• Doom Series V2 - Knee Deep in the Thread
    5,000 replies, posted
[QUOTE=Tuskin;40223457]There is also Knee Deep in ZDoom.[/QUOTE] KDIZD was horrible. TSOZD looks like it'll be quite a bit better though since they actually have some half-decent mappers and they kicked Tormentor off of the team.
[QUOTE=Bloodshot12;40241996]Since there's no Duke thread, I'll just drop this here [video=youtube;FqBJ7iX5a-o]http://www.youtube.com/watch?v=FqBJ7iX5a-o[/video] DNF 2001 recreated in Duke 3D, comes out on April 15th[/QUOTE] What, woah is this a full game?
[QUOTE=Smug Bastard;40247205]KDIZD was horrible. TSOZD looks like it'll be quite a bit better though since they actually have some half-decent mappers and they kicked Tormentor off of the team.[/QUOTE] What's wrong with Tormentor? I don't really keep up with the Doom community very well but I thought he was considered a good mapper.
[QUOTE=BenJammin';40249492]What, woah is this a full game?[/QUOTE] It's basically a mod based around the design docs of the earlier DNF versions, with set pieces inspired (and taken) out of the 2001 trailer and elaborated upon. Not sure how big it is, but they've been working on it for quite a while so I'd imagine it'd be a decent length.
[QUOTE=Bloodshot12;40241996]Since there's no Duke thread, I'll just drop this here [video=youtube;FqBJ7iX5a-o]http://www.youtube.com/watch?v=FqBJ7iX5a-o[/video] DNF 2001 recreated in Duke 3D, comes out on April 15th[/QUOTE] I really like all of the new sprites in that.
[QUOTE=Alice3173;40253143]What's wrong with Tormentor? I don't really keep up with the Doom community very well but I thought he was considered a good mapper.[/QUOTE] Since you obviously know something I don't, Marphy Black, maybe you would enlighten me?
[QUOTE=Alice3173;40254704]Since you obviously know something I don't, Marphy Black, maybe you would enlighten me?[/QUOTE] Ignore Marphy's rating spam, as he is only trolling others with it. Or maybe some mods should give him a warning to try and stop it from happening.
Since it's not always the same rating I thought it was legitimate ratings but I've noticed a few people commenting on it lately. You'd think the mods might do something then since rating spam is in fact bannable.
[QUOTE=Alice3173;40253143]What's wrong with Tormentor? I don't really keep up with the Doom community very well but I thought he was considered a good mapper.[/QUOTE]Tormentor has been the source of a lot of childish drama in the Doom community, coming to a peak during the [i]very[/i] lengthy and convoluted development of KDiZD in which he was the project lead. He has quit Doom [url=http://www.doomworld.com/vb/everything-else/32970-tormentor667-is-leaving/]at least once[/url], making sure to publicly announce this fact, only to return about a month later while reminding everyone that [url=http://forum.zdoom.org/viewtopic.php?t=7351]he hates the community[/url]. His work is generally regarded to have nice (if not ludicrously overdone) visuals but astonishingly poor gameplay, layout, and an excessive abuse of custom Decorate monsters, most of which he doesn't make himself. This was fairly evident with the release of the less than stellar KDiZD, but it's obvious he has learned little over the years as you can see in [url=http://www.doomworld.com/vb/doomworld-news/61936-the-newstuff-chronicles-420/]this recent review of The Refinery[/url].
[QUOTE=Marphy Black;40254944]Tormentor has been the source of a lot of childish drama in the Doom community, coming to a peak during the [i]very[/i] lengthy and convoluted development of KDiZD in which he was the project lead. He has quit Doom [url=http://www.doomworld.com/vb/everything-else/32970-tormentor667-is-leaving/]at least once[/url], making sure to publicly announce this fact, only to return about a month later while reminding everyone that [url=http://forum.zdoom.org/viewtopic.php?t=7351]he hates the community[/url]. His work is generally regarded to have nice (if not ludicrously overdone) visuals but astonishingly poor gameplay, layout, and an excessive abuse of custom Decorate monsters, most of which he doesn't make himself. This was fairly evident with the release of the less than stellar KDiZD, but it's obvious he has learned little over the years as you can see in [url=http://www.doomworld.com/vb/doomworld-news/61936-the-newstuff-chronicles-420/]this recent review of The Refinery[/url].[/QUOTE] Alright then, thank you for actually explaining it.
I apologize, I should've actually elaborated. One of my biggest pet peeves about the guy is that his excessive floor detail tends to hinder player movement quite a bit and his texturing tends to be very lazy and non-uniform.
Still working on my map, it takes a long time because I am always second guessing myself and changing things. The texturing is pretty tacky but at least I try to keep it consistent and orderly. I am just going to pretend the the interior designer for the comfort/office areas was stuck in the 70's with red carpet and such. I guess that's the doom 2 limits anyways. Anyways the map I am making might be called "Energy storage facility 2" or something, like it is one of the few energy storage facilities on this massive spaceship overrun by demons. The goal is to locate all of the keys to reactivate the elevator and proceed to the next level. I am going for a feel that makes it seem like the areas in the map are were actually built for people to walk around and work in, with some computer and maintenance areas, office areas, etc. But I am also to trying to capture Doom gameplay, so I want less movement restrictions and thin hallways that you wouldn't normally see in a classic doom map. Along with areas that make gameplay less 1-dimensional and more interesting. So what I am trying for is a non-linear map that has 3 different paths that lead up to each keycard, they are all accessible without any keycard you just have to decide what part to tackle first. Basically each path starts out with tighter areas that make it seem like it's not just something constructed for a doom map but an actual facility that used to have workers, and those tighter gameplay areas lead up to a very large room where the actual storage and large equipment is, and that is where the open and large strafe dodge gameplay takes place, and also the keycard. It's not going to be this super detailed map though, since I am a noob at mapping, all I am aiming for is combining fun gameplay but not making it seem like just some arbitrary architecture that wouldn't make sense in a real area.
After having played so much Brutal Doom, I'm kinda desiring a smaller version with just the gore, and maybe things like that smoother weapon animations mod. Some of the changes are a bit too much IMO.
[QUOTE=Bloodshot12;40257876]After having played so much Brutal Doom, I'm kinda desiring a smaller version with just the gore, and maybe things like that smoother weapon animations mod. Some of the changes are a bit too much IMO.[/QUOTE] you could try [url=http://www.youtube.com/watch?v=FW6cn0Fqpwk][B]BURL TUMD[/B][/url] looking past the obvious "giving brutal doom the finger" the mod is suprisingly polished and one major improvement includes the ability to shoot down homing revenant rockets
[QUOTE=comet1337;40257968][url=http://www.youtube.com/watch?v=FW6cn0Fqpwk][B]BURL TUMD[/B][/url][/QUOTE] Huh. I apparently know the author of that. He helped me out quite a bit when I was learning to make maps for Doom awhile back.
This is late, posted April 1st, but I didn't see it in the thread April Fools video from Ross Scott, creator of Freeman's Mind. [media]http://www.youtube.com/watch?v=Shwd0jkvfc0[/media]
[QUOTE=Tuskin;40262238]This is late, posted April 1st, but I didn't see it in the thread April Fools video from Ross Scott, creator of Freeman's Mind. [media]http://www.youtube.com/watch?v=Shwd0jkvfc0[/media][/QUOTE] Ross Scott should do the taunts in BD.
Does anyone have the download for Brutal Hexen? I've tried looking for it but all the links are dead.
I just played all the way through Chex Quest 3: Terror in Chex City with Brutal Doom. Because of conflicts and the way Chex Quest works, you can only sometimes pick up weapons and ammo gets really scarce.
[QUOTE=Bloodshot12;40257876]After having played so much Brutal Doom, I'm kinda desiring a smaller version with just the gore, and maybe things like that smoother weapon animations mod. Some of the changes are a bit too much IMO.[/QUOTE] Try this: [url]http://forum.zdoom.org/viewtopic.php?f=19&t=35614[/url] It's kind of like Brutal Doom Lite was, just the effects but none of the gameplay changes.
[url]http://www.moddb.com/mods/duke-nukem-forever[/url] ^ Check out the release date. I guess it wouldn't be a true Duke Nukem experience if it didn't get at least one delay
[QUOTE=Bloodshot12;40241996]Since there's no Duke thread, I'll just drop this here [video=youtube;FqBJ7iX5a-o]http://www.youtube.com/watch?v=FqBJ7iX5a-o[/video] DNF 2001 recreated in Duke 3D, comes out on April 15th[/QUOTE] From what I can understand, it needs the new Steam version. I only have GOG Atomic Edition.
It needs Eduke, not megaton, which is based on the older JFDuke3D. Eduke works with any version.
Does these doom mods work with the steam versions? if so what would be the best to get cause there are loads of dooms on steam
[QUOTE=xianlee;40305408]Does these doom mods work with the steam versions? if so what would be the best to get cause there are loads of dooms on steam[/QUOTE] I'm pretty sure any of them are fine. Apart from the BFG edition as it has reduced modding abilities on Doom 3 and its expansions at least.
[QUOTE=xianlee;40305408]Does these doom mods work with the steam versions? if so what would be the best to get cause there are loads of dooms on steam[/QUOTE] As long as it's the original up to date IWAD file, which the steam version includes in it's folders. ZDoom and GZdoom also auto-detect Iwads in your steam folder, but I don't do it that way. I have a separate desktop folder filled with everything doom and I use zdl to launch any iwad, wad, and sourceport that I want.
[QUOTE=xianlee;40305408]Does these doom mods work with the steam versions? if so what would be the best to get cause there are loads of dooms on steam[/QUOTE] Any version of Doom should work. Most people would recommend getting whichever version of Doom is cheapest for you though and then using a sourceport to play. It tends to be far superior. [URL="http://www.osnanet.de/c.oelckers/gzdoom/index.html"]GZDoom[/URL] or [URL="http://zdoom.org/News"]ZDoom[/URL] are often recommended for singleplayer, as is [URL="http://www.chocolate-doom.org/wiki/index.php/Chocolate_Doom"]Chocolate Doom[/URL]. For multiplayer oriented there's [URL="http://zandronum.com/"]Zadronum[/URL] and at least one other that I can't remember the name of right now.
Thanks all, I got zdoom & brutal doom but I can't see a option / guide to launch the game in OpenGL for brutal doom to work, any help on this? thanks again
I think you might need GZDoom for that. I personally use Zandronum because it's also singleplayer (not just multiplayer) and has lots of features.
[QUOTE=xianlee;40305789]Thanks all, I got zdoom & brutal doom but I can't see a option / guide to launch the game in OpenGL for brutal doom to work, any help on this? thanks again[/QUOTE] GZDoom is a version of ZDoom modified to use OpenGL, ZDoom itself doesn't support GL.
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