Reaper Grimm
User Control Panel | Member List | FAQ | Privacy Policy | Blogs | Search Forums | Forums Home
Doomworld Forums : Powered by vBulletin version 2.2.5 Doomworld Forums > Misc. > Doomworld News > Matthias Worch's Level Design Retrospective
 
Author
All times are GMT. The time now is 14:21. Post New Thread    Post A Reply
jmickle66666666
Forum Regular


Posts: 842
Registered: 12-13


Matthias Worch (one of the level designers behind Memento Mori 2 and Requiem), now an accomplished level and game designer, has recently started streaming a series of level design retrospective videos. These videos are a look back over his beginnings of level design, starting with the Doom levels he made, through Quake and many more. If you missed the first stream, he was kind enough to upload it to YouTube, and his future videos can be found on his channel as he uploads them. I'm sure some of our more seasoned veterans of the Doom community can tell you more than I can about Matthias, but he has written a good roundup of his Doom experience on his website.

Old Post Dec 30 2014 09:50 #
jmickle66666666 is offline Twitter account Tumblr Twitch Github || Blog || PM || Post History || Add Buddy IP || Edit || Quote
Memfis
Why don't I have a custom title by now?!


Posts: 7594
Registered: 04-07


Sounds intriguing! I'm not sure if I'll be able to sit through all 2 hours of it but it will be worth a shot.

Old Post Dec 30 2014 13:13 #
Memfis is offline Tumblr || Blog || PM || Post History || Add Buddy IP || Edit || Quote
Dave The Daring
Member


Posts: 487
Registered: 11-14


I watched this stream as well. Well worth it if you're interested in game play and level design.

Old Post Dec 30 2014 16:28 #
Dave The Daring is offline Twitter account || Blog || PM || Post History || Add Buddy IP || Edit || Quote
Badboy
Junior Member


Posts: 139
Registered: 09-12


this was entertaining, had fun to watch it. i like if people talk about doom/quake games today.

downside. bad video quality. as a doom player today i didnt learn much - but it wasnt meant as a teaching lesson i guess.

Old Post Dec 30 2014 18:52 #
Badboy is offline || Blog || PM || Post History || Add Buddy IP || Edit || Quote
scifista42
Why don't I have a custom title by now!?


Posts: 11300
Registered: 05-12


I'm having problems installing and running THE TROOPERS' PLAYGROUND (the wad featured in the video) in a sourceport. I've ran the .bat installer and got the maps, but the DEHACKED didn't take effect, not even after I had manually added it inside the wad and rewritten patch format (though I'm not sure if correctly). What's the right way?

Old Post Dec 30 2014 23:18 #
scifista42 is offline || Blog || PM || Post History || Add Buddy IP || Edit || Quote
Badboy
Junior Member


Posts: 139
Registered: 09-12


written here

http://onemandoom.blogspot.de/2011/...und-ttpwad.html

Old Post Dec 31 2014 02:38 #
Badboy is offline || Blog || PM || Post History || Add Buddy IP || Edit || Quote
joepallai
Junior Member


Posts: 230
Registered: 02-07


about an hour into this so far and it's fascinating.

Old Post Jan 5 2015 10:12 #
joepallai is offline || Blog || PM || Post History || Add Buddy IP || Edit || Quote
scifista42
Why don't I have a custom title by now!?


Posts: 11300
Registered: 05-12



Badboy said:
written here

http://onemandoom.blogspot.de/2011/...und-ttpwad.html

Kmxexii's guide didn't help me, as I wanted to make the wad normally playable in source ports. But I've eventually figured how to do it on my own. Pay attention:

1. Unpack the contents of ttp103.zip into a folder.
2. Place Doom2.wad in the same folder.
3. Run TTP.bat.

4. Open TTP.wad in SLADE3.
5. Import TTP.deh as a new lump, name it "DEHACKED".
6. View this DEHACKED in text mode.
7. Rewrite the first line to "Patch File for DeHackEd v3.0"
8. Rewrite "Patch Format = 5" to "Patch Format = 6"
9. Place an empty SS_START lump before SSWVA1 (before the first sprite lump). Yes, SS_START with 2 S.
10. Place an empty S_END lump after SPIDO0 (after the last sprite lump). Yes, S_END with 1 S.

11. Similarly, place FF_START and F_END markers around the graphics with (Flat) attribute. Then you can delete the F_END and S_END markers at the end of the wad. This entire step (11.) doesn't seem to be mandatory, though, it only seems cleaner to me.
12. Run TTP.wad and have fun, it should be working in source ports that support custom sprites.

Last edited by scifista42 on Jan 6 2015 at 20:08

Old Post Jan 6 2015 19:54 #
scifista42 is offline || Blog || PM || Post History || Add Buddy IP || Edit || Quote
Vermil
Senior Member


Posts: 1859
Registered: 03-04


It was a Dehacked patch made using 2.3, which as is my understanding, no Doom port supports; all ports only support version 3.

Luckily, the syntax for the stuff that particular Dehacked patch changed, doesn't appear to have changed between 2.3 and 3.0 (obviously I haven't looked through it in great detail, so don't quote me).

Old Post Jan 7 2015 10:44 #
Vermil is offline || Blog || PM || Post History || Add Buddy IP || Edit || Quote
vdgg
MM2 maniac


Posts: 2013
Registered: 08-07


Confession time.

My oh-so-original (I thought so) "door which opens everything but the door itself" motif from xplanada.wad was used in TTP MAP03. The broken-and-repaired staircase was used in TTP MAP08. I had played TTP years ago, but does it mean these motifs stayed unconsciously in my mind?

I always had Matthias in high regard, though I slightly preferred Denis Moeller's maps. Some of his thoughts in the videos were cool to hear, in a sense "it's controversial, but you're probably right". I'll also nitpick and mention one thing in which he must have always been wrong: that notion of putting Barons on skill 4 and Hell Knights in the same place on lower skill levels.

Old Post Jan 20 2015 00:11 #
vdgg is offline || Blog || PM || Post History || Add Buddy IP || Edit || Quote
All times are GMT. The time now is 14:21. Post New Thread    Post A Reply
 
Doomworld Forums : Powered by vBulletin version 2.2.5 Doomworld Forums > Misc. > Doomworld News > Matthias Worch's Level Design Retrospective

Show Printable Version | Email this Page | Subscribe to this Thread

 

Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is OFF
vB code is ON
Smilies are OFF
[IMG] code is OFF
 

< Contact Us - Doomworld >

Powered by vBulletin
Copyright vBulletin Solutions, Inc.