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General Discussion / Re: Help me interpret someone else's Oblige settings?
« Last post by miketheratguy on June 21, 2017, 04:45:35 PM »
Thanks guys, everything that you're saying makes sense. I'll try Slade 3 (I may even have used it in the past, the icon looks familiar).

I'll mainly just be wanting to isolate the various maps I like and combine them into a new wad so it sounds like this is the program I should use. The only thing that I'm still trying to understand now is the mapinfo stuff that was mentioned on the previous page but I think it will make more sense once I start trying to do these things. For the moment I'm still in the "play through the wads and write down the best maps" stage.
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General Discussion / Re: Help me interpret someone else's Oblige settings?
« Last post by Herculine on June 21, 2017, 01:57:40 PM »
Wow, sounds like I should be giving Slade 3 a try then. What makes it the superior program?

I wouldn't say that Slade 3 is the "superior program"; what I'm saying is that it's the more appropriate tool for the tasks you've described wanting to accomplish. There's simply no need to use a full map editor when what you want to do is simply copy or rename a map without altering its contents.

Think of it like this: you're working on your bicycle and you need to remove a hex nut. You can use either an adjustable crescent wrench or an appropriately-sized socket wrench. Both tools can accomplish the task, but the crescent wrench could slip and even damage the nut while the socket wrench will be more precise and require less effort. In my opinion Slade 3 is the socket wrench for the jobs you've described wanting to do.
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General Discussion / Re: Share your OBLIGE WADs here!
« Last post by ScooT9 on June 21, 2017, 01:50:19 PM »
Here's an obligewad, it's made with the OBLIGE 7.55 test package and Glaice's 7.55 edits!
This one dosen't have a real title, the wad's filename is "somerandomwad.wad" but in the titlescreen the title is "TORTURED DEATH".
Download link is HERE: https://www.mediafire.com/?dgan453tb406ice
ALSO: Did anyone finish Super Random Doom yet?
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General Discussion / Re: Help me interpret someone else's Oblige settings?
« Last post by Glaice on June 21, 2017, 01:47:28 PM »
Resource editing and management. Doom Builder doesn't really have that, it's mainly a map editor.
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General Discussion / Re: Help me interpret someone else's Oblige settings?
« Last post by miketheratguy on June 21, 2017, 01:38:34 PM »
@miketheratguy

Personally, I would not use Doom Builder for anything unless I actually wanted to make a change to a map layout itself (or of course to create a new map from scratch). When it comes to simply moving things from one wad to another, editing a DeHackEd or MAPINFO lump or making a custom music wad, Slade 3 in my experience is the only way to go. I strongly recommend it.

Wow, sounds like I should be giving Slade 3 a try then. What makes it the superior program?
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General Discussion / Re: 7.55 test package
« Last post by Glaice on June 21, 2017, 01:27:22 PM »
I've a question, is it possible to use the teleport ambush/monster closet space more efficiently, for example in image 1, I can see I can put a lot more enemies if possible based on their width and height but if you look at image 2 (an excerpt from my Maps of Chaos Overkill), I used the most of my space.

Is this possible to do, maybe with a "Deadly traps" type of gameplay option? I know if using chaingunners, sergeants, mancubi and revenants, you're gonna want more cover used in said rooms if possible.
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General Discussion / Re: Share your OBLIGE WADs here!
« Last post by Glaice on June 21, 2017, 01:16:34 PM »
Time to bump this up with some 7.55 randomness!

GET IT HERE! . Use 7-Zip to extract.

Megawad title: Lost Complex

Game: Doom 2

Difficulty: High, due to monster count and numerous traps.

Map types: Mixed size and mixed themes. Mostly normal and large size.

Play type: Single player.

Other info:
  • Custom music from my own compilations so all music is replaced.
  • Nodes rebuilt, GL lumps stripped to reduce file size.
  • Removed FreeDoom Icon of Sin wall patches.

Also, the gameplay mods used in the screenshots do not reflect what is in the 7z file.
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General Discussion / Re: 7.55 test package
« Last post by flyingdeath on June 21, 2017, 05:50:58 AM »
You posted as I added the edit to my last post, but that might partially explain what I was seeing in the later maps of my 'weak/fast ramp' wad (no nasty or above), as I was also trying no boss option.

Weak monster setting could also be called 'classic' as it feels much closer to doom and doom 2 style (I think, as I have not tested weak with normal ramping).
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General Discussion / Re: 7.55 test package
« Last post by andrewj on June 21, 2017, 05:22:59 AM »
Speaking of Boss monsters, does Boss = 'Quest Guard', or are bosses only for the end of map?
The monsters themselves are marked as either non-boss, "minor" boss (Baron of Hell), "nasty" boss (Archvile) or "tough" boss (Cyberdemon).

Then some rooms can have "boss fights", mainly for the exit room and rooms containing keys.

So there is logic to assign boss-monsters to boss fights, based on whether the boss is available, position of map in the sequence, etc.....  Some non-boss monsters will be assigned as "mini bosses" for some rooms (especially in early maps, where most "real" bosses are not available yet).

I know that this system still needs some work, because (a) sometimes a guard monster has been used as a regular monster earlier in the map, and so it is "bossyness" is kinda muted once the player gets to that room.  And (b) the real boss monsters never get used for anything else (cages, traps or general fodder), which should happen in later maps, especially on harder settings.
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General Discussion / Re: 7.55 test package
« Last post by flyingdeath on June 21, 2017, 05:02:53 AM »
You could treat the chaingunner a bit like alternate weapon drop, as long as it's properly timed, and effects later chainguns properly (ie not trapped, not secret), but its probably not worth the effort. Also using chaingunners in secrets before you get the chaingun pickup would be fine, but again probably unnecessary effort.

Speaking of Boss monsters, does Boss = 'Quest Guard', or are bosses only for the end of map?

Tried monsters on the weakest setting and used fast ramping. Had the desired result I think. The easier label is maybe misleading as, as far as I can tell, the maps are no easier (perhaps a little harder). Weak and weakest, tough and tougher (or strong and stronger) might be more fitting.

One last thing, the hidden exit (the one round the back of a little loop) work fine as is, without needing a quest exit like arrangement.

Edit: What does the ramping option control exactly? Having a look at the wad I generated, I'm not sure it does what I thought it did.
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