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How would I go about making an HD texture pack?
My Celium replied to My Celium's question in Editing Questions
Thanks for the information. I think for now I am going to stick with the original 128x128 because its simpler and I've tested a bit and what I want to accomplish doesn't require HD sizes. I've looked around at other forum posts and some people have said that its better to make it a pk3 instead of a wad. What is a pk3 and what programs would I use to make one? I also am somewhat confused about the TEXTUREx file and lumps in general. When I look in slade, it seems like wall textures are made up of other sprites, but they aren't their own sprites. Do I have to worry about texture lumps? -
I want to make a texture pack with textures above the 128 pixel limit as well as not being limited by any palette. What I am wondering is which source port would allow for this, and would it be compatible with other source ports? For example, lets say I have a texture which is 1024 px and it works in GZDoom. If I import it into something like PrBoom+, will it automatically scale it and limit its palette? Or will it only work with GZDoom? If what I want only works with GZDoom I am fine with that. What program would be the best to accomplish this? What file format should it be? WAD? pk3? .zip? Also, how would I edit entity textures? In slade, I can't find the sprites for enemies and items in TEXTURE1 or TEXTURE2 in DOOM.WAD.
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I've already played Death Wish, I enjoyed it, especially the set pieces but the combat wasn't really for me. I really enjoy almost all of the original levels for Blood made for monolith except for Post-Mortem because I think they use cultists really well. Death Wish didn't satisfy my taste for hundreds of brown and grey robe cultists in one level, I don't enjoy fighting gill beasts on land that much. Instead of giving a long list of Blood levels, give 1 or 2 mapsets that are really, really high quality. Quality>quantity.
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My favorite thing about Doom that separates it from almost every other fast-paced shooter is that dodging projectiles feels viscerally satisfying. Although I am a very big fan of Ultrakill and Doom Eternal, sometimes I just want pure and simple movement without dashing or invincibility frames. Whether it's fighting against an ordinary crowd of imps, being in a punching match with a baron, or using the BFG like a battering ram against a Cyberdemon, it's always exhilarating to see and hear the projectile whiz by. My favorite moments in doom are when there's an encounter in a map where demons surround you on all sides, and I get transported to a pure flow state where I feel like I can effortlessly dodge every projectile, even when it's behind my back and I cant see it. The power of stutter stepping. That's why I also find fast monsters fun once in a while because it forces me to be very attentive to projectiles. Although it's kind of a meme to say that most doom enemies are just imp clones but bigger, the enemies that aren't provide all the variation I need. I remember while studying Orbital Mechanics for Physics class in school, I suddenly connected the concept of centripetal force to homing revenant rockets and it blew my mind. They are so much more complex than other homing enemies in other games, such as the vores in Quake or those tall red wizards in Dusk. In those games, either the projectile speed is too fast or too large that you cant really exploit it in unique ways. The last thing I want to say is that it could be an interesting idea if walking in Doom made you have more control over your player by making Doomguy have less acceleration. Doomguy kind of feels like he's always on rollerskates with how long it takes to speed up and slow down.
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thanks for all the tips guys, ill practice these strategies in a bit. ive been trying to train myself to be more deliberate in my movement. some of my friends tease me for running into fights like a headless chicken.
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(edit: broken video link)
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This fight at around 15 minutes in with the wave of spawning arachnotrons, hell knights, revenants and the 5 mini-cyberdemons I've been practicing this level for a couple months now trying to do it UV pistol start saveless, and its been kicking my ass. The main roadblock is this fight. I've gotten it down so that I'm able to beat it about 70% of the time, but I want to get that down to a 90%. I've been practicing with a save on this part and just redoing the fight over and over again. My main strategy is that I kill the revenants that spawn to the right of the button (the one that starts the fight) first, then I take out the mancubi/hell knights which spawn in the courtyard behind the button with rockets, and then I alert the annihilator to try to trigger infighting. If I lose any hp I try to slither my way into the cove that has the rockets and supercharge. The problem is that this method is very unreliable and rng based. 50% of the time the annihilators all die while trying to infight the main crowd, but sometimes they disperse into the back courtyard from both sides of the button and make it a whole lot harder to maneuver around. Also, they seem to sometimes refuse to infight even if they are being badgered by 5 other hell knights. It doesn't help that the enemies are somewhat randomized in their positions, but that does add to the spice of the fight. I would be very glad if someone posted a demo on youtube and explained their dodging/strategy with doing it. I'm so close to beating this map saveless!