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About durian

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  1. durian

    Why I hate the term "mapper".

    I do find the term somewhat ugly - I also prefer 'map/level author'.
  2. durian

    SIGIL - New Romero megawad for Feb 2019

    This thread is ridiculous. Romero creating a new mapset is amazing news, wonderfully timed. I can't wait to play it.
  3. durian

    420 blaze it [weed][marihuana][thc][legalized it]

    One of the nice things about legalisation is that it makes it easier to try different strains and to find the ones which suit you best. There's huge variety in the effects of different strains - it's not simply a question of strength. It's a shame that stuff which blows your head off and turns you into a gibbering wreck is so over represented on the black market. It's led - understandably - to some quite negative public attitudes towards the drug and legalisation. I'd imagine there'd be fewer incidents of weed-induced psychosis if users had access to mellower strains.
  4. durian

    420 blaze it [weed][marihuana][thc][legalized it]

    I stopped smoking and switched to a herbal vaporiser shortly before my kid was born - initially I did miss certain aspects of the smoking ritual, but the experience is markedly more enjoyable on pretty much every other front I've no temptation to smoke again. On topic: Go Canada! Ten years ago I'd have said that there was zero chance of a similar change happening here in the UK, but these days I'm more optimistic.
  5. durian


  6. durian

    Post Your Doom Picture (Part 2)

    This arrived today:
  7. durian

    Post Your Doom Picture (Part 2)

    Very neat. Here's the sort of thing I've used: Floors on the x, ceilings on the y, then co-ordinates in the middle for floor/ceiling combos. I've tried a more economical approach, with fewer sectors and more tagged lines per sector, but in the end I found this sort of thing made it easier to keep track of everything.
  8. durian

    What do you think about border sectors?

    I think they can really enhance area, if used judiciously, but more often they seem to be slapped in without too much thought, and tend - if anything - to make the area look worse. But they're great when done well - a useful tool for enhancing lines and guiding the players' eyes, and making things look sleek and stylised. Random border thoughts: - Three significant variables are width, height, and texture - small differences in these can make for big differences in appearance, so getting things to look right can involve some fine tweaking. - I prefer them to be the same height as the floor - the little stepped ones often look a bit silly to me. - A shadow border - that is, one that does nothing but darken the light level - can be very effective. - I tend to prefer wall-borders to floor-borders.
  9. durian

    Getting annoyed by some words

    Isn't it just that all these expressions have had moments of being mildly trendy and popular, and - as has been well established - you tend to have an irrationally negative reaction to anything that you perceive to be mildly trendy and popular?
  10. durian

    Post Your Doom Picture (Part 2)

    @DragonflyMaybe trying editing the relevant texture and making a brightened version, then plastering this on all the walls darkened by fake contrast. I've used darkened/lightened versions of textures in similar - though not quite identical - contexts, and it can work fairly well.
  11. durian

    British or American spelling?

    Though British, I find I prefer the American-English spellings for many words since they tend to be leaner and more phonetic. But I dislike '-ize' - it just looks vulgar.
  12. durian

    Is it still a trap if you know it's coming?

    rd already summed it up nicely, but I'll add: The surprise that constitutes the trap isn't just that, predictably, something - anything - happens when you snag the key, but that something specific happens which, with any luck, subverts your expectations in an entertaining way.
  13. durian

    GZDoombuilder slow down on big maps

    Just a thought, but looking at those shots I think you could afford to lose a lot of lines without much in the way of noticeable cosmetic sacrifice. Most obviously, you needn't use so many lines/vertices to get all those nice curves. I'm not suggesting you go back re-do anything here (though optimising can be oddly enjoyable), but it might be worth bearing in mind next time around :)
  14. durian

    Can too many sectors affect map performance?

    That's basically rght, but some ports (e.g., ZDoom and its offspring) aren't so constrained.
  15. durian

    Can too many sectors affect map performance?

    Having played around with quite stylised sector lighting, my experience has been that unless you're going really crazy, it shouldn't have a significant effect on performance. Even with lots of gradient lines overlapping each other and/or other parts of map geometry (example), I never really noticed any performance issues when using just the software renderer, aside from the very occasional frame drop. That said, I only ever worked within Doom's traditional light scale - so, 0, 16, 32, 48, 64, etc. If you prefer a more fine-grained scale - so, gradients composed of many very thin bands with very small increments - then perhaps things will be different. I was also fairly careful about using just enough lines to get the effect I wanted; it's easy to go overboard, especially if you're curving lines and being overly liberal with the vertices. It also goes without saying that performance will depend on port and processor power; when it comes to others playing your stuff, you can exert some degree of influence over the former, but zero over the latter. Doom's lighting is an underused resource - good luck!