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Everything posted by Doomkid

  1. Doomkid

    My first Doom map.

    No need to feel that way - this is an awesome map, especially for a first attempt, but even aside from that. It's really fun overall! I enjoyed how it progressed from different techbase-style areas, to a grand canyon, to a completely hellish ending area. The gameplay was solid, there was (most of the time) more ammo than necessary, but not by too much - it's better to have a bit extra than not enough, after all. The difficulty level was right between Doom 2 and Final Doom, the sweet spot in my opinion. There were a couple of misaligned textures here and there but visually I found it pleasant, somewhere between Doom 2 and NRFTL in terms of visual quality. No complaints there! The only area that felt tedious and broke up the gameplay was in the canyon area, this one extremely tough to make jump that requires a perfectly aimed straferun. In the end I just cheated and flew over it, I think it would make the map a lot better if the jumps were slightly less spaced out in that area. Not a big deal, an easy fix to make it more accessible to most players. The long distances with a lot of revenants in that area were kind of tedious as well, but less so. I kind of wish they could teleport closer when I approach them or something, so I don't need to stand back taking pot shots with the chaingun. I'd rather be able to get in their face and get it over with, but that's up to you of course. Every other area of the map featured gameplay I liked and there was always enough health to make up for unavoidable hitscan damage or goofball mistakes which I appreciate. I still died a couple times, but it was my own dumb playing that got me there, not an issue with item balance or level design. This was super enjoyable, I hope you intend to make more. It took me about 2-3 years of mapping before I was creating stuff comparable to this in terms of quality so I just want to restate how impressive this is to me. I recorded a FDA (first demo attempt) which I will be posting shortly so you can see how I progressed through the map, going in with no prior knowledge. This is just a recommendation for future maps, but if you intend on making more levels in this style - stock textures, stock music and an overall very Classic Doomy vibe - Then I recommend mapping in either Boom format or Doom 2 format. They aren't as robust as UDMF or Doom in Hexen, but they allow your maps to be played on a much wider variety of source ports and platforms. 3/4ths of Doomers are happy to use GZDoom and probably use it as their main port, but a decent number prefer PrBoom or other ports of that nature. The biggest drawback of the older formats is that you can't use wall textures on floors and vice/versa, and line actions are more limited. Of course, this is just info for you to do as you please - If you keep wanting to make Classic Style maps that are aimed at GZDoom only, I understand. It's somewhat easier than working within the restrictions of Doom 2 format and Boom format, after all. Keep it up, keen to see some more of your maps in the future.
  2. Doomkid

    Bill Murray looks like Robin Williams

    I always thought Bill Murray and Tom Hanks were related when I was little
  3. It sounds like you just want some classic Doom mapsets, not stuff with a bunch of custom weapons or whatever. Great choice! Here are a random selection of wads I'd recommend to most anyone who loves classic Doom with no BS, in no particular order. Some are 30 maps, some are less: https://www.doomworld.com/idgames/themes/mm/mm_allup - 32 levels https://www.doomworld.com/idgames/levels/doom2/megawads/scythe - 32 levels https://www.doomworld.com/idgames/levels/doom2/g-i/hellrun2 - 1 level https://www.doomworld.com/idgames/levels/doom2/megawads/reverie - 32 levels https://www.doomworld.com/idgames/levels/doom2/s-u/tdevil2 - 7 levels https://www.doomworld.com/idgames/levels/doom2/Ports/megawads/thtthren - 20 levels https://www.doomworld.com/idgames/levels/doom2/Ports/a-c/bermuda - 1 level https://www.doomworld.com/idgames/levels/doom2/Ports/megawads/jpcp - 32 levels https://www.doomworld.com/idgames/levels/doom2/megawads/btsx_e1 - 26 levels https://www.doomworld.com/idgames/levels/doom2/megawads/av - 32 levels You'll find these all to be sufficiently DOOMy I think
  4. Doomkid

    if doom 64 had multi player?

    There were loads of reviews chastising Doom64 for it's lack of any sort of multiplayer when it first released. I don't think it would have had any notable impact on the community or modding scene honestly, but it undeniably would have sold better if it had some sort of splitscreen support, which the n64 was famous for. After all, the majority of popular releases had 2-4 player support, including Goldeneye which was pretty universally seen as far more graphically advanced at the time. To the layman, there was no excuse for a game so graphically inferior to also have no multiplayer whatsoever. That lack of 3D models and splitscreen multiplayer was a one-two punch against D64, which sucks because it's a really good continuation of the single player Classic Doom experience. Even as a Doom fan and an impressionable kid I thought Doom64 seemed like shit, so I have first hand memories of being wholly unimpressed at first sight. Obviously I changed my tune as time went on but yeah, the odds were just stacked against it.
  5. Doomkid

    What is your favorite Heavy Metal Band?

    ROFL I've heard people talk about Baby Metal here and there but I guess I had no idea what it is. I once saw a video of some 8-9 year olds playing metal quite well, so every time I've ever heard someone say Baby Metal I figured they were talking about a band of literal children. Idk why, I just connected the two. Now I know what it actually is.. Oh and if people give you shit for listening to something that just reaffirms it's legitimacy imo. Not that it matters but to my ears this just sounds like (pretty cool) credits music to some action packed anime, you could do way worse.
  6. Doomkid

    Fellow Geeks - Zelda DS E3 Cart Value Advice

    You have a rare gem. My advice is to hang onto it for a while, unless you really don't care - I once made the mistake of parting with an old Flintstones 2 NES cart for $10 years ago that is now going on eBay for nearly $2,000 so this is my attempt to prevent the same from happening to you!
  7. Doomkid

    The amazing "identify that Doom song" thread.

    I'm going to reopen the DWANGO investigation. It took 25 years, but Dwango5 Map01 did end up identified after so many years of wondering, so I'm never going to rule out the possibility that answers will surface some day. Here's all of the unknown (or misidentified) tracks from Dwango: un-dwango.zip Dwango6 Intermission music. I have a strong suspicion that this MIDI came included as a demo for some sequencing software. Obviously not certain, but it has the very definitive sound of trying to 'show off' what the sequencer was capable of. These kinds of demo MIDIs were common, but this one rules so I want to hear the un-MUS'd version and maybe even know the name of the person that wrote this wonderful track. Dwango10 Map10. When I first heard this MIDI as a kid I was like "oh, that's definitely a Team TNT track right there". But I guess it's not, surely one of the composers would have stepped forward and owned it by now. So, if not from Team TNT.. Where did this very Doom-like MIDI even come from? Dwango12 Map07. Much like the D6 intermission MIDI, I have a very strong suspicion that this was a demo MIDI meant to show off the capabilities of some long-forgotten MIDI sequencing software. Just a guess based on too much time spend digging through obscure MIDIs and software... DC Dwango Map14. Yet another MIDI that I just kinda absent-mindedly credited to Team TNT when I was younger, but once again I guess it isn't. Were people all over the internet in the 90's just accidentally pooping out really cool "Doom, specifically TNT" style MIDIs or what?? They remind me of Map11 from Icarus (Stomp.mid) but clearly they weren't by JDoyle or he would have told us forever ago. DwangoX Map12. This is a total unknown for me. I always got a Donkey Kong Country vibe from this one but I've played all 3 DKC games and this song isn't even in them.. Not to mention those games were brand spanking new when DwangoX was made - actually DKC 3 wasn't even out yet, so this is just another giant question mark. ...Now there's also the issue of the two (well, three technically) improperly credited MIDIs: Dwango1 Map07 / Dwango5 Map20 which are bizarrely credited to "Dance" by Mitsuru Minamiyama and "danc.mid Dance Party Theme" which tells us next to nothing. I urge you to go through the pain of listening to most Mitsuru Minamiyama songs just to learn that the DoomWiki is wrong as hell. Even the song called "Come on and Dance" sounds almost nothing like the MIDI in question. Damnit! I remember the story behind this misidentification. Someone got a (bullshit) copyright claim on an upload of this MIDI to YouTube. YouTube, which has a famously AWFUL song detection system, mislabeled it as simply "Dance" by Mitsuru Minamiyama, which as mentioned before doesn't actually exist. But, desperate for answers, we latched onto it as the truth at the time. Fuck me, I wish I could get that wasted time listening to weird J-Pop rubbish back. Much like some of the unknown MIDIs above, this one positively smacks of "demo MIDI included with sequencing software". The Dwango5 version is even slightly updated from the Dwango1 version - likely from a newer release of the aforementioned nebulous, unknown sequencing software. There's also Dwango5 Map11 being incorrectly credited to "MIDI version of "Starfluxx" by Mempheria (Modified version from Gemstrom)" which is known to be false beyond any shadow of a doubt. Baratus II even brings evidence just a few posts above: The shitty piano-only version of this MIDI that came with Gemstorm is very, very clearly the edited version. I can't believe this was ever a point of contention (there's a big ancient argument about it over on ZDaemon). Unless someone 1) bought the game, 2) took it back in time a year, 3) edited the MIDI and gave each instrument a way better choice than simply "Grand piano". Yeah, no way... It seems far more likely the people who made Gemstorm thought they could get away with piracy and no one would notice (and history proved them right, to be fair). On the note of modified MIDIs though, I am 99% sure the Dwango5 Map01 MIDI was modified by Aikman himself to simply remove the whistle instrument, change the charang and slightly boost the tempo. I spoke to some old deathmatchers and Dwango alums about this on IRC some time ago, apparently a stunning amount of planning and thought was put into the MIDI selections for the Dwango wads. Some users loved the music for Dwango1 M1, aside from "that annoying UFO thing" so he found some free software and went in and clipped it himself. Now, that's how the fourth-hand story from 20 something years after the fact went. I can't verify it obviously (how could I) but it seems like a very reasonable - even likely - explanation. The version with the whistle is the 'true original'. I figure I may as well list this unkown track as well: Dwango20 Map07 Any info you guys might have would be greatly appreciated. It wasn't so long ago there were 40+ unknown Dwango MIDIs.. We're down to the last small handful! A decades long set of MIDI mysteries is almost totally solved! We gotta get there.
  8. Doomkid

    Doom II - 25 Years Later: An LGR Retrospective

    Interesting video, really glad he discussed Doom 2's importance from a modding and community perspective. Enjoyed it!
  9. Doomkid

    Bow Weapons

    Can you give a link to the weapons in question? I’ll give a canned response for now: Are you running it using the latest GZDoom? https://zdoom.org/downloads
  10. Doomkid

    UV Continuous Play vs HMP All Pistol Start

    Mappers who don't balance their mapsets for both continuous play and pistol starts are bad at their craft. It is not hard to balance a map so that it's perfectly playable from pistol start yet remains challenging and engaging even if you arrive with a few extra guns and ammo. (Heheheh, that one oughta get 'em riled up!)
  11. Doomkid

    Doom Eternal Pre-Order & Deluxe Edition Trailer

    lol I’m with Gez on the throwback shotgun, it’s not a throwback to any gun I’m familiar with. This looks like great content overall though, I’m really looking forward to using classic sounds and switching the Doom64 blood between green and red would be a neat touch!
  12. Doomkid

    Akeldama - First Beta Released!

    Working on that extended midi, should be done in he next couple days!
  13. Doomkid

    Any wads like AV?

    Well if you haven’t, I’d play Scythe and Memento Mori. They’re not strictly similar but they’re not too far off. Here are some classic megawads worth your time that should have some appeal to fans of AV: https://www.doomworld.com/idgames/levels/doom2/megawads/requiem https://www.doomworld.com/idgames/themes/mm/mm_allup https://www.doomworld.com/idgames/levels/doom2/megawads/scythe https://www.doomworld.com/idgames/levels/doom2/megawads/ksutra https://www.doomworld.com/idgames/levels/doom2/megawads/pl2 https://www.doomworld.com/idgames/levels/doom2/megawads/reverie https://www.doomworld.com/idgames/levels/doom2/megawads/btsx_e1 https://www.doomworld.com/idgames/levels/doom2/Ports/megawads/thtthren https://www.doomworld.com/idgames/levels/doom2/Ports/megawads/jpcp https://www.doomworld.com/idgames/levels/doom2/Ports/megawads/mutiny https://www.doomworld.com/idgames/levels/doom2/megawads/d64d2 https://www.doomworld.com/idgames/levels/doom2/megawads/doom404
  14. Doomkid

    Required source port for doomcenter-b90c.pk3?

    I think you just need to run it alongside one of the skulltag_data variants, probably the most up to date one. https://zandronum.com/forum/viewtopic.php?t=417 I'm pretty sure it uses some skulltag stuff and that may be why it's confused when launching. EDIT: Actually, try it on Zand 3.0 with this: http://doomshack.org/wads/skulltag_content-3.0-beta01.pk3
  15. Sorry for the late reply, I'm pretty sure the Legacy master server has been down for over 10 years, but SRB2 which you mentioned is a fork of Legacy still has servers running. I know Doom Explorer recently added Doomsday support. @bond, is there any possibility of Chocolate Doom master server support in future builds of DE? Just curious I suppose you could add the old CSDoom master server under "not working now" as well. That's been down for closer to 20 years now (god damn..)
  16. Welcome to the Multiplayer subforum! Things to post about here: • Multiplayer community events (FNF, ZDS, Odamex Nitro, etc) • Multiplayer oriented WAD projects • Clans - Recruiting, clan scrims, etc. • Competitive & casual match scheduling • Questions and inquiries about gamemodes, multiplayer source ports, server hosting, etc. • Anything else that has to do with multiplayer Dooming Posts about specialty stuff - Strife, Hexen, Heretic, Zdoom wars, Chex Quest, and whatever else are definitely allowed. If it has anything to do with the doom engine + multiplayer, it's valid. DOOM Online tutorial - Table of contents: • Setting up your mutliplayer DOOM browser (Zandronum, ZDaemon and Odamex) • For ZDoom users • For DosBox users • For Chocolate Doom users • For Splitscreen (Doom Legacy) users Related links: Multiplayer Classic Doom Discord channel Doomshack IRC Chat Video Tutorial:
  17. Doomkid

    how to make my own monster

    Rest assured that WhackEd4 is not an infected program. Anti virus programs often have false positives for obscure programs. Most of them are peddling snake oil - as a rule of thumb, downloads from places like doomworld, idgames, zdoom, Zandronum etc are not infected, the community comes down hard on that kind of stuff.
  18. Doomkid

    Can I limit the reach of a weapon?

    That’s correct. The great thing in DeHackEd is that you can make it have separate animations: one for naturally fizzling out mid-air, just by playing it’s entire animation, and another actual “death by hitting the wall” set of frames (simply referred to as the objects death state). This way you could have the object play it’s normal animation in mid air which leads to it ‘fizzling out’ (and never reaching it’s true death state) and a totally separate, faster or slower animation for death by wall contact.
  19. http://doomwiki.org/wiki/Ticdup A friend of mine who lives very far away has been deathmatching with me over Choco Doom using the -dup 2 command for better online play. I noticed this page on the Wiki, however when trying to launch the game with it in vanilla Doom2 with dosbox, i couldn't seem to get it work - is the command line parameter -ticdup 2? Am I doing something wrong? Any help is appreciated :)
  20. Doomkid

    Can I limit the reach of a weapon?

    Sure, most projectiles have 2 frames of animation that call eachother in an endless loop. If you make it so that the second frame goes right into the object's death sequence, the projectile will be gone before it hits the wall, unless a wall is very close. It's kind of hard to explain so if you don't get it I can make an example.
  21. Doomkid

    Help with an NPC

    There will be a frame of the Sargeant shooting in the "States" table, calling the action "SposAttack". You'll also see what frame comes next. Make it call another frame of the Sargeant shooting instead, possibly change it to use one of the Commander Keen action frames. You can of course change them to call the sprite of the Sargeant shooting rather than the Keen sprite. Here's an example. Naturally this will have weird effects on the Keen actor, but you can change his pain state if it's an issue. testy.zip
  22. If you want to fire 7 accurate pellet shots, you'll have to use 7 frames with actions attached, and change them to "firepistol", and make sure there is no "refire" called at any point. 6 of the frames can have a duration of zero, but the 7th frame needs at least a duration of 1 for any of it to be registered. Unfortunately, this will always use 7 ammo, regardless of what ammo type you set the weapon to use.
  23. So I made a few changes to keep this in line with some arbitrary classic vanilla limitations: Sprites have to be the first lumps in your wad, nothing can come before them. It's recommended to place them after a SS_START marker lump just for organization, but they must end with an S_END lump (not SS_END) Flats should come next, because they have similar limitations, although it's not quite as stringent. Once again starting with an FF_START marker is a good idea, and it must end in an F_END marker, once again it can't be FF_END because the wad will only incorporate the new flats that start before an F_END lump I changed your custom patch to be between PP_START and PP_END lumps. I don't think there's anything wrong with using TX_ instead but I just changed it because PP (lol) is more common. Doing all this allowed it to run in vanilla, but whenever a player sprite is seen, it crashes the game with an "invalid sprite frame" message. I see there's an included .DEH patch where you've changed PLAY to DYNP, so I've renamed all the sprites to DYNP. It seemed to be missing F frames as well (jumped right from E to G). Now it all seems to work fine! Here's the fixed up version: dynp.zip