Posts made by joe-ilya
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How do you implement difficulty settings?
I put extra supplies for HMP.
Remove some enemies for HNTR without having the extra supplies I added for HMP.
With both of these difficulty settings implemented that way it turns ITYTD into a combination of both HMP and HNTR; it has HNTR's lesser enemies and ITYTD's double ammo and health hard-coded stat, similarly to how extra supplies were added for HMP.If I can think of something creative like disabling teleporting monsters or moving a key around I'll do that too.
If I ever make a mapset, I'll rename the difficulty settings to represent what's been changed.
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RE: How would you imagine a psychopath playing Doom?
@sexybzzrak said in How would you imagine a psychopath playing Doom?:
prefers the chaingun to the shotgun
shit
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RE: How would you imagine a psychopath playing Doom?
They pick up health/ammo/armor even when they have 99% of it.
They actively pick invisibility spheres.
They play at max gamma.
They use BFG on single zombiemen.
They use non-berserk fist.
They play with Brutal Doom.
They play with sound and music off.
They use non-berserk fist on cybers.
They stare at each swastika in the secret maps for an hour.
Their favorite map is The Chasm.
They play with keyboard only.
They beat Mephisto's Masoleum and The Express Elevator To Hell legit.
They use the tiny window frame of invulnerability that IDCHOPPERS provides to avoid damage.
They waited 3 years for berserk to wear off.
They play on Nightmare!
They use mouselook.
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RE: Post screenshots of the projects you're working on!!
@ChrisJEPlace You somehow managed to make a map that looks like it is from Dusk, by using textures from Blood.
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RE: Doom Universe Incident 1 : The Shores of Hell The Way Romero Did
@Walter-c Yes, I'm planning to make more DUIs, they're going to have different map formats, and different deadlines, depending on the theme of the incident.
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Doom Universe Incident 1 : The Shores of Hell The Way Romero Did
Welcome to the first installment of DUI, the theme of this one is to make Hellish Tech Bases in the style of Romero's maps from E1 of Doom.
Slots (anyone can claim) :
E2M1 - Reserved after all maps are finished
M2 - Open
M3 - Open
M4 - Open
M5 (secret exit) - Open
M6 - Flooded Foundry - joe-ilya
M7 - Open
M8 (boss map) - Open
M9 (secret map) - OpenRules :
- Wad names must be named like this : dui1_username_slot.wad
- Vanilla compatible.
- No BFG.
- No cyberdemons (Except for M8), nor Spider masterminds.
- 199 monsters max.
- Must use white/gray rock as outdoor terrain.
- New music is allowed.
- Must have difficulty settings.
- Must have co-op and deathmatch player starts added and compatible with.
- No new textures, nor flats, nor sprites allowed.
- No usage of fast actions such as fast lifts, fast doors, etc. as these were unavailable in Doom 1 until Episode 4.
- No vanilla tricks such as instant raising/lowering floors/ceilings, self-referencing sectors.
- Deadline will be decided and announced later.
- E2M8 must have a normal map section before the boss arena, similar to Romero's E1M8b.
Here's some ways you can imitate Romero's style :
- Outdoor areas are reserved for secrets and vistas only
- Horseshoe layout
Put important things and/or new places that can be seen ahead of time, but can't be instantly accessed, and require some walkaround. - Symmetrical rooms
Don't overdo. - Secrets that act as shortcuts around the map
Here's some ways you can incorporate some hellishness into your map, using (but not restricted to) these Romero-isms :
- Cracks in the floor/ceiling
- Red stars that act as teleporters
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RE: Treasure Hunts
@JadingTsunami Check under the thick layer of dust, it's one of those secrets within secrets.
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Most angled HUD weapons aren't bad
There's a bit of a stigma against angled weapons on HUD unless it's something for ZDoom, etc.
The main argument I see is that it makes it impossible to aim quickly unless a crosshair is used, and crosshairs kind of obscure the view.I think most weapons in Doom don't need to be centered because they're not as precise as people make them out to be, and cover a big target, the only weapons that need to be centered are the bullet weapons because they cover a small target, compared to even the shotgun.
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RE: Treasure Hunts
A school vehicle driver used to stop sometimes to collect cans he found, but once there was a 200₪ bill on the road and he didn't care about that.
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RE: John Romero broke his own rules!
Yeah, I know, even though DoomED lets the mapper edit the map and see changes on the fly while still ingame, the fact that the only available resolution was 320x200 makes it hard to tell what's a misalignment, and Romero had to work with a deadline.
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John Romero broke his own rules!
Here are John Romero's level design rules :
-always changing floor height when I wanted to change floor textures
-using special border textures between different wall segments and doorways
-being strict about texture alignment
-conscious use of contrast everywhere in a level between light and dark areas, cramped and open areas
-making sure that if a player could see outside that they should be able to somehow get there
-being strict about designing several secret areas on every level
-making my levels flow so the player will revisit areas several times so they will better understand the 3D space of the level
-creating easily recognizable landmarks in several places for easier navigationThese are just what I could find in E1M3 alone, there are plenty more.
No support texture between the brown and grey textures in the secret exit room secret.
No support texture between the computer texture and the hexagons.
Misalignment at the raising stairs room, the other side has one too.
Misalignment at the doorway, the other side has one too.
Above the computer panels is a misalignment in the yellow key room, the other secret has one too.
Misalignment in the central pool room, the other side has one too.
An inaccessible outside area with some ammo behind the yellow door.
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What Doom texture would you use as wallpaper at home?
FIREBLU in bedroom.
ZIMMER2 in living room.
SFALL in toilet room.
TANROCK2 in bath room.
STONE4 in kitchen.
WOODMET2 in balcony.
ROCK3 in basement.
MARBGRAY in attic. -
What's your worst gamer rage moment?
The worst that happened to me was a long time ago, I yelled so many times to the point my dad threw a spoon at me.
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Share a protip
To win the game, you must kill John Romero.
To kill the cyberdemon, shoot at it until it dies.
You can accurately snipe with the chaingun by tapping fire.
Berserk gives you a stronger punch for the whole map, not just when the screen is tinted red.
When you start in Entryway, turn around.
Shoot the satanic markings in The Spirit World to progress in the map.
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RE: Post screenshots of the projects you're working on!!
@segfault That's literally the plot of Ancient Aliens