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About FrogMaster
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Master of Frogs
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Doom Launcher - Doom frontend & database v3.7.4 (12/2023)
FrogMaster replied to hobomaster22's topic in Doom General
This is something that I just noticed but I think is really cool. The slideshow feature is actually compatible with GIF files. I tested that to see how it would work and the GIF is actually showing motion within the slideshow window. That's actually awesome! However, I also noticed that if you readjust the size of the window, the GIF motion will stop. I'm not exactly sure how to address something like that but it's nothing serious anyways, just a really neat thing I noticed while experimenting. The slideshow is one of my favorite features and I'm really glad you managed to implement it. 😅 -
WADs for Arcade-styled/Score-based Gameplay
FrogMaster replied to FrogMaster's topic in WAD Discussion
This was the one I was thinking of! I couldn't think of the name but that's exactly the mod that was on my mind! 😍 -
I saw this one modification that I remember having a ranking and scoring system but I can't find it for the life of me. Are there any modifications that people know about that will add scoring features and other arcade elements to Doom for more replayability?
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Doom Launcher - Doom frontend & database v3.7.4 (12/2023)
FrogMaster replied to hobomaster22's topic in Doom General
You need to take a screenshot while that WAD is loaded and then the first image will be used. -
Doom Launcher - Doom frontend & database v3.7.4 (12/2023)
FrogMaster replied to hobomaster22's topic in Doom General
Click the hamburger button at the top-left and there will be a selection called "Manage Tags". Then you can add, edit, or delete tags. -
I recently played through the original Perfect Dark on Perfect Agent difficulty. That was quite the adventure. I can't believe I forgot how good the classic one actually was. It takes everything from GoldenEye and makes it 10x better.
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Doom Launcher - Doom frontend & database v3.7.4 (12/2023)
FrogMaster replied to hobomaster22's topic in Doom General
This is genuinely exciting to me. I was waiting for this next update. Awesome work! 😍 -
How could we ever forget that Pantera made a song for Spongebob?
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Selaco; an original "boomer shooter" that runs on GZDoom
FrogMaster replied to [McD] James's topic in Everything Else
I personally think Boomer Shooter is a really stupid name. I've always called them Retro Shooters. -
Early 1980s Japanese music with a very strong guitar in various sections of the song.
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I am actually more excited for the Cacowards, than I am for any of the huge awards ceremonies that happen. 😂
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Thank you for the information. Breaking down the difficulty settings definitely helps me see what the goal should be per difficulty. And that monster placement tutorial is very in-depth and informative. 😀
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Thank you for the detailed response. I definitely appreciate it! When I was younger, I use to mess around with Forge Mode in the Halo games and make levels. I always enjoyed experimenting and designing layouts, but of course, you don't get the experience with monsters and other single-player features with that. Even Far Cry's map editor was always neat to play with because they did give you the ability to place AIs. Conceptually, I'm sure they all share the same type of ideas, but the functionality is drastically different. Doom is something I would like to explore much more when it comes to map making and hopefully one day, I can release something nice for everyone to experience, even if it's a single map.
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I've been wanting to make my own maps for such a long time. I periodically go on Doom Builder X and experiment with different features, but I have never had the inspiration to really delve into something worthwhile. What do you do to plan or brainstorm ideas? Do you draw it out on paper, or make it as you go? How much time do you spend working on your maps? What are some tips and tricks to streamline the process? What are some efficient mapping techniques/tools? Landmarks Level Design Enemy Placements/Traps Scaling the Layout Fine Tuning Difficulty Modes (This seems like it would be very challenging). Any other insight into Doom mapping as a whole such as historical perspectives and current trends. I'm just genuinely curious about the thought process that goes into the minds of many of the community when they are making levels.