I'll leave things as they are now (doesn't mean I won't post an update of some kind though) for until at most a month in case anyone wants to try changing the fate of this project. So after that period I'll go ahead and kick it off officially for those waiting for that blessing. In the mean time feel free to go ahead and play with how Heretic works in 'Heretic: Heretic (Doom format)' or scrounge for cool textures and stuff you'd like and post it here.
Posts made by Cuppykeks
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RE: Limit-Removing Heretic Project
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RE: Limit-Removing Heretic Project
Oh yeah, hope they look good recolored for the Heretic palette.
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RE: Limit-Removing Heretic Project
Things that could go in it:
- Alphabet texture of course
- cool MIDIs heheh
- replacing a sound or two with beefy RPG power-up noises
- maybe a (futuristic) middle eastern theme?
- tree textures
- Doom texture guest stars
- village under attack opener?
- animated fire textures
----below might require a switch to ZDoom----(Extended?) DehackedHeHackedbreakable potsBy popular vote we could even replace something entirely, like IDK that mace weapon and a redundant monster
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Limit-Removing Heretic Project
Anyone here interested in mapping for Heretic? Made primarily for the Crispy-Heretic sourceport. Making a fun Heretic adventure but it's limit-removing while most have previously been for ZDoom ports.
There can be new textures too to fit your heretical themes, if the stock stuff isn't enough for you please share stuff you'd like! I've never mapped for Heretic but it should be fun to take advantage of its uniqueness!
If you're interested at all then please let me know what you think.
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RE: a good use of AI would be...
Circle strafing around a horde of imps when all of a sudden they all accurately predict the area you'll move to based on your velocity and annihilate you. The horde is learning and evolving! The terror of an arch-vile that plays cat-and-mouse with you being always one step ahead and snickers at your frustration!
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RE: Share a protip
Bait pinky demon bites by running up to them and buy yourself time to shoot and back away while they play out their (melee) attack animation. This can apply well to revenants too.
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RE: Has anyone here played Doom 3 in VR?
Dang so it's like sticking my eyes a little bit inside the computer screen, but playing with disorienting fast-paced tank controls?
The latest iteration of Doom 3 VR for the Quest(2) looks really good with how every gui element exists in the 3D space and isn't a static image. You can see the PDA as a pop-up hologram of sorts, your health on a wristband, and even the pistol gets an ammo counter screen tacked on to it which seems to make it the best way to play Doom 3 in VR atm. Apparently HD graphics mods can be stacked on to it too but can lower framerate but in the future hopefully the VR package can continue to improve with connecting everything for an even more immersive experience as well as being able to handle uber modded Doom 3 VR action at 120 fps. Dividing my attention between using the PDA and being wary of any sudden demon encounters should be a spooky good time!
Thank you for your response!
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RE: Stupid things in maps that bother you
@kvsari Yes I do and there can always be more wacky barrel hijinks
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RE: Stupid things in maps that bother you
That should add to the atmosphere then if you're creating corpses or making the map feel more dynamic and lively! If a map suddenly lines up a bunch of barrels in a single room to get easy kills without any real effort on the player's part when the map designer suddenly remembers barrels exist and they're never used again afterwards is what I find odd!
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RE: Stupid things in maps that bother you
Wait what's the pushback against UV? Do they put an inaccessible monster on UV only or is it something even weirder?
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RE: Did you know that in Doom 3 BFG Edition...
Oh yes that's right there is twice the ammo in the Doom 3 BFG Edition! Double the flashlight power too :y
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Has anyone here played Doom 3 in VR?
I haven't a VR headset but even that doesn't come pre-built with a hamster wheel for me to not run into walls while in VR. Maybe when it gets cheaper and it's available in every fancy hotel room instead of a Super Nintendo. Some of my favorite dreams have been in the dark space station of the Doom 3 universe. So I'd like to one day have the most immersive Doom 3 experience possible, predicting that touching the in-game computer screens would be quite novel! Maybe they'll make it so you can smell the metal and blood too.
If anyone here has had a VR Doom 3'ing adventure, what was it like? Does it really feel that different and that much more immersive, with VR being the best way to experience the game?
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Did you know that in Doom 3 BFG Edition...
That on the weapons that include an ammo counter you also get an additional ammo counter on the bottom right corner? That's right, you get TWO of them! In Doom 3 BFG Edition you can enjoy this while also basking in your flashlight's huge off-center lightbeam.
WHAT THE FIRETRUCK?!
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Spoiler tags?
It'd be really nice to have spoilers be included in the text formatting! I've taken it for granted until now!
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RE: Stupid things in maps that bother you
@Devalaous said in Stupid things in maps that bother you:
Since im actually able to voice a negative opinion here, guess ill vent some frustrations of mapping tropes as well as wadcrafting that tick me off.
- Pop-up monsters is a big one. It entirely breaks any immersion the map had that im in some world, and reminds me im just in a game map made to challenge me, the player. This is similar reasoning behind why I dislike slaughter maps
- 300% not available at the end of the map. In the age of much better editors, theres little excuse for broken secrets and items, as well as stuck monsters, or monsters made to be unkillable via ammo starvation or mapping tricks. The latter can be solved with crushers at a critical point, like Plutonia's Twilight, or various maps in Ancient Aliens.
- Not having an internal DEHACKED lump in the last decade. Internal lumps are unobtrusive and extremely easy to write, even in plain text format in SLADE. There is NO excuse not to have one in there to define the level names in today's port world. And dont even give me the 'I only mod for Chocolate Doom' shit, the lump will be used by other ports, very few are only going to adhere to your recommended port if its a vanilla one.
- By that same logic, not using the other xINFO lumps when needed. Im sick to the back teeth of people adding in a Map 33/ExM10 etc, then not giving advanced ports any way to access it outside of outdated methods like command lines or console commands. We live in the future damn it! I keep having to write patches that define a new episode called 'Bonus Map' that you select on the menu to load up these maps, and I have to write the patch in several xINFO languages, because im considerate and acknowledge there are many ports people use.
- The recent years have had a pushback against 'Ultra-Violence' with actual wad sabotage and ridiculous passive aggression against 20+ year old mapping norms. If you pull this rude stunt, I simply wont play your works again. Im sorry, but artistic types plotting to actively screw with UV maxers, in public, it offends me.
- Putting 'no jump/crouch' shit in your wads in an attempt to control the player. Developing a mapset with classic oriented movement is fine, and even preferred, but the moment it leaves your hands and enters the wild, you DO NOT have the right to control HOW I play by hijacking my settings. All you need to do is say in the text file 'please do not jump or crouch, it was not designed with these in mind'. Dont automatically assume the player is going to break rules and persecute them early ffs.
- Making all secrets hidden on the automap, especially if also adding an automap item to the map. Deathless was very guilty of this and it made me so mad. I can blame the speedmapping for that I guess, but still!
*Messy automaps. It is not hard to test this with IDBEHOLDA and see what lines don't show up and how messy the map looks. I annoyed one mapper by reporting automap bugs while I was still a playtester, so some hate the map in general, but that doesnt change my opinion. A messy automap reflects your work ethic to me.
Im sure theres more, but this stuff has been under my skin for the last few years, and now its vented.
Very agreeable gripes and I was going to comment on crouch/jump disabling too first thing.
I want to lump in pop-up monsters with something like barrels placed in a seemingly scripted way to effortlessly kill low-level monsters. Thing placement can be immersion breaking sometimes if uniform to a fault.
Oh and another stupid thing in maps that bother me is when I run off a stairwell and hit my head on the next ceiling on the jump down!
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RE: a good use of AI would be...
Maybe an uber 1337 [-]/-\ ><0R can use this to have Sonic The Hedgehog read out-loud your own dox, comment on your browsing history, and indulge in a deep dark fantasy. A professional company could do this too, perhaps in the timeline where your vision is clouded with advertisements, reward programs, and every purchase is linked to a subscription model. Sonic The Hedgehog can be reminding you of when each purchase of yours is due for a renew AND while also giving you directions to the nearest Wendy's.
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a good use of AI would be...
Making it so I can enter my player character's name in a video game and then AI is used to make the in-game characters actually voice my player character's name using the VA's voices as a base. I think that'd be pretty cool and sometimes funny
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RE: Doom 2 music names and replacement guide.
Thank you this is very educational!
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Your Favorite Doom Map Trap?
What's your favorite traptastic deadly Doom map surprise?
My favorite trap would actually be one of my own where the player goes into a tight space with a single door, but when they open the door is a bunch of barrels with a shotgunguy behind them where the player might blow themselves up in a space where they can't easily back away from. Mwhahahahaha
Other than that I actually can't think of many besides the good ol' pop-up squad of chaingunners.
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RE: Post screenshots of the projects you're working on!!
My map for SLOOTER a lewd FPS built with GZDoom! Check it out and support Doomy NSFW high-impact sexual violence! Please share!
--> https://buxomdev.itch.io/slooter <--