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Aside from the fact that I don't recall seeing a red light as a button before then, the thing is it didn't even register as a separate element to the yellow door. Just assumed it was a red light next to the door because it's not exactly unusual to see lights on sci-fi doors or anything.

I guess I'd better start mashing the use button on everything that isn't obviously just a generic wall texture from now on. Lesson learned! 
1993 Level Design Was Mostly Functional 
Decorations were created through 2D sprites or integrated into the textures themselves. They didn't use separate textures with separate geometry like that, IIRC. So, anything that stands out is interactive.

Duke Nukem 3D did, but it came out later. 
 
I guess I'd better start mashing the use button on everything that isn't obviously just a generic wall texture from now on. Lesson learned!

How else would you find any secrets? 
UNF UNF UNF 
 
 
I guess I'd better start mashing the use button on everything that isn't obviously just a generic wall texture from now on.

ffs, are there really big red lights all over everything you'd been taught to ignore by level four?

probably lots, in games that came after doom. 
 
eh, i can see the design flaw, the button to open the bridge is accessible before you open the yellow key door, but the bridge is after the yellow key door. If you push it before opening the door, you don't know what it does, and after you enter the door and see the bridge you won't think that you need to revisit cleared areas to find a button. 
Confusion 
will be my epitaph. 
TL,DR: Welcome To 24 Years Ago. 
 
Romero Confirmed He's Gonna Make More Doom Maps 
 
Nice one. can't wait. :) 
Right 
I hope he looks back at the original levels for scale reference. This new map of his was waaaaay too cramped and fiddly. Spoiled what would otherwise have been a pretty good oldskool experience. 
No 
He said he'll map. Not necessarily for either Doom or Q1. 
If He Makes Q1 Maps That'd Be Sooo Great 
 
For AD 
 
 
#26984 
lol, wassat from? 
New Planet Found 
http://time.com/4184942/planet-9-new-pluto-solar-system/?xid=tcoshare

"[�] originally inferred by wobbles spotted in Uranus[�]"

Exciting times. 
 
I wouldn't be quick to believe that is very likely.

I've seen astronomers argue in the past why the odds of another large planet in the solar system are exceeding poor, and there are numerous reasons.

If they can prove it, those astronomers will sure be wrong --- but until this idea is proved it runs against conventional wisdom in astronomy in a great many ways. 
 
"�This is about the fifth or 10th prediction like this. � Not one has panned out,� said Alan Stern, a planetary scientist at the Southwest Research Institute who is the principal investigator for NASA�s New Horizons mission to Pluto and beyond." <a href="http://www.geekwire.com/2016/planet-nine-astronomers-boost-the-case-for-seeking-a-large-planet-x/"></a>

See also:

1) Tyche
2) 1983 - The Search For Planet X

The big question mark: The entire mass of the entire Kuiper belt is about the mass of Earth's moon.

Doesn't seem likely a giant planet would be able to form so far away, which is fine if the planet was ejected from the solar system somehow.

If they find such a planet it would be awesome (but quite unusual, according to astronomers).

They did some extensive scanning around for Tyche and came up with nothing and pretty much ruled that hypothetical planet out.

"They argued that evidence of Tyche's existence could be seen in a supposed bias in the points of origin for long-period comets."

" In 2014, NASA announced that the WISE survey had ruled out any object with Tyche's characteristics, indicating that Tyche as hypothesized by Matese, Whitman, and Whitmire does not exist."

Tyche isn't the same as this "Planet Nine". Tyche would have been Saturn or Jupiter sized (larger). 
There Has Been A Great Distrubance In The Force. 
#6 posted by Lunaran [66.235.55.196] on 2016/01/21 19:44:20

'I hope that's not his reason. If Orl went to the trouble of implementing difficulty levels and really did skip Normal because of macho dickwaving over a video game, that's pretty ridiculous.

I play lots of maps on Normal, because I want to check out the neat stuff you guys build and have a good time. What I don't want is to grind my fingernails off on occasionally horrid balance and combat design to prove to myself that I'm "manly enough." '


What about lunsp1's ending, especially on skill2/3?

#7 posted by Kinn [86.154.183.77] on 2016/01/21 19:56:14

'I play everything on Normal because when every new map is packed with 400 monsters anyway, it's usually got enough stuff shooting at me.'


In the case if kinn_bastion there was no difference
between normal and hard skill, was there?

Wasn't kinn_marcher the first map to introduce
a monster count close to 400 on skill2/3?

From The Readme
#8 posted by Kinn [86.154.183.77] on 2016/01/21 19:58:53
Quakespasm support might come soon afterward.

Is that just wishful thinking, or is it seriously in the works to increase the map extents in QS?


On a quick note, kinn_marcher was a map that came with an engine called Win/GLMarcher packed in the zip. The number of engines and engine versions capable of running the map properly greatly increased over the years.

Some recent releases are also pushing the limits and boundaries of engines; thanks to the developers the engines are updated for these releases or follow them closely. Let's hope there is no wishful thinking involved. Glad to hear erciw has already been working so that QS can also run oms3.

I applaud Orl for going ahead and releasing his map that breaks all limits, has hundreds of monsters, and runs properly in only one specific engine so far.

Shouldn't it be the mapper's decision just how many skill levels they wish to implement in their maps?

#5 posted by Qmaster [70.195.72.90] on 2016/01/21 19:34:15
Normal is just a setting on your dryer.

And who doesn't play on Nightmare on every map?


I don't play many maps on skill3, but why couldn't there
be a map designed to be played on this specific skill level?

There is one at least, actually:
i like how the readme of Qmaster's Terracity says:
'Difficulty settings: No, just Nightmare (good luck!)' 
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