alignment, lighting, height variation, thematic consistency, contrast of small and large spaces, and the unique shapes of the sectors that make up the maps all facilitate everything the Doom engine is good at doing. The puzzles are cool, the secrets are great, and despite being pretty labyrinthine, many of the maps are fairly easy to navigate compared to the rest of the episodes because of the use of central hub areas and noticeable landmarks. I really don't think the same can be said with as much enthusiasm for the other three episodes.

     

    I can't defend the gameplay. I can only excuse it for being the beginning of the game and by design, expect to appeal to people from 1993 who may have no interest in video games otherwise. It's basically a forced 9-level tutorial that builds a skill platform so you can be a capable player when you play the rest of the game, Doom 2, Final Doom, Master Levels, and the community PWADs that come after it. I think E1 succeeded in that very well, but I can't, with any shred of dignity, play it looking for a thrilling and adrenaline pumping experience. Zombiemen, imps, pinky demons and infinite shotgun shells is just sooooo boring.


  7. On 2/10/2018 at 5:54 PM, Uni said:

    I know it's kinda off-topic but since we're on the subject on who made what, I always wondered why wasn't Romero more involved in the creation of the second and third episode? Did he ever stated the reasons for why he hasn't made anything for either of these episodes? 

    I'm paraphrasing here, but from reading the book "The Masters of Doom," Doom 1 became wildly popular for deathmatch, so there were these huge events similar to QuakeCon that would take place, and there was a lot of press attention for Doom that Romero was usually the face of, so Romero was not as present and working in the company as much as he was fostering it's fanbase. JR would probably describe it differently but that's the general reason why he was fired from id software a few years later.

     

    EDIT sorry i misread your post thinking you said Doom 2. About Episode 2 and 3, I think, based on what I read, that there was a lot of programming work left to do so they had to hire a new person (Sandy Petersen) to focus on level design so they could complete the rest of game in time for release.


  8. Knee Deep in the Dead is the best. It has the best looking maps and thoughtful level designs. That's not to say that I'm not tired of killing zombie men and pinky demons or that all maps would look better if they had more startan and nukage in them, but against the other episodes it's just the best, fully cooked maps there are for Doom.

     

    I prefer the ideas that make up the themes of the other episodes, but they just aren't as well done as E1 is.


  9. You can now connect and co-create music from nature in a whole new way with MIDI Sprout. 

     

    The biological nature of plants has electrical signals running through them. MIDI Sprout is a device you can connect with your iPhone that collects data points from the changing frequencies of the electrical signals that pass through living plants. These data points are transmuted into different notes into a MIDI composition, and you can listen to it through the app. 

     

    I don't know what this means for Doom, but if you're feeling really green and environmentally conscious maybe you could make Doom music in your maps with this.

     

    https://www.midisprout.com/

     

     


  10. On 2/9/2018 at 10:15 AM, yakfak said:

    i think a lot of skies people use nowadays make doom a bit more beautiful than it needs to be :P

    The kinds of skies people use -- compared to what? The IWAD skies, or the kinds of skies people don't use?

     

    To be clear, when I work on graphics for Doom, there's a certain threshold of ugliness I'm willing to forgive to complement the rest of the game the graphics will be used with. Sometimes an abundance of crisp freshness will enhance the experience in a way that makes you feel less and less like you are playing Doom. Does that sound like what you mean?

     


  11. MIDI files seem to be distributed pretty freely. I've never heard about any sort of copyrights on a MIDI composition. Doomworld even had the individual midi files available for download here on this site. I can't find it at the moment, but it was definitely there. We also have confirmation that many of idsoftware's employee's have been here on this site before and never mentioned it. 

     

    There's a link to a zip file containing all of Doom and Doom 2's midi files on doom2.net. 

     

    I think people take MP3's and other formats of music a bit more seriously than midi. 


  12. 7 hours ago, Doomkid said:

    This is easy. I'd bring a cacodemon strictly to determine how many pounds of fish it can fit in that big fucking gullet at once. I'm betting it could easily fit over 100 pounds of fish in it's mouth and maybe even swallow them all in one gulp. This is the important scientific information the world is desperately lacking.

     

    I know it's rude to ask your date such a question, but how much does a cacodemon weigh? 400 pounds? More? There are so many secrets and mysteries here in dire need of solving.

    Split the bill


  13. the naming conventions used in the last 4 characters of the sprite lump names represent all the monster sprite angles. Without any programming or source port hackery, if named appropriately, they will also work on the dying animations as well. I haven't seen your sprites though, so I imagine the animation might look kinda confusing if youre circle strafing around a monster as its dying. I thought about doing this myself but it would require that the monsters somehow all fall from different angles, but still land in the same position.

     

    I don't know enough about ZDoom stuff to tell you if there's a way to control what animation is played depending on the angle you shoot the monster from.


  14. For Doom alone, I'm kind of over it in the same way that I don't really play the IWADs for entertainment, but rather for warming up or to study.

     

    I've been trying to figure out what it is about certain older wads that I really value. Not all older wads, but a particular kind of older wads that I'd describe as vintage wads. I think something many of these types of vintage wads have in common is that there's some sort of well-developed storyline that is either a continuation of the existing Doom universe, or a separate timeline that utilizes similar events and characters. It can either be written blatantly in the text file, or 'suggested' in the way the wad is presented.

    I think this is how I distinguish wads I really admire such as Eternal Doom, Hellbound, or Tangerine Nightmare that use map names like Time Gate, Venom Canyon and The Forgotten Land compared to nonsensical, comical, or pun names that caricaturize and babyfy Doom. 

     

    I don't think people realize they're doing it, so I don't blame them for it, but wad and map titles like Hecknology, Big Chief Chinese Restaurant and Alfonzo's Mariachi Band Expedition to the Popcorn Jungle Abyss are really lacking that sense of good narrative that is hard to find in Doom anymore.

×