SCT_PralineStudy.wad Let me know what you think!
Plays on MAP01. Music is from the Amiga game One Step Beyond.
MIDI:
http://www.vgmusic.com/file/fd2320ea6d126b50792126b72bb17f25.html
YouTube video:
https://www.youtube.com/watch?v=191utaj3JhY
SCT_PralineStudy.wad Let me know what you think!
Plays on MAP01. Music is from the Amiga game One Step Beyond.
MIDI:
http://www.vgmusic.com/file/fd2320ea6d126b50792126b72bb17f25.html
YouTube video:
https://www.youtube.com/watch?v=191utaj3JhY
Sure thing!
(discovered a minimum of 8 characters posting requirement heh)
https://fasthub.net
^ text to speech
I plan on doing something with that wonderful whisper voice
TITLEPIC: Eric Nesmith - Transcendental Steps (1998)
INTERPIC: Eric Nesmith - UNnatural (1998)
https://www.artsforge.com/eric/nesmith.html
MIDI list:
Titlescreen: Marvin Gaye & Tammi Terrell - Ain't No Mountain High Enough (a variation of I presume)
Intermission: Hiro Takahashi - Taiyou ga mata Kagayaku Toki
Text Interlude: They Call Me Sonic
More Rippingtons MIDIs: MoreRippingtonMIDIs.zip
More Casiopea MIDIs: MoreCasiopeaMIDIs.zip
T-SQUARE MIDIs:[https://drive.google.com/file/d/1mr05bGn8O7wRhy19YaIb_g0GRLQ997eH/view)
Howdy pioneers! Amorphous Euphoria is Doom Universe's first original community project and made for limit-removing ports. The "theme" of this project is free-form artistic expression! Anything goes!
Textures are mostly stock with Doom 1 textures inside of Doom 2, with water/lavafall textures, Doom Universe logo textures, and alphabet strings to write custom messages with. If you want a whole new look then it's up to you on how to weave that together with what's provided
Rules:
Please take a listen to the MIDIs included in the WAD as they deserve to be heard and I hope you find something you like! You can use any MIDI you like that isn't included in the resources as long as it doesn't hurt consistency/hurts my ears. If the MIDI you want doesn't come with the SKY you want then feel free to fix it over to the slot you need.
If you have a custom website or any place you host your personal content you want to share then we can make a custom texture for your map to implement it in. Example:
6/1/2022 - Release date is August 10th.
Trello Board: https://trello.com/b/1Ntm1H0z/amorphous-euphoria
>>>DOWNLOAD THE RESOURCES HERE<<< Includes a map I made in the MAP15 slot.
Show me how you groove!
Excellent. Those WhatsApp Imposters are fast! I'll remember to play this with the fartyguns mod when that hopefully becomes available to download.
I learned of a Bitmap Font Writer that may be better than that online text tool but I haven't used it myself yet.
Figured it would show an embed box but alas now you don't get a preview of the anime babe that comes with the music.
Discovered this today and it's now my go-to humming tune
I'm a month late but I'm ready to help get that ball rolling.
I really liked the trollface monster -- a curious creature indeed! Funny WAD pk3
Thank you this is very helpful indeed hehe
c.eev.ee/doom-text-generator/
^your essential doom text tool
https://www.gamers.org/cgi/IdgamesUpload.html
^ idgames uploader
app.monopro.org/pixel/
^ this pixelates images
auri.ga/5000generator/
^(really big) pachinko font?
codepo8.github.io/logo-o-matic/#goto-vic2nfggames.com/games/fontmaker/
^(large) Commodore fonts
https://nfggames.com/games/fontmaker/
^ (small) arcade fonts
https://int10h.org/oldschool-pc-fonts/fontlist/font?eaglespcga_alt3
^ more computer fonts
Can't see what it is that was deleted but still see that something was deleted. It takes up space and that's just a mild annoyance for me.
I don't like how my deleted stuff still shows and takes up space. That is all
Formatting is a mess I know but I hope y'all enjoy it.
A good puzzle is one where the difficulty is just right from which the player will derive satisfaction from clearing it, feeling smart from having them use their brain even just a little. Show the goal/cheese/carrot on the stick and have them figure out how to get there. It's a lot like designing secrets, but with special attention and care.
Your adversary is the map, more so than the monsters in it.
Several common puzzle types in Doom:
Pattern puzzles:
Combat puzzles:
Navigational puzzles:
Play with sector height, brightness levels, thing placement, or even chains of linedef triggers. Anything you can think of to provide a sense of satisfactory noggin' joggin' depth in the map design of your level; and it's not like the bar of what's called a puzzle in Doom is all that high either!
Theoretically ambitious puzzles:
More ambitious puzzles are the kind that are deliberately vague and may require multiple attempts to reach a definite solution. These are harder to design with their deliberate cryptic nature but if done well are sure to be appreciated. Providing not just a goal, but a sudden obstacle will turn on a player's critical thinking switch. When requiring a set of actions to get from point A to point B, there should also be things that reverse those actions, which will require the player to think critically. For example, a switch could open a door into a new area, but if the player crosses a bridge, it shuts the door. Now the player has to think of a way to get through the door without using the bridge.
A different kind of puzzle I'd like to see done are narrative puzzles (that I would like to ask of people to make some of in the future) where the hints are derived from environmental storytelling or through information dumps of text the likes you would see in Doom 3's info terminals and PDA e-mails. Anyone should be able to figure these out with some sleuthing. Execution will be challenging but I think I'll be satisfied with just the joy of the craft itself.
It is even possible to utilize powerups such as the Light Amplification Goggles and Invulnerability sphere to play with how they change the lighting in a level. In fact the Radiation Suit can be used to read hidden messages written on the walls and whatnot. You can do this with palette/colormap changes.
Be a kind dungeon master:
It's okay to have obscure puzzles, the kind that people grill Eternal Doom for but I'm confident that such ambitions can be better designed through proper subtle hints towards the correct line of thinking in the map design itself or otherwise.
If your puzzle is somewhat esoteric then make sure you lock the player inside of the puzzle room until they solve it. It'll be bad for everyone if the player wanders outside of the area not knowing what to do thinking the solution is elsewhere. Make sure there's a logic to it throughout because madman adventure game logic is hardly ever satisfying. I learned this lesson after making my DBP11: Lilywhite Lilith map. No one likes being lost or watching others be lost. It gets old and quickly!
Make sure the player has an idea of what a switch did, that the player isn't allowed to wander wayward in search of a solution that doesn't exist, and there the player isn't overwhelmed by an abundance of teleporters and switches to confuse oneself with. If I see 20 switches and 8 teleporters all at once I'll just panic!
Provide the player with a sense of progress. If the player does something that's related to reaching the goal, you can provide some health bonuses, but its better to unleash some monsters to kill to prevent the player from dying of boredom!
Thank you for reading:
Most of what I've written are my own words but it's still a mess of pilfered content. Additional credits go to @JadingTsunami for bringing the Radiation Suit trick to my attention and @40oz for some of his do's and don'ts I've also used as a checklist as seen in this thread.
For some reason it never occurred to me until years and years past that duct tape meant that Doomguy just has to tape his flashlight to his gun. I saw how popular the Duct Tape mod was back on Filefront but I guess I never downloaded it because I thought it sounded dumb and it wasn't even a cool map or mod?
Even then you would need multiple flashlights to tape on to each gun and those are among the rarest tools in the Mars base so the shoulder mounted flashlight makes a lot more sense but even then you would likely make yourself defenseless trying to push it on and off again unless you can do it with your mind or a flex of the correct muscles. I also don't see any duct tape on Mars.
Having to switch to your flashlight isn't lucrative in the least but I appreciate the skill required to juggle a gun and flashlight. When you see that monster you have to switch to your flashlight and make an estimated guess to where it is to fire and I think that's pretty cool. I like the flashlight. I don't really have an argument I just really appreciate the flashlight and the interaction with the pervasive darkness it grants you.