SilverMiner
You're trying to say you like DOS better than me, right?
The code isn't free if one can't close it
Posts: 1,040
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Post by SilverMiner on Mar 17, 2024 5:08:13 GMT -5
the new version of slade is baloney I use 3.1.1.5
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SilverMiner
You're trying to say you like DOS better than me, right?
The code isn't free if one can't close it
Posts: 1,040
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Post by SilverMiner on Mar 17, 2024 5:09:30 GMT -5
It's well made on a technical level and uses some ZDoom specific mechanics in creative ways. It's also fairly accessible to people outside of the Doom community, since it isn't focused on difficult combat or Doom specific mechanics / quirks. I played it right when it came out on Doomworld and had a lot of fun watching a friend of mine who wasn't as into Doom as I was go through it and discover things. The "story" isn't really meant to be anything interesting or crazy, just a sort of creepypasta esque set dressing for the wads aesthetic. The music was cool too. why not neodoom then?
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Post by wernergoldberg on Mar 17, 2024 5:20:13 GMT -5
i've seen a lot of people praising myhouse for the supposedly deep meaning or whatever, though last year as far as creepypasta doom is concerned insanity edged did it a lot better imo, while also not having zero gameplay value other than "look at these portals, muh backrooms in doom". though i understand how a younger audience might be captivated by now overused concepts (postmodernism, house of leaves etc)
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RastaManGames
Doomer
The taste of injustice is painfully disgusting. It tastes bitter and rotten.
Posts: 111
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Post by RastaManGames on Mar 17, 2024 7:03:19 GMT -5
In my honest opinion, "MyHouse.WAD" is hugely overrated and that thread on "TroonWorld" became a some kind of gargantuan masturbatory monument.
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Post by suzerduzer on Mar 17, 2024 8:26:03 GMT -5
Because nobody in 2024 knows what that is. No one on TikTok is going to be posting about the top 10 secrets you didn't find in NeoDoom. Even besides that it just isn't very appealing for younger people online. I think in general as people active in the Doom "community" we're all predisposed to finding MyHouse.wad annoying and tiring to hear about lol. Like it would be a lot more captivating if you knew next to nothing about Doom as a game since things in it would be more unexpected. It certainly was when I played it right when it came out, and became a lot more annoying when for the next 3 months people were still asking me what I thought about it.
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StodgyAyatollah
Doomer
I'm not here. You're just imagining things.
Posts: 296
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Post by StodgyAyatollah on Mar 17, 2024 9:22:33 GMT -5
Much like all the liminal spaces and backrooms stuff I don't understand what it's appeal to normies is. From my old man perspective it's like seeing everyone act like watching beige paint dry is somehow the hottest thing now. Saw the thread on DW and thought the premise of presenting it as a sort of haunted wad was at least somewhat interesting even if it wasn't really offering anything new. I remember the one project where someone just messed with some textures in the iwad and threw in some silent teleporters and such, making the statement it was about mental deterioration or something. I guess there's just some overlap with people that enjoy "walking simulator" type stuff. Nothing I'll play but to each their own. The stuff I will play and potentially enjoy far outweighs all of it by far.
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RastaManGames
Doomer
The taste of injustice is painfully disgusting. It tastes bitter and rotten.
Posts: 111
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Post by RastaManGames on Mar 17, 2024 9:42:27 GMT -5
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SilverMiner
You're trying to say you like DOS better than me, right?
The code isn't free if one can't close it
Posts: 1,040
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Post by SilverMiner on Mar 18, 2024 17:21:05 GMT -5
Our with brother coop demo of Pirate Doom v1.8 EDIT: Gzdoom 1.8.6 i suggest to use -timedemo if watched
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Post by SkullFucker on Mar 18, 2024 18:29:16 GMT -5
Do people still make Terry WADS these days, or are they completely dead? I always found some of them funny back when it was still popular.
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walterc
Doomer
Hell Knight Best Grill
Posts: 356
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Post by walterc on Mar 25, 2024 9:58:07 GMT -5
I think they are pretty dead imo As far as i know.
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SilverMiner
You're trying to say you like DOS better than me, right?
The code isn't free if one can't close it
Posts: 1,040
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Post by SilverMiner on Mar 27, 2024 8:09:54 GMT -5
Do people still make Terry WADS these days, or are they completely dead? I always found some of them funny back when it was still popular. If they were spred mostly or only thru idgames, anonymously, since 2017 it's not possible cuz uploader has to confirm one's wads with emails (not a problem) and the wads are checked for whether they're troll or not. If the wad has a compiled ACS object without its source, the archive maintainer will ask you to send him it. This way troll scripts can't be hidden
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Post by switchblade on Mar 27, 2024 8:47:10 GMT -5
How did this devil get through playtesting without making everyone's game explode because there were one or two visplanes too many? Maybe the final boss was VPO all the time.
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SilverMiner
You're trying to say you like DOS better than me, right?
The code isn't free if one can't close it
Posts: 1,040
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Post by SilverMiner on Mar 27, 2024 10:47:36 GMT -5
visplanes like get merged sometimes
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walterc
Doomer
Hell Knight Best Grill
Posts: 356
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Post by walterc on Mar 31, 2024 13:10:06 GMT -5
Because it's heresy magic, my boy.
Actually, i didn't recall if this was Heretic E5M8 or something from Hell Revealed (since there's a spider shaped map in that wad too -it was MAP07, right?)...
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Gokuma
You're trying to say you like DOS better than me, right?
R.I.P. Aaron Bushnell and over 34,000 genocided Gazans.
Posts: 1,017
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Post by Gokuma on Mar 31, 2024 20:17:07 GMT -5
Looking in Ultimate Doom Builder's visplanes viewer mode, the highest spot I could find was 49 visplanes. There's no VPO threat at all.
Something cool I noticed in visplanes viewer is that vanilla Hexen upped the limit from 128 to 160, and Strife upped it to 200. Strife seems just as prone to HOM as Doom though. Don't know about Hexen.
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Post by dangerousdaviebowie on Apr 2, 2024 15:23:32 GMT -5
Would copying someones map layout (and changing it up to fit my level) even help me learn alot faster?
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wussekhhg
Doomer
wussekhhg qua Wahrnehmungskrieg
Posts: 15
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Post by wussekhhg on Apr 2, 2024 19:53:10 GMT -5
Would copying someones map layout (and changing it up to fit my level) even help me learn alot faster?
I've tried this (though I was using masterlevels as my base lol) and how much it helps is uncertain. What this reminds me of is something Hunter Thompson did: to try and learn writing, he copied out the entirety of the Great Gatsby on his typewriter -- I suppose the idea is that the muscles typing good stuff would impart some of that into muscle memory. In a Doom context what that might teach you is how 'certain effects' are done, certain methods of geometry and how certain fights are implemented.
Considering similar methods: I know ToD made some maps based off levels transcribed from memory (Eternal Memories) or by transcribing what he saw in an editor for a level for another game or looking inside the other game itself (Rosewater Park, Smedley, amongst others). That might improve your skills faster because you have the base geometry to rely on but you have to do the work to get it in the editor
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Post by liveprey87 on Apr 4, 2024 8:54:31 GMT -5
I would like it if either Zandronum, Nugget, Crispy, K8Vavoom, or Eternity would come with an optional update which adds a built-in Map builder application.
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E.M.
Doomer
Autism is my superpower
Posts: 81
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Post by E.M. on Apr 4, 2024 15:52:25 GMT -5
I've grown to hate using Slade. First of all, it takes too long to compile on my Linux machine, thereby showing its bloat. Secondly, why does it have its own map editor? I already have Eureka. Slade's map editor is redundant for me. Spin that off into its own program. Thirdly, its texture editor flat out doesn't work on Linux. Slade crashes when I try to open it. Fourthly, the program violates the Unix philosophy. Each program is supposed to do one task really well. Slade tries to do a whole bunch of things at once, but does them poorly. It's basically the emacs of Doom editing, and I don't like emacs.
I know this seems like a "turbo autist yells at cloud" moment, but I just wish Doom wad editing would suck less.
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Post by hex11 on Apr 5, 2024 11:59:52 GMT -5
You can build xwadtools on Linux. The old version on the ftp servers assumes a 32-bit system and old compiler, but someone made a more recent update for 64-bit (search xwadtools on doomworld and you'll find the thread). I don't think he uploaded the new version to the ftp servers, he just dumped it on google and then forgot about it. Maybe it's even still there? If not I can upload a copy of the tarball somewhere.
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SilverMiner
You're trying to say you like DOS better than me, right?
The code isn't free if one can't close it
Posts: 1,040
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Post by SilverMiner on Apr 5, 2024 12:21:48 GMT -5
thereby showing its bloat do .pdb files generate upon compilation?
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BIG DICK NIGGA
this post is a lie about my bodily proportions
Major Arlene obsessed, 100% verified freakazoid. AKA bzzrak
Posts: 2,296
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Post by BIG DICK NIGGA on Apr 5, 2024 16:33:42 GMT -5
takes too long to compile the program violates the Unix philosophy BONUS SOYJACK:
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Post by liveprey87 on Apr 5, 2024 18:02:48 GMT -5
takes too long to compile the program violates the Unix philosophy BONUS SOYJACK:
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wussekhhg
Doomer
wussekhhg qua Wahrnehmungskrieg
Posts: 15
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Post by wussekhhg on Apr 5, 2024 23:39:44 GMT -5
scrolling thro' half a page of the same image cements this as clearly the best thread to ever exist on any forum i've ever been on. 'any doom thoughts': the gaping maw of some random [expletive deleted] cleverly disguising what is probably an gangrenous, atrophied uvula, black hole of all discussion regarding seminal hit 'doom'
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Post by optimus on Apr 6, 2024 3:15:01 GMT -5
I think some times it's so cool how precise the doom renderer was for it's time. From the walls being perspective correct and even big walls have minimal precision errors (but very big, you might have to split them). But one thing is there was consistency on the units and the texel size. Instead of mapping any size of texture no matter small or large over big areas, the wall heights and lengths would determine what texture fit there.
So, the texel size is always the same. And it was pretty good from a distance for the time. Even close up was ok. So,. old screenshots of Doom, especially with good texture alignment and good sense of design, they are fabulous even today as a whole.
Contrast that with when they make "pseudo-oldschool" FPS in Unity Engine/Unreal and sometimes someone plasters a very low res texture in an ugly manner over big area. And they are like "Wasn't it like the old times? Where pixels were too big?" But no. Doom engine and the level designers did their absolutely best, it was brilliant with always consistent texel size, all perspective, no weird warps around textures, that you lazily fit in an engine that pretends to be retro.
I still slide parallel to a wall and observe how well the texels are following the perspective lines to the horizon.
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