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[Wolfenstein: Blade of Agony] Achievement Ideas? (p13)
Curunir replied to Tormentor667's topic in Total Conversions & Full Games
Still around 20 fps in the very first level of Ep3, with more or less nothing visibly going on in the viewport. It just gives me a headache to think how many man-hours of work and how many assets are being just flushed down the drain. I understand that modders gonna mod, but when you're driving away nearly all your target audience, why do you even spend so much on the project in the first place? This is not "low fps", it's unplayable. I want to say something along the lines of how I respect the work that has gone into this, but the end result is so bad technologically, all this work is completely pointless. This is without going into any detail about the ungodly amount of tasteless, overdone VFX that almost made me quit E3 during the nightmare dream sequence right at the start. :\ -
why do people care about hitler and medkits so much?
Curunir replied to little egg's topic in Doom General Discussion
I'm not sure what state of mind you must be in to even ask that question in the first place. -
What was your first ever wad published if you make doom wads?
Curunir replied to SlayerOGames666's topic in WAD Discussion
Oh my, time for self-shaming, huh? https://www.doomworld.com/idgames/levels/doom2/deathmatch/Ports/p-r/q3tier1 -
Worked more on the outdoor area. Still figuring out stuff as I go along, especially things you can and cannot do with 3D sectors. I wish I wasn't so slow overall, but it is what it is...
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This makes me unreasonably excited! Is that straight-up Hexen, a Heretic-Hexen mix or an altogether separate mod?
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Finally got to the outside. Now I'm scared because I've never really worked with large outdoor areas...
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Thank you kindly! It's a new map for Vostyok's "Ashes 2063" mod / TC, hence all the custom textures and weapons / enemies. I somehow missed playing Ashes when it came out, only picked it up and its expansion in Nov 2019 and that thing shook me so much, I just HAD to make a map for it and cracked open the editor again.
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Picked up a map editor after a 15-year break, so help me God...
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What's something about Doom that you absolutely hate?
Curunir replied to Reaper978's topic in Doom General Discussion
Decent and great map packs turning into slaughter wads halfway through for no apparent reason. Either be a slaughter wad, so I can stay away, or don't, so I can play all of you. -
I will have to go with the Dead Man Walking addon (by ReformedJoe) for Ashes 2063 (by Vostyok). It might be in the top 3 most entertaining things I ever experienced in the Doom engine over all those years.
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That's literally what the Ion Fury devs said when I brought up the matter with even mapster32 being very unwieldy compared to even original Doom Builder. The justification is always "Well, it sure takes time, and yeah, we know - A LOT OF TIME, but once you get to know what you're doing, it's a VERY powerful editor!" :D
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This is just a PM to say a personal "Thank you!" for maintaining and developing GZD into what it has become. I have been playing more Doom mods / maps again after a long pause but I've been enjoying the last few years of good content a lot and wanted to personally thank you for making it possible with the engine!
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This is fascinating stuff, really! Do you also have any idea why the AI in IFury is such a complete mess as well? I have seen the devs half-admitting it IS indeed because they took too many shortcuts with levels as well and the geometry is way too complex for the AI to navigate in a lot of places, but I'd much rather hear a second opinion, if you could provide one.
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Speaking of low-level hacks and tools made for the creator and not the engine, it continues to amuse me how the Build crowd keeps defending eduke32 and mapster32 and even somehow feels they are superior to current Doom ports, despite the clusterfuck of an interface, abysmal shortcuts and general usability, as well as the "yeah we can do that if we jump through a couple dozen hoops", i.e. the low-level hacks Graf mentions.
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I've been following and occasionally actively participating in the Doom community for over 20 years. A lot of the old great content creators and engines of the community have moved on due to life being what it is, but for every older mapper whose trail ran cold, two new talented ones stepped in. I am continuously being amazed by the amount of fresh blood that Doom attracts and by their dedication, ability and creativity. The openness and ease of use of the tools, the possibilities that the modern Doom engines offer weighed against the time required to produce assets and write code, all of this is never going to be matched by any other game. I actually believe Doom has the largest body of user-generated content in the history of anything, and this body is still growing every year. I've also seen similar discussions over the last couple of decades but frankly, seeing what has been produced in the engine over the last couple of years, I don't think Doom is going anywhere or that the community is going to wane in the foreseeable future.