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JLaw
Feb 10, 2008

- harmless -

Dominic White posted:

There's a Dark Forces/Outlaws source-port nearing completion at the moment. Not quite done yet, though.

Yup, I've been waiting for this to get into "beta". http://xlengine.com/

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JLaw
Feb 10, 2008

- harmless -
ezQuake has a software-renderer version.

JLaw
Feb 10, 2008

- harmless -
PQ dumped its hosted sites a while back. I believe there are a couple of sites hiding somewhere on the web that try to preserve some of that content though.

Edit:

http://www.quakewiki.net/planetquake-archives/
http://www.gamers.org/pub/idgames2/planetquake/

JLaw fucked around with this message at 22:56 on Jul 9, 2011

JLaw
Feb 10, 2008

- harmless -

Chinook posted:

Is there a way to get Steam to track my playtime with Doom or Doom 2 without having to play the basic .exe files?

Don't think so. I believe that even if you use the Steam-standard versions it won't track your time. http://forums.steampowered.com/forums/showthread.php?t=1282769

JLaw
Feb 10, 2008

- harmless -
You Quake folks should grab the Fitzquake engine if you don't have it yet ( http://www.celephais.net/fitzquake/ ) and play the Arcanum mini-episode: http://www.celephais.net/board/view_thread.php?id=60527

(Some other Quake engines might also work for Arcanum, but I can vouch for Fitzquake.)

I'm about halfway through and really enjoying it. Compared to the standard Quake experience there are differences in the architecture, texturing, weapons, enemies, and music -- but to me it still feels a) "Quake"-y and b) not amateurish. A true Quake purist might be offended, but it's the most fun I've had with Quake singleplayer in a while.

If you really like it you might also want to hunt down "A Roman Wilderness of Pain" and "Unforgiven", by the same mapper (Tronyn). On top of having a similar quasi-Quake-ish spin on things, they feature huge hordes of enemies (which I haven't come across yet in Arcanum). Anyone who really missed Doom-style monster rushes in Quake wouldn't have anything to complain about there.

(And check out Quake Injector at http://www.quaddicted.com/category/quake-injector/ for general browsing/installing/launching of Quake SP maps.)


Edit: Make sure to read the Arcanum readme about proper installation and launching. Also, IMO the first map is the weakest for a few reasons (some tight quarters, confusing as to where to go next, music loop is too short, etc.) but things improve if you push on.

JLaw fucked around with this message at 19:26 on Jul 18, 2011

JLaw
Feb 10, 2008

- harmless -
Sort of in the spirit of the above graphics discussion, here's some screenshots from recent Quake singleplayer maps. These are using Fitzquake, which is a fairly faithful GLQuake-ish renderer (as opposed to ports like DarkPlaces that add special effects).

"A Roman Wilderness of Pain"


"Unforgiven"


"The Altar of Storms"


"The Anomaly 2: Water"


The shots below are from me working my way through the mini-episode "Arcanum"; I'm probably not halfway through yet.









(BTW while I recommended Arcanum in an earlier post, I hear that there are some save/load issues later in the episode. Sounds like they will be addressed in a re-release later this year.)

JLaw
Feb 10, 2008

- harmless -
Quake Injector ( http://haukerehfeld.de/projects/quakeinjector/ ) has been mentioned a couple of times here; it will let you sort by release date as well as by "rating" (not sure where the rating comes from), and it makes it really easy to try stuff out.

http://www.celephais.net/board/ is the current hangout for Quake mappers so you will see new releases there, and you can also ask for opinions about stuff like "best recent maps for co-op play".

I'm not actually sure about the best way to do co-op, especially for recent maps that tend to require certain Quake ports (that support larger numbers of entities or similar changes). As far as I can tell, Fitzquake for example does support hosting and connecting to co-op games, but I haven't tried it myself.

If you're playing a "vanilla" map that doesn't require any particular Quake engine, then an approach that I _have_ done myself is to run a QuakeWorld server (mvdsv) using the exCoop mod, and have the players connect to that using ezQuake. But that will probably be too much hassle if you're not already up to speed on running QW servers.

JLaw fucked around with this message at 06:56 on Jul 26, 2011

JLaw
Feb 10, 2008

- harmless -

Minidust posted:

Steam apparently tweaked something today so that your Doom playtime can actually be tracked. It also forces a direct DOS Box launch now. :downs:

Interesting, are you seeing that for Doom 2, or just Doom? In the case of Doom 2, for me Steam is still launching it through a batch file and not tracking playtime.

JLaw
Feb 10, 2008

- harmless -

Yodzilla posted:

So if I download the Quake Steam Fan Patches I don't need to also install DarkPlaces right? I just want to get Quake looking as nice as possible for my playthrough.

What are the Steam Fan Patches?

Unless they involve installing a new engine then you won't hit your "looking as nice as possible" goal.

The easiest way to play a good looking session of Quake is to install a newer Quake engine somewhere, and then copy over the .pak data files from your Steam installation of Quake. Your options are:

- If you want to play QuakeWorld-style multiplayer, or if your singleplayer ambitions only involve the original campaign or "vanilla" third-party maps, then you can go to nquake.com and grab the installer from there. The nQuake package includes the ezQuake engine and other stuff like texture packs, bots for playing DM skirmish, etc. It has various "eyecandy" settings available, although that's not its main purpose in life. The installer will autodetect your Steam installation and copy the necessary data files for you.

- If you want to play lots of third-party maps and mods with a faithful GLQuake-ish look, just in high res with the bugs shaken out and support for recent mapping tricks/trends, then use the Fitzquake engine. Or perhaps its fork QuakeSpasm, which seems to be more recently maintained... I haven't tried QuakeSpasm myself but I hear good things.

- If you want the most support for "special effects" and various modern graphics buzzwords, use the Dark Places engine. I'm a little bit of a purist (or just nostalgic) so I lean toward using the other stuff above, but it looks like Dark Places is quite configurable to let you experiment with different visual tweaks and find your happy place.


Edit: If you're talking about http://forums.steampowered.com/forums/showthread.php?t=1756923 then that includes the Dark Places engine. If Dark Places is what you want then you are good to go. If you'd rather use some other engine, you can plop their .exe down next to Dark Places and run whichever one you feel like.

JLaw fucked around with this message at 20:31 on Aug 19, 2011

JLaw
Feb 10, 2008

- harmless -

22 Eargesplitten posted:

Are there any good map packs for Quake 1? That was some of the most fun I ever had with an FPS, but I don't want to go back and play the same levels another time. Is there anything that's just like the original maps, but more of it?

There are metric tons of them.

http://haukerehfeld.de/projects/quakeinjector/ covers those that are pretty close to vanilla-Quake. There are also many good ones that use some sort of gameplay mod.

For many recent maps you may need to use a more recent Quake engine. See my other posts in this thread for recommendations.

I don't think I'll get into typing up lots of specific map recommendations right now, but FWIW I'm enjoying the "Arcanum" mini-episode. Although I hear it has a save/load bug in later maps.

http://www.celephais.net/board/view_thread.php?id=60527 has a download link for Arcanum, and a discussion of how to work around the bug in post #230.

The Quake screenshots on my Steam profile include several from the first few maps of Arcanum, among others: http://steamcommunity.com/id/jlaw/screenshot/595820175237906683?tab=public&filter=app_2310

JLaw
Feb 10, 2008

- harmless -

hippieman posted:

For the past several months I've been working to to create all new official versions of Marathon, Marathon 2: Durandal and Marathon Infinity with the Aleph One team and Bungie.

Well that's a nice surprise! What got into you? :)

I've been thinking about getting Aleph One set up on my current gaming system so now is probably a good time. I've used it before to play partway through 1 & 2, but haven't touched Infinity yet.

JLaw
Feb 10, 2008

- harmless -
The nQuake package (which uses the ezQuake engine) comes with deathmatch bots ready to go. That's a QuakeWorld engine, if that's what you're looking for.

In the past I've also tried out FrikBot X (along with The Definitive Frikbot Waypack) and a non-QuakeWorld engine, I think it was FitzQuake.

FrikBot X also can be made to work with QuakeWorld, but it's a little awkward. With the NetQuake (non-QuakeWorld) version you can just drop in a separate waypoint file for a given map to make the bots understand it, but for the QuakeWorld version the waypoints have to be compiled into either the map file or the mod's QuakeC code.

So if QuakeWorld multiplayer is your thing, I'd recommend installing nQuake. On the other hand if you must have NetQuake-style MP, then you can try the FrikBot; let me know if you have problems hunting down the mod or the waypoint files.


For Quake 2, I can't remember if Eraser or Gladiator ended up being the thing to use. I was playing around with one of them using some of the modern Quake 2 engines like EGL and R1Q2. I can double-check later today.


VVVVV Cool, good to hear! And for closure on the Quake 2 thing: Gladiator bots.

JLaw fucked around with this message at 17:49 on Jan 1, 2012

JLaw
Feb 10, 2008

- harmless -
Thanks for the heads-up on DTWID folks. I've always preferred "Doom-ish" third-party maps rather than crazier experimental stuff, and DTWID is quality, solidly enjoyable stuff (at least up through the middle of episode 2 so far). I really dig the way the levels open up new pathways as you explore them. And the monster placement keeps me on my toes without being cheap. Maybe a little on the easy side on UV (unless you pistol-start each map) but eh, that's fine really. Basically, fun times. :)

JLaw
Feb 10, 2008

- harmless -

Mill Village posted:

Any reason why Aleph One barely runs at 30 FPS? My computer can play the newest games at 60 FPS, so I'm not sure what's going on.

I was under the impression that Aleph One runs at exactly 30 FPS. The game state and animations are at 30Hz (from the original Marathon design), and although it would be nice to allow player view to change at a higher framerate I don't believe that the Aleph One hackers have ever tackled that.

JLaw
Feb 10, 2008

- harmless -
I'd assume so, because of stories like http://www.eurogamer.net/articles/2011-02-23-john-romeros-ravenwood-fair-a-hit

JLaw
Feb 10, 2008

- harmless -

czg posted:

I hope you guys like custom Quake levels because I just made a few.
Go download from here.
Huge-rear end screenshot here.
This map breaks a lot of limits, so please use a limit-breaking engine. If you're not sure which one, I can heartily recommend FitzQuake.

I'm partway through the second map now actually. Verra nice. I got interrupted by a Steam friend calling me out to do some QW duels, but I'll get back to it. :)

I think even more than with Doom, third-party mappers have really distilled out and improved the essentials of fun Quake-ish gameplay. Probably the modern hardware that allows much bigger spaces and more enemies doesn't hurt... anyway, this czg-ism is another good example of that trend IMO. It's not (at least not yet?) a barrage of hundreds of attackers like some other recent releases, but I am fine with a bit more restraint in the encounter design.

I did come across a bit of weirdness once the fights got serious in the second map (using FitzQuake), where my mouse clicks were either not registering or getting "stuck on", but saving/quitting/reloading fixed that.

Quake SP fans should check it out. Have a look at that screenshot collection above if you're dubious, or also here's one I took: http://steamcommunity.com/id/jlaw/screenshot/596966336536464067?tab=public It's not the pure classic super-contrasty and moody Quake look, but it has a good atmosphere of spelunking around in monumental-scale subterranean ruins.


Edit: Hey, one more random comment. Enabling the axe-gibbing of downed zombies is a great idea; it makes for some fun variety in fighting them before and after getting explosive weapons (or running out of rocket ammo). I'm pretty sure this isn't the first map/mod I've seen that in, but thumbs up on that FWIW.

JLaw fucked around with this message at 19:20 on Apr 1, 2012

JLaw
Feb 10, 2008

- harmless -

Yodzilla posted:

e: wait i just read that top part about blowing peoples' arms off in Deathmatch. you could mod Quake like that on a per-map basis?

Presumably there's an included QuakeC code mod.

I remember a limb-severing mod that we ran on our Quake server for a while back in the day, so it might even just be that same mod bundled in.


Edit: This be it, and it does indeed sound like the same mod:

http://www.gamers.org/pub/idgames2/quakec/deathmatch/player.txt
http://www.gamers.org/pub/idgames2/quakec/deathmatch/player.zip

JLaw fucked around with this message at 05:37 on Apr 4, 2012

JLaw
Feb 10, 2008

- harmless -
FYI folks: Quake mapper (and probably also-otherwise-accomplished guy) DaZ has a YouTube channel where he plays through 3rd-party maps for various games, and also talks about mappy stuff at times:

http://www.youtube.com/user/darrenweekes/videos

If you're not familiar with what Quake SP maps are like these days, there's some neat things to see in his back catalog of videos. Actually you should trust that pretty much any Quake map he's recorded is worth playing, and go try it yourself. (Particularly czg's recent map... play that before watching much video of it.)

JLaw
Feb 10, 2008

- harmless -
I just finished playing through "Doom the Way Id Did": http://dtwid.herokuapp.com/

And I had a good time with it :) so this is just a reminder that it is a fine level pack. It completely succeeds at being a polished presentation of classic Doom gameplay, true to its roots but with the rough spots filed off. My only complaint would be a level or two that had a bit too much forced slime-trekking, but that's a nitpick of a hugely enjoyable production.

Following along in the "classic but improved" spirit, the setup I used was:

- GZDoom with a texture filter mode of "none (linear mipmap)" -- but I'm not against playing in widescreen with mouselook support.

- Per Kristian's remastered Doom sound effects and weapon animations.

- Sycraft's recordings of the Doom music tracks.

Good times. I do enjoy it when the aftermarket work on a game comes up with new gameplay mechanisms or themes, but I also appreciate it when folks concentrate on dialing in the best essence of the original game.


BTW this is in no way any sort of sneaky commentary on Reelism; it's purely coincidence that I happened to finish DTWID now and had the urge to post about Doom "essence". :) With that session behind me it's probably a great time to check out something like Reelism.

JLaw fucked around with this message at 08:42 on May 1, 2012

JLaw
Feb 10, 2008

- harmless -
For a Loyal Opposition kind of view...

DarkPlaces is interesting to at least try out, but I always come back to a more cleaned-up-vanilla-Quake kind of look such as with QuakeSpasm. Map releases these days seem to often be targetted/tuned for QuakeSpasm (or its predecessor Fitzquake) too.

IMO this is a good place to start:

http://www.quaddicted.com/quake/recommended_engines
http://www.quaddicted.com/quake/configuration

And then give these maps a try:

http://forums.steampowered.com/forums/showthread.php?t=2565483


(All courtesy of Spirit @ Quaddicted.)

JLaw
Feb 10, 2008

- harmless -
Ha, I was just about to come post that same link.

I hope you're being sarcastic. :)

JLaw
Feb 10, 2008

- harmless -
Nothing wrong with Yodzilla's suggestions, but here's what I was typing while (s)he was typing:


For Doom, I like GZDoom since it fixes the warping when you look up and down. Also get a nice launcher program like https://bitbucket.org/SavageMessiah/qlz/downloads/Launcher.exe

Some setup tips here: http://www.shacknews.com/chatty?id=27640833#item_27640833

For Quake, I recommend nQuake for QuakeWorld multiplayer or bot-fighting, or QuakeSpasm for singleplayer. Dark Places is fun to have a look at but I prefer I little more dialed-back original aesthetic.

Quaddicted has a few words about QuakeSpasm setup, including http://www.quaddicted.com/quake/configuration You may also want to get the Quake Injector program from Quaddicted to easily browse/play singleplayer addons.

nQuake uses the ezQuake engine, and I have some words on configuring that here: http://www.shacknews.com/chatty?id=28080711#item_28080711


Edit: a bit more on the other Quakes too. I don't play much Quake 2, but there are good source ports available for it; I've used KMQuake 2, R1Q2, and EGL before. For Quake 3, ioquake3 is the way to go. I'm sure the Steam forums have more about those. It's not quite as urgent to use source ports for these, as compared to Doom and Quake, but the source ports can help avoid some quirky issues with modern graphics drivers.

JLaw fucked around with this message at 22:36 on Aug 6, 2012

JLaw
Feb 10, 2008

- harmless -
It's not an "early" FPS game, but certainly retro so maybe the discussion fits here... I got the Wrack ( http://www.wrackgame.com/ ) preorder for $5 during their QuakeCon sale. It includes access to the current build -- which is only 4 levels, so I can't really recommend paying just for that (especially at the current price of $10), but it was fun enough and had a good feel to it. It has some of the good qualities of Doom while being different enough to not completely invite comparisons that it would lose out on. :)

I should probably be posting feedback somewhere on their site rather than here, but... eh.

The main thing I enjoy about it is having a fast player that can go through many enemies fairly quickly with responsive weapons. (I.e. the lessons from http://vectorpoem.com/news/?p=74 ) The bits of mild platforming, I can take them or leave them, no big deal. Primarily it's stll just some fun shootin' stuff.

I think they have an aesthetic that can really work for them while not requiring stupid amounts of effort in content-creation, but they do need to do something to help the enemies pop out a bit more from the environment.

Aside from that, the only fundamental flaw that nagged at me was the lack of a map. I know that with real 3D levels this is harder, but hopefully they take a whack at it. Filling out a map is one of the simple pleasures of a retro shooter, and it also makes secret-hunting more fun and helps to paper over some of the sins of having a limited palette of colors/materials/patterns/architecture for your levels.

Any of you folks tried this out? It's got potential, and even the incomplete build plays like a solid "vertical slice". I do wonder how they're going to get a whole game out the door, and if they're relying on preorder sales to fund development.

(If there's a better thread for this feel free to send me there.)

JLaw fucked around with this message at 05:57 on Aug 9, 2012

JLaw
Feb 10, 2008

- harmless -

PUKED posted:

Is CZG's stuff a safe bet? I just replayed Quake for the first time in ages and really want to try a few maps.

Yup czg is a good bet.

Spirit posted a good starter list to SPUF: http://forums.steampowered.com/forums/showthread.php?t=2565483

Generally the good Quake maps these days fall into two categories. Either a super-refined version of classic Quake gameplay, or "Quake turned up to 11" with hordes of enemies, new weapons, new monster types, maybe some new types of entities and scripting.

Spirit's list includes both of those types. czg's stuff tends to be in the former group for example, and Tronyn in the latter.

I'd recommend anything that shows up in my Quake screenshots from Steam: http://steamcommunity.com/id/jlaw/screenshots/?appid=2310&sort=score&browsefilter=myfiles ... so you could see if anything there looks interesting. (I'd imagine there's a lot of overlap between this & Spirit's list.)

Another note... I've really enjoyed the "remix" levels that have been released recently, like: Geophobia (from DM7), Gloomier Keep (from E1M5), Bad Dark Cistern (from DM5 + DM6). And the two maps included in the Quoth mod, The Slipgate Triplex and Remix of the Damned.

Finally you can keep an eye out for Quake releases at http://www.celephais.net/board/

JLaw
Feb 10, 2008

- harmless -

Nifty. I was surprised at how well-put-together this looks for the beginnings of a Quake mod, but the dude working on it is "sock" who is familiar to folks who are up on Quake 3 mapping (and probably others too). He's got a website of personal projects that is fun to look through: http://simonoc.com/

JLaw
Feb 10, 2008

- harmless -
Some discussion about that on this page: http://forums.somethingawful.com/showthread.php?threadid=3420790&userid=0&perpage=40&pagenumber=82

JLaw
Feb 10, 2008

- harmless -
Well that's pretty cool. Thumbs up from me.

Edit: my earlier Wrack impressions at http://forums.somethingawful.com/showthread.php?threadid=3420790&userid=131814#post406373341

JLaw
Feb 10, 2008

- harmless -

JackMackerel posted:

Wait, people hated Quake 2? I hear much about it just as I do with Quake 3 and Q1.

Yes, a large part of the QuakeWorld multiplayer folks never adopted it. It sold well though and grabbed a new set of players.

JLaw
Feb 10, 2008

- harmless -
Thief and System Shock 2 folks, I'll just leave this here for you to marvel at: http://www.ttlg.com/forums/showthread.php?t=140085

Really curious to see how this develops.

JLaw
Feb 10, 2008

- harmless -

Fergus Mac Roich posted:

There's actually an Atari emulator out there that introduces color bleeding and noise and other elements of CRT gaming. Maybe there's something like that for Dosbox?

http://boxerapp.com/blog/2012/10/21/positively-agog/ (scroll down a bit)

JLaw
Feb 10, 2008

- harmless -
As one more PSA, Unreal is one of the games released during a particular window in time that can have bad mouse acceleration behavior these days, so it benefits from http://donewmouseaccel.blogspot.com/

Edit: although the patch notes this time around indicate that they may have addressed that...

JLaw
Feb 10, 2008

- harmless -
Fitzquake, Quakespasm, and probably DirectQ: gl_texturemode GL_NEAREST_MIPMAP_LINEAR

And if you're really picky: r_particles 2


Edit: http://www.quaddicted.com/engines/software_vs_glquake


VVV And another happy customer!

JLaw fucked around with this message at 19:55 on Nov 25, 2012

JLaw
Feb 10, 2008

- harmless -

Kneel Before Zog posted:

Can someone suggest some old school fpses like SS2 or DOOM that have multiplayer or co op over lan to play with friends?

SS2 is pretty boring so far. I'd like to hear some other suggestions for co-opable fps games. Nothing more recent than SWAT 4 ought to run on all our computers.


What does SS2 stand for here? Serious Sam 2? Or Serious Sam Second Encounter? If the former, then I'd recommend trying Second Encounter... my group enjoys it.

Left 4 Dead (1 or 2) might be a little out of your hardware range, but maybe not; it's surprisingly scalable.

Descent 2 perhaps?

It possible to do Quake co-op, especially using newer engines, but out-of-the-box that is a bit easy and janky. We've used a mod on a local QuakeWorld server to improve things; I'll dig that up later and edit it in here. It's not got a lot of long-term playability but it's good for a laugh. (Of course Quake/QuakeWorld is good for "normal" competitive multiplayer, as long as no one gets really offended when they lose 50 to 0.)

We probably spend most of our FPS time playing Quake 3, and most of that in Rocket Arena.


Edit: For the QW co-op we used mvdsv (as the server binary) with the exCoop mod: http://goqsane.info/coop/

JLaw fucked around with this message at 23:12 on Nov 25, 2012

JLaw
Feb 10, 2008

- harmless -

Rupert Buttermilk posted:

I'm a mac user, and I'd love to get in on all of this Doom wonderfulness. I have the wads somewhere on an old disc, but I'd like to know, what's the best mac-friendly resource or program to check out in order to play all of these wonderful mods? I'd also love to know about playing the original Quake, too. I know years and years ago, I had something set up, but it was buggy, and I figure a lot has changed since then. Any suggestions?

The ability to play via LAN would be awesome as well.


I'll tackle the Quake part.

For singleplayer on the Mac I'd recommend Quakespasm: http://quakespasm.sourceforge.net/download.htm

And check out the "5 minute Quake guide" at http://www.quaddicted.com/


FWIW, some folks instead swear by DarkPlaces, which is less of a "polished classic" experience and more something with tweakable/experimental effects: http://icculus.org/twilight/darkplaces/


Quakespasm may be fine for LAN multiplayer too, but for QuakeWorld-style multiplayer the ezQuake engine is the way to go. nQuake is a nice package that includes the ezQuake engine: http://nquake.com/

I'm not sure how up-to-date the Mac nQuake package is w.r.t. the current ezQuake version, so after installing nQuake you may want to check the ezQuake version and perhaps overwrite it with the latest from http://ezquake.sourceforge.net/

Any modern Quake engine should make it possible to host a local multiplayer game on one client and have other clients connect to that. If you want to get hardcore and run an actual QuakeWorld server for clients to connect to -- this can be especially useful for running mods -- then check out mvdsv 0.29: http://qw-dev.net/projects/mvdsv/files

JLaw
Feb 10, 2008

- harmless -

Cat Mattress posted:

Putrefier. Walk through it in -nomonsters mode and you'll feel like you're in Quake 2 or something.

Thanks for the tip on Putrefier, it is a cool place to shoot monsters!

Howwwwever I think I'm kind of stuck? I've been poking around for a while so I'm not 100% sure what the last switch I flipped was; it may have been this one (at the end of the hall, under the crosshair):



but more likely this one (again under the crosshair):



And after throwing the switch there was some screenprint about an area now being accessible. Where I'm standing in that second screenshot, behind and to the right there is a lift, but it just takes me to a catwalk outside that doesn't appear to have any other exits.


Edit: well ain't that always the way, finally figured it out after I gave up and posted.

Turns out THIS texture is a door!



Occupational hazard of using custom textures I guess.


Edit again:

Finished! Good looking map... some tasty geometry (a bit too busy in spots) and crisp textures, it really does look a lot like later id games.

I think it did suffer from a somewhat bad case of random-switch-itis. This map has an extensive sequence of switches to flip, and each one will expose a new switch or drop a wall in some unrelated section of the map. So it was basically flip a switch, then re-scour the map looking for something different; in the best case some new monsters will have spawned near the spot to draw your attention, but not always.

Additional screenies here, more stylish than the ones above:





JLaw fucked around with this message at 08:45 on Dec 1, 2012

JLaw
Feb 10, 2008

- harmless -
It's like a strange, beautiful, unspeakably awkward and platypus-like endangered creature prancing around its little lair and puffing out its chin sac.

JLaw
Feb 10, 2008

- harmless -
Yup that exact thing caught me earlier today.

JLaw
Feb 10, 2008

- harmless -

WHOIS John Galt posted:

So I've been doing some Doom poo poo, and some Quake II poo poo, and I decided I wanted to fight bad guys in castles. Like, with magic and poo poo. And like big sprawling hub levels, and it would be awesome if it were like, winter or fall obviously sometimes.

Get to episode 3 of Daikatana and you're golden!

JLaw
Feb 10, 2008

- harmless -

Lork posted:

Does anybody have a link to that goon made tutorial for Doom Builder 2?

Also this: http://www.doomworld.com/vb/doom-editing/55372-my-unfinished-newbie-udmf-level-editing-guide/

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JLaw
Feb 10, 2008

- harmless -

The Kins posted:

And another big release! Doom The Way Id Did: The Lost Episodes - Six episodes of the stuff that didn't get in. Still pretty solid, apparently!

Six... episodes? :monocle: Faith and begorrah.

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