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Post by JadingTsunami on May 29, 2021 23:25:25 GMT -5
For those who may be interested, it looks like the new complevel " mbf21" is released. The idea appears to be to introduce a new demo-compatible complevel to supersede the traditional "mbf" complevel that has existed since the 90's and which we most often associate with "Boom compatible" maps. The basic thrust is to provide new tools for mappers and fix ancient, annoying bugs (like 3-key and generalized crushers).
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Deleted
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Post by Deleted on May 30, 2021 1:29:21 GMT -5
This really seems promising. I wish editing linedefs in Boom and higher wasn't so complex, because it is one of the reasons I've never really tried Boom. How do people handle editing in Boom, anyway? Did you get used to complexity, or do you use simple Doom 2 format for prototyping stage, then convert it to Boom and go from there?
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xeepeep
Banned
Forever
Posts: 2,338
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Post by xeepeep on May 30, 2021 1:35:54 GMT -5
YOOOOOOOOOOOOOOOOOOOOOOOOOOO NEW COMPLEVEL DROPPED 😳😳😳😳😳😳😳😳😳😳😳😳😳😳😳😳😳😳😳 How do people handle editing in Boom, anyway? My workflow is pretty much the same in base Doom 2 and boom. It's not a lot more complex.
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walterc
Doomer
Hell Knight Best Grill
Posts: 417
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Post by walterc on May 30, 2021 6:46:34 GMT -5
It also adds lots of new impressive stuff for mapping editing, such as insta-death floors and other amazing tricks!
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Post by JadingTsunami on May 30, 2021 9:38:00 GMT -5
How do people handle editing in Boom, anyway? I haven't found it more complex personally. Editors like SLADE and UDB organize the types into categories, and you just narrow it down. Alternatively you can always just re-create existing linedef types with generics, which editors support. Then you don't "search" for almost anything, you just use pre-fab types. The more advanced Boom types are a bit awkward, so you have to refer to the docs if you want to use those (scrollers, sky/height transfers, transparency). Hexen/GZDoom/UDMF format is much more complex and more like general scripting or coding, that much I think is reasonable. But I don't often map in those formats since I enjoy the constraints of older, more "traditional" formats in most cases.
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Post by lunchlunch on Jun 4, 2021 23:09:26 GMT -5
How do people handle editing in Boom, anyway? Honestly editing in BOOM is oftentimes even easier what with generalized actions. Voodoo dolls are mostly what I like about BOOM. They can be really complex but mostly I just use them for timers or to make it so that multiple switches need to be flipped to trigger a door.
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Deleted
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Post by Deleted on Jun 4, 2021 23:32:39 GMT -5
lunchlunch, since you are using voodoo conveyors (apparently), do you ensure your map are multiplayer (coop) and also (G)zdoom compatible? Or do you do it somehow else?
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Post by lunchlunch on Jun 5, 2021 2:09:12 GMT -5
lunchlunch , since you are using voodoo conveyors (apparently), do you ensure your map are multiplayer (coop) and also (G)zdoom compatible? Or do you do it somehow else? I don't usually design with coop in mind, though after seeing coop players get stuck in my Luminous Gloom level, I'll try to in the future. Voodoo dolls shouldn't fuck up coop at all, there's plenty of BOOM wads that I know have coop. Voodoo dolls are just extra Player One spawns. Anybody can trigger them since you're usually just opening doors that block the path of the doll and when the doll crosses a linedef it triggers whatever action. GZDoom supports complevel 9 so all BOOM WADs should run on it. You just don't ever want to playtest BOOM maps in GZDoom because it will fix mistakes that a mapper might have made while PrBoom+ won't do so.
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