News | Forum | People | FAQ | Links | Search | Register | Log in
General Abuse
Talk about anything in here. If you've got something newsworthy, please submit it as news. If it seems borderline, submit it anyway and a mod will either approve it or move the post back to this thread.

News submissions: https://celephais.net/board/submit_news.php
First | Previous | Next | Last
 
It's a map jam ... I can't imagine you'll have time to hit limits. 
No Public Hyping 
because we wouldn't want level designers to hear about a map jam would we :P 
 
I'm no expert on vanilla limits, but there is a high chance the visplane or seg limit will be hit before you even realise it - even within the first area depending on your intentions.

If we're speaking strictly vanilla doom2.exe, better keep close tabs on these. Any cases of visplane-overflow crashes or HOMs caused by seg-overflow in either doom2.exe or similar classic-engine (Chocolate Doom) will need to be hunted down and fixed - often by reducing scene complexity or blocking line of sight.

If there is no concern regarding doom2.exe compatibility - as long as it works in a modern engine - you might as well classify this jam as a limit-removing project. The Doom community is pretty specific about engine compatibility, especially for vanilla doom2.exe.

Just bringing this stuff up to avoid potential problems creeping up later and ensure that the Jam's outline is as intended. 
 
Quakis, I highly doubt it's vanilla limits specifically, but some source ports support room-over-room and sloped floors etc which restricts the playability of the wad. 
 
I made some pretty big Doom levels without ever seeing either of those two errors. I actually don't think I'd even heard of them until now. 
Well, Yes 
Quakis is right. If you make stuff too complex, e.g. too many details/sidedefs visible at once, there'll be HOMs and such. This does not occur when playing the level in a limit-removing port.

When I say vanilla, I mean it in a somewhat loose sense - if something needs HOM protection, it's okay; just no OTT stuff or megamaps. 
Quakis 
There exists a source port that allows you to see if a certain area in a map is going over the rendering limits: http://remood.org/standard/index.php?page=chocorenderlimits&guid=none 
@Breezeep 
Thanks, was unaware of ChocoRenderLimits. 
STRAFE Live Stream 
https://www.youtube.com/watch?v=jCI230nKQEY

for dev purposes, they couldn't get the stream to be private. 
It's Not A Good Map Unless ... 
... you spawn facing a key you can't get, a megahealth, and ten monsters' asses. 
Just Their Asses? 
 
Doom Map Jam 
Why not do a Doom 64 EX map jam? This game is woefully under-supported by the community.

https://doom64ex.wordpress.com/ 
 
Well...

"No graphics or sounds from Doom II have been reused in Doom 64; instead, it features completely new sprites, textures, levels and sounds and features a completely different art style."

... 
 
 
then why the fuck is it called doom anything 
Doom64 
Was on the N64.

It was awesome.

https://m.youtube.com/watch?v=u2MWISK-apQ 
OTP Is Trollin Yo 
I really hope Lun wasn't thinking that egypt shot was from Doom64. :P

Doom64 stands out as a really great re-imagining of Doom. It has way more atmosphere, has a great soundtrack and art style.

It's sadly missing the Arch-vile and Revenant but it's worthy of the Doom name far more than Doom 3 ever was. 
 
hmm, just tried it (never played it on the n64). it's pretty cool, like a mod. :) 
 
It really comes into its own when you get to the hell levels around level 8 or 9. It's more similar to Quake in atmosphere. 
 
skidding off a dark road into a ditch is more worthy of the Doom name than Doom3 was 
 
Doom 64 is what Doom 3 should've been. It's an excellent game, stronger than Doom 2 in most aspects though it lacks the Revenant. I wouldn't mind a Doom 64 EX jam. 
Seems 
The link I posted wasn't the playlist, so here's that:

https://www.youtube.com/watch?v=u2MWISK-apQ&list=PL25F47CA6F3F95562&index=1

Mapping music. 
3 posts not shown on this page because they were spam
First | Previous | Next | Last
You must be logged in to post in this thread.
Website copyright © 2002-2024 John Fitzgibbons. All posts are copyright their respective authors.