-
Content count
1544 -
Joined
-
Last visited
About Woolie Wool
-
Rank
Wolfen-stoned
Recent Profile Visitors
4674 profile views
-
I managed to fix the runtime environment problem.
-
That installer crashes too. I suspect it may be expecting SSE2 and thus would require a Pentium 4 or Athlon64.
-
It doesn't.
-
How many computers can actually run Woof and display 200p/400p resolutions? Such computers' CPU instructions would top out at SSE2 at most, and my Athlon doesn't even have that, and of course if it has a modern-ish OpenGL backend, that certainly won't work with old video cards. My Athlon under XP doesn't even recognize the 32-bit Woof build as a win32 application. Maybe if you put together your own toolchain to compile it with Visual Studio 2005 or something?
-
I'd say in groups the green demons from Eviternity test both your immediate spatial awareness and your time awareness by trying to box you in.
-
I use Roger Dean paintings as desktop wallpaper on all my machines, with a color palette that matches the desktop theme, so my Linux desktop gets this because it is brown, my Windows 10 desktop gets the Relayer art to match the Windows gray, and Windows 98 on the Athlon has a dark theme so it gets Tales from Topographic Oceans.
-
A Doom immersive sim would work, but it would have to commit to it completely, which was Tom Hall's problem in the mid-'90s.
-
Tom Hall's problem was his own design doc, which was a total mess that wasn't sure if it wanted to be an RPG, immersive sim, or Wolfenstein 3-D 2: Wolfenstein Harder. He had tons of ideas but lacked focus, and focus was what Doom needed to be a great game.
-
How do you go about completing huge, complex maps?
Woolie Wool replied to DaBigNerd's topic in Doom General
Map markers are extremely useful for finding your way around large, complex adventure maps, and I always have a wad that replaces the AMMNUM* lumps with brighter, more conspicuous ones in my autoload. -
For the most part I hate dehacked monsters but I don't mind the Afrit all that much, its mobility huge AoE fulfills a tactical role that no other monster really fits into (the "general spatial awareness" side of Linguica's famous monster roles diagram): Only the cyberdemon fits here in regular Doom and cybers are very limited in their versatility. That said, I think the original form of the Afrit has way too many hitpoints and reducing his health makes him a lot better.
-
Then "slaughter-lite" like skillsaw's work, Counterattack, Rush, and the later parts of Epic 2 might work for you, especially since it's "lite" slaughter that usually ends up towards the end of non-slaughter wads, not proper challenge slaughter. Most of these are far less strategically demanding, and can often be beaten with what I call the "NASCAR" strategy of finding a loop around the arena and following without stopping, reversing, or blundering into a monster (some crowdshaping may be required too). They also make you feel like an absolute boss when the last monster drops dead and you survey the sea of corpses. Oh, and add Doom 64 for Doom II to the recommendation list.
-
They appear piecemeal in all sorts of things, but rarely as a full set.
-
Sadly, he died last year. I followed his blog for many years and was shocked to learn of his passing. Anyway, my list: Chris Couleur Absolutely loved his Eternal Doom maps, his sense of scale and adventure in a map, and his ability to get a whole lot of mileage out of surprisingly few linedefs and sectors. The Flange Peddler Had a really great sense of texturing and aesthetics, even if his maps didn't always play the best. Randy Estrella and Tim Heydelaar Doom 64 was an excellent level set, especially considering the limitations the game imposed, and I would like to see what they could do with a Boom compatible or MBF21 set. Anthony Czerwonka GothicSP has always been one of my dream wads. lupinx-kassman One of the all-time champions of visuals in Doom mapping. Michael Krause Really loved this guy's knack for huge, imposing architecture. Imagine if he made a slaughter wad... Jean-Paul LeBreton Professional level designers from the industry bring outsider ideas you won't find in the regular community, while still being able to uphold a high standard of quality. LeBreton's "Arcadia Demade" is no exception. iori His E1M7 for Doom the Way id Did was my favorite of that whole megawad, and I really enjoyed his map for BTSX E1 as well.
-
Unless you get into true challenge slaughter, a lot of "slaughter" in mainstream wads is nowhere near as hard as it initially appears. You can hold your own against a huge number of monsters if you simply don't panic.
-
I wish Night Dive had added a Descent-style 3D automap to Quake II's remaster, Quake II could have really used it, and it would have felt less like cheating than when I used the Compass a few times in The Reckoning and Ground Zero. Call of the Machine seems to be able to give or take away power shields on a per-monster basis. Yeah, but I'd like one without the Gunner Commander's gimmicks and oversized health pool.