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There's really no point to a massive Doom 1 level. It's not really a deep enough game where you can put something together like DVII or Sunder- you really need the Doom II monsters for that. e) really, the way to make Doom 1 levels hard is to constrain the player's movement, which kind of precludes making huge levels. See: E4M1, E4M2, E4M6. I guess E4M6 is pretty big, but the areas you can actually move around in are constrained. Feels Villeneuve fucked around with this message at 11:26 on Jun 27, 2015 |
# ? Jun 27, 2015 11:23 |
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# ? Jun 7, 2024 09:39 |
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Is there any real benefit in making a Doom 1 WAD? Seems like Doom 2 is the full experience, at least for modders. Hey, has anyone put Doom 1 in Doom 2? Like super shotguns in E1M1, and all the new enemies here and there?
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# ? Jun 27, 2015 11:42 |
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PSX Doom adds Doom 2 enemies to the Doom maps but I don't think you can get the super shotgun in any of those maps without cheating.
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# ? Jun 27, 2015 11:58 |
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Rupert Buttermilk posted:Hey, has anyone put Doom 1 in Doom 2? Like super shotguns in E1M1, and all the new enemies here and there? PSX Doom has some monster replacement going on, but it also lacks Archviles and Spider Masterminds, I think. Gotcha is probably super boring in that! Alain Post posted:There's really no point to a massive Doom 1 level. It's not really a deep enough game where you can put something together like DVII or Sunder- you really need the Doom II monsters for that.
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# ? Jun 27, 2015 12:45 |
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Yeah I feel you. It's a especially annoying because I don't really need much depth in these maps but as I play the more renowned map packs--for example now, going through Community Chest 4--I'm getting cyberdemon after cyberdemon and it's getting on my nerves.
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# ? Jun 27, 2015 14:51 |
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Morter posted:Yeah I feel you. It's a especially annoying because I don't really need much depth in these maps but as I play the more renowned map packs--for example now, going through Community Chest 4--I'm getting cyberdemon after cyberdemon and it's getting on my nerves. Going through UV Brutal Doom 2 (BD 2.0) and holy poo poo, map10 with a pistol (rifle?) start Yes, I'm aware of the secret near the start. Barely helps. Edit: might as well call me Benjamin Franklin, because I'm kiting the poo poo out of everyone.
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# ? Jun 27, 2015 16:21 |
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Rupert Buttermilk posted:Is there any real benefit in making a Doom 1 WAD? Seems like Doom 2 is the full experience, at least for modders. there is a dedicated audience for maps made for the original doom. they like them because they tend to be slower-paced, are weighted toward less complex monsters, and all that other stuff. there's no reason you couldn't do the same thing in doom II (and I've seen a few authors use HMP / UV for Doom / Doom II) but some people just like the episode presentation. plus you have your people that just want to relive phobos, deimos, and inferno over and over and over again. edit: for people that like big GZDoom maps, Hobomaster22 released Pinnacle of Darkness. it's pretty fuckin cool. should be compatible with most mods. there is a script tucked away in there for spawning hardmode imps and cacodemons (dark imps / cacoliches) but i'm not savvy enough to figure out how it works. i figured it would be like one of Tormentor667's things (newgame+) but that definitely didn't happen. glam bam rock fucked around with this message at 17:27 on Jun 27, 2015 |
# ? Jun 27, 2015 16:36 |
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I'm playing through the PSX total conversion and so far, it's really close to the original and I'm liking it. What's the best way of playing Doom 64? I like the PSX and N64 Doom games.
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# ? Jun 27, 2015 17:26 |
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uncleKitchener posted:What's the best way of playing Doom 64? I like the PSX and N64 Doom games.
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# ? Jun 27, 2015 17:27 |
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Shadow Hog posted:Doom 64 EX, easily.
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# ? Jun 27, 2015 17:28 |
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Nice. What happened to the Powerslave project, by the way? Has someone picked it up? Major shame that thing is down right now
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# ? Jun 27, 2015 17:41 |
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uncleKitchener posted:Nice. nobody knows what exactly happened outside of Kaiser taking everything down and saying that he was leaving it alone for like six months. its pretty obvious that he got some kind of cease and desist since he was knowingly distributing game data, which he avoided with doom64ex since you need the rom to build the wad. on the other hand, now that it's out there, no one can really take it back. if anything, i am guessing that kaiser will do what he did for doom64EX - what he really should have done for powerslaveEX - and make a utility that builds the game data from an ISO or something after things have cooled down.
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# ? Jun 27, 2015 18:00 |
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Shadow Hog posted:Doom 64 EX, easily. Where are you supposed to get the ROM for Doom 64 EX, anyway? I played through The Absolution and thought it was okay, mainly because it was the easiest way to do it.
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# ? Jun 27, 2015 19:09 |
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Grimthwacker posted:Where are you supposed to get the ROM for Doom 64 EX, anyway? I played through The Absolution and thought it was okay, mainly because it was the easiest way to do it. Well if you want to do it the legit way, if you have an N64 and the cartridge, all you need to dump the rom is most popular version of the GameShark Pro, the one with the parallel port on the back of the cartridge, which then lets you dump the ROM to a file with the right software, namely GSCC XP.
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# ? Jun 27, 2015 19:15 |
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Longshot, but has anyone had luck with Doom64 EX on Wine?
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# ? Jun 27, 2015 20:38 |
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reinardus vulpes posted:Longshot, but has anyone had luck with Doom64 EX on Wine? Just compile it for linux, grab the source from github and run the linux script in the linux folder. You'll need to make sure your system has Fluidsynth at minimum of 1.1.5. Extra instructions are in the linux readme file. Apparently it even works on an ARM system.
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# ? Jun 27, 2015 20:54 |
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Elliotw2 posted:Just compile it for linux, grab the source from github and run the linux script in the linux folder. You'll need to make sure your system has Fluidsynth at minimum of 1.1.5. Extra instructions are in the linux readme file. Thanks for the tip. Sadly I'm hoping to do it on a Mac, but maybe it's doable on OS X as well.
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# ? Jun 27, 2015 21:00 |
uncleKitchener posted:Nice. if you ask the right People they Might provide
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# ? Jun 27, 2015 21:19 |
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reinardus vulpes posted:Thanks for the tip. Sadly I'm hoping to do it on a Mac, but maybe it's doable on OS X as well. There's an OSX binary in the downloads list, you just use that.
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# ? Jun 27, 2015 21:24 |
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Elliotw2 posted:There's an OSX binary in the downloads list, you just use that. Didn't see it from my phone. Thanks a ton.
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# ? Jun 27, 2015 21:28 |
closeted republican posted:Just as a heads up, the first part of a HUGE Serious Sam HD: The Second Encounter mod called Serious Sam HD: Extended is out on Steam Workshop. It aims to revamp the entire TFE and TSE campaign with new enemies (including some from SS3, like the Space Monkeys), new maps, and new bosses. The classic maps have goten a visual update and have more enemies (in both types and enemy count) now. The Legend of the Beast maps are in it and have been updated so they don't suck anymore and, and most importantly, are now a part of the regular TFE campaign instead of being a seperate campaign. Hey, this looks pretty cool. The Ultimate Enemy Pack seems to rely a ton on palette swaps, so I'm hoping this mod doesn't go too heavy with half a dozen of colors of the same Gnaar model and crap like that.
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# ? Jun 27, 2015 22:10 |
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So uh... in DoomRPG/DoomRLA I just got a nuclear powered BFG. What the gently caress does this thing do other than kill me, exactly? It seems like I can't get it to fire, just overload.
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# ? Jun 27, 2015 22:35 |
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Cream-of-Plenty posted:Hey, this looks pretty cool. The Ultimate Enemy Pack seems to rely a ton on palette swaps, so I'm hoping this mod doesn't go too heavy with half a dozen of colors of the same Gnaar model and crap like that. Most of them are mix-and-matches of existing enemy behavior, so you'll see things like an Arachnoid that has a Rocket Launcher, Laser Gun, and Minigun, Zumb'uls with Revolvers instead of rocket launchers, and Beheaded guys that fire rockets that can insta-kill you if you're weak enough. It's mostly because you really can't add all-new behavior with SSHD's editor; you can only edit existing behaviors. The recolors are because the dude that makes them is a mapper, not an artist. :P
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# ? Jun 27, 2015 23:52 |
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LORD OF BUTT posted:So uh... in DoomRPG/DoomRLA I just got a nuclear powered BFG. What the gently caress does this thing do other than kill me, exactly? It seems like I can't get it to fire, just overload. Put a High Power assembly on it, pop an invulnerability stim, and use it to kill everything. Once.
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# ? Jun 27, 2015 23:59 |
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LORD OF BUTT posted:So uh... in DoomRPG/DoomRLA I just got a nuclear powered BFG. What the gently caress does this thing do other than kill me, exactly? It seems like I can't get it to fire, just overload. That's actually the High Power Nuclear BFG9000 (Yes, as opposed to a regular Nuclear BFG9000) you have there, and your issue with it is that you don't have enough ammo in the clip. Perhaps if there was a type of modpack that could put the clip-size back to 40...
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# ? Jun 28, 2015 00:58 |
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Rupert Buttermilk posted:Is there any real benefit in making a Doom 1 WAD? Seems like Doom 2 is the full experience, at least for modders. The episode structure. Episode replacements are a drat near perfect size for a reasonably dedicated modder, unlike a full megawad.
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# ? Jun 28, 2015 08:49 |
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Keiya posted:The episode structure. Episode replacements are a drat near perfect size for a reasonably dedicated modder, unlike a full megawad. Always wondered - is there really no way to implement some form of episodes in Doom 2? Hell, I guess you could do a Quake (was that Quake?) style starting map where instead of the difficulty you choose your episode. Complete one, bam, get booted back to the starting map. Any wad actually do that? Still wouldn't be an "official" menu selection, but I actually think this way is kinda cooler.
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# ? Jun 28, 2015 10:53 |
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M.Ciaster posted:Always wondered - is there really no way to implement some form of episodes in Doom 2? I vaguely recall playing a WAD that divided Doom 2 up into 3 episodes, but I can't remember what it was called
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# ? Jun 28, 2015 11:26 |
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M.Ciaster posted:Always wondered - is there really no way to implement some form of episodes in Doom 2?
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# ? Jun 28, 2015 11:31 |
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M.Ciaster posted:Always wondered - is there really no way to implement some form of episodes in Doom 2? You can do something like in Valiant. There's some episode definitions for advanced ports like ZDoom or Eternity, and for everyone else it plays linearly. Unfortunately, level structure was hardcoded in Doom, so for purist ports there's pretty much nothing to do.
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# ? Jun 28, 2015 14:44 |
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It also kinda sucks that secret maps are always limited to two in number and only accessible from MAP15 and MAP31. Kinda limits what you can do with the concept.
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# ? Jun 28, 2015 17:28 |
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Shadow Hog posted:It also kinda sucks that secret maps are always limited to two in number and only accessible from MAP15 and MAP31. Kinda limits what you can do with the concept. Learn something new every day. In other random bits, rebirth has great music and a high but fair level of difficulty.
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# ? Jun 28, 2015 17:36 |
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Shadow Hog posted:It also kinda sucks that secret maps are always limited to two in number and only accessible from MAP15 and MAP31. Kinda limits what you can do with the concept. ZDoom stuff lets you have more secret maps and have them enterable from more levels than the standard two.
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# ? Jun 28, 2015 17:39 |
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Yeah, you can see this stuff used sometimes to get super-secret levels that only work in ZDoom. Paul Corfiatis used it notably in Whispers of Satan and 2002: A Doom Odyssey. In addition, you can sometimes get a secret exit to work from MAP02 to MAP33. This has been used at least in D2TWID.
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# ? Jun 28, 2015 18:06 |
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Cat Mattress posted:Yeah, you can see this stuff used sometimes to get super-secret levels that only work in ZDoom. Paul Corfiatis used it notably in Whispers of Satan and 2002: A Doom Odyssey. According to that page though, you can only successfully get it if you run it with ZDoom or Eternity Engine, so it's not a feature of the original engine.
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# ? Jun 28, 2015 19:23 |
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Chinese Tony Danza posted:According to that page though, you can only successfully get it if you run it with ZDoom or Eternity Engine, so it's not a feature of the original engine. I think that's to support the extra secret level that was added in xbox doom.
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# ? Jun 28, 2015 20:02 |
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Yes, but that's likely not a hardcoded feature so much as just ZDoom's MAPINFO at work.
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# ? Jun 28, 2015 20:08 |
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Yeah if you play the version of Doom 2 included in Doom 3 BFG Edition, the invisible switch in Map02 that leads to Map33 is there, but it just starts Map02 again instead. Loading that same wad into zdoom makes the switch work as intended and takes you to map33, which is hilariously awful.
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# ? Jun 28, 2015 22:07 |
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y'know I can't find any real reason to wanna mess with BFG edition after I figured out that it's an unmoddable nightmare. I don't suppose anybody's got some good recommendations for making Doom 3 more interesting? I have sikkmod and the various texture additions already (parallax is so cool holy poo poo), but what else can I shove on top of this?
Diabetes Forecast fucked around with this message at 22:36 on Jun 28, 2015 |
# ? Jun 28, 2015 22:33 |
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# ? Jun 7, 2024 09:39 |
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Geight posted:Yeah if you play the version of Doom 2 included in Doom 3 BFG Edition, the invisible switch in Map02 that leads to Map33 is there, but it just starts Map02 again instead. Loading that same wad into zdoom makes the switch work as intended and takes you to map33, which is hilariously awful. Wait, what's the invisible switch, and what's map33? Unfortunately, I didn't grow up with as much Doom as everyone else and still learn new things today, which is actually kind of awesome.
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# ? Jun 29, 2015 00:31 |