Posted on 20-01-21, 21:09 in What are you listening to right now?

Post: #1 of 11
Since: 01-21-20

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Röyksopp - Poor Leno
Basically fell in love with this song when I started up SSX 3. This is kinda the music where you can basically drown in and forget life.

Also getting into some Synthwave: found about Power Glove (not to be confused with the NES pheriphial) which does amazing Synthwave music. They did the soundtrack of the Blood Dragon sub-series btw.
Some examples:

Power Glove - Night Force (EPI)
Power Glove - Power Core (FC3-BD OST)

if there are any other related songs, just let me know.

Another Dude in Green.

Post: #2 of 11
Since: 01-21-20

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For those who don't know me, I'm Maxane, a nobody on byuu's discord server and on some other emulation discord servers, but that's not important.

I'm currently looking for idea's on creating Doom maps, I really want to be productive for once and this is my chance at being productive.
The idea's can be used a a full Doom map or as a part of a Doom map.

The idea's can be anything, but remember that I'm limiting to Doom 2 limits and just starting out. So I ask you to please be easy on this.
I will also take any advice from those who have experience with mapping before.

When the map is finished, it will be released and I'l go take care of making a secon one. My current plan is to make 9 maps

They do come out really rough in my opinion, but I want to learn making maps for Doom, so this is my chance of doing it.

I'l check on this thread back when there's some idea's or advice I can take. As of currently, I already started a map with the beginning area that looks like a cat (only the head and body).

Another Dude in Green.

Post: #3 of 11
Since: 01-21-20

Last post: 1346 days
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I found out about it when it was shown in a youtube video, which was this one I believe.
This channel has like way more info on the topics regarding technical stuff in Doom like the BFG vid above (besides 100% walktroughs).

Anyway, thanks for the advice you guys have been giving to me about map making philosiphy. I mainly gonna aim for the "you feeling badass" style of maps, but they need to feel that they did it. I don't want to randomaly place a BFG somewhere without having something to shoot at with the BFG. One example I could give is that when you get a Rocket Launcher, one or two Hell Knights or Barons of Hell will spawn in close to the exit (Will depend on difficulty). A weapon isn't a reward if you don't have a chance to use it effectively. That's what I kinda hate with the Rocket Launcher secret at Doom 2 MAP 1. It doesn't throw you something at you if you want to use the Rocket Launcher. Maybe the Imps guarding the shotgun outside, but that's it. Then again, I shouldn't discourage players from finding those secrets, so I could prolly balance it out with Medpacks to make up for it.

One other thing I can consider is having the exits share a same theme (with Doom EP1 using a small exit sign and SIGIL using the Icon of Sin logo to walk into). I do feel the exit needs to have a bigger presence in my maps so players know when to see an exit, giving them a sign of relief. Of course, I can also play with the expectations of the player and having suprises at the exit, but I'l have to balance it so I will only use it at the later maps or something. I could implement one at the 4th map for example, but not in the 5th map to kill the sign of relief.

I could share more on my ideas, but I would keep them a secret. I really don't want to spoil maps by explaining all my ideas I have so far, but I will definitely listen to future ideas and I will keep watching this thread.

Another Dude in Green.
Posted on 20-01-26, 12:10 in Anyone interested in giving some Doom mapping idea's/advice? (revision 1)

Post: #4 of 11
Since: 01-21-20

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Posted by Nicolas Steel
The games consist of campaigns where you carry stuff from one level to the next, just because you found a Rocket Launcher in the first level of Doom 2 it doesn't mean your supposed to use it right away (that's a waste!). Also sometimes secrets are simply supposed to make you feel bad ass as the reward for finding the secret, being able to easily mow down some Imps with a Rocket Launcher is a nice way to make the player feel good after spending time hunting down that secret but a smarter player will conserve the item for a later more difficult section in the campaign.

To be fair, The weapons can be taken to the next level, but I feel that the better way to use the Rocket Launcher for is in MAP 04 and maybe MAP 03 where you have more groups of enemies. but I don't think it's fun to hold a powerful weapon for like 2 maps until there's a good point to use it. I think it's more fun for the player that if they have found a nice of weaponry, they want to use that weaponry.

Also, if you didn't know, if you technically die in the older Doom games, you restart the level with only the pistol. Of course, the smart player saves just before the level and reloads it when he/she dies (or use a source port that does it all for you). Now, I'm designing the maps with the tought in mind that they already have (Ultimate) Doom and Doom 2, so I'm not gonna make a level on how to teach you to play Doom, but I do want the maps being run in Vanilla Doom (using Chocolate Doom for testing maps due to this) and some players keep that mentality of "if you die, you lose the weapons and try again". Which is why you might see duplicate weapons in Doom Episodes or Doom 2 sometimes.

Regarding the Quad Damage, I think the instant use of QD encourages the players to use it yeah, but what point is it for the QD to exist when there's not enough enemies to frag. The player has to gain excitement with using the QD. So if there's a room of a lot of enemies, but he has either a Nailgun (or S.Nailgun) or a Grenade or Rocket Launcher and he sees the QD, then that QD becomes his first priority. Now, if there's like just one enemy in the room, then that QD isn't important anymore.

Also, since Quake 2 lets you hoard powerups, I have used the QD much less in that game. I never think about when to use the QD in that game, since I either never felt to use it or I just forgot that I have QD. Kinda like that 200 potions you create in Skyrim and then never using them. This is kinda why I prefer Q1's approach, since it encourages you to have fun with it and go away, but only if the maps allows for it.

This is why I want to make sure that there's gonna be an opportunity to use a special weapon in Doom, instead of encouraging to hoard it. Using the weapon is much more fun than holding it out for a few maps.

Posted by Screwtape
So the thing about Doom 2 MAP01 is that it was right at the dawn of multiplayer FPS games, and for whatever reason (time constraints? lack of inventiveness?) Doom 2 didn't have any dedicated multiplayer maps, or even a way to queue up a playlist of maps - when you started a new deathmatch game, it just dumped you in MAP01 like a singleplayer or co-op game. And so while MAP01 had to function as a simple, straight-forward tutorial level for people playing the single-player campaign, it also had to function as a multiplayer map - so it has more weapons than a tutorial map really should, it puts high-value items like the plasma rifle in a wide-open place to prevent camping, etc. etc.
I think that's a valid argument there of having the RL in the map, but as an MP map, I don't think I have enough time to stay alive to pull the secret, but then again, I didn't play Deathmatch back then since I'm not even born yet back then.

One good example of a good weapon placement would be the Super Shotgun in Map02. You first start in a room with not much enemies. Then as you progress, you find a room with an larger amount of "Former Humans" seemingly to guard the powerful S.Shotgun. Once you got this weapon and use it, it can kill a big amount of weak enemies in a wide area in one shot. When you go out of the room and then go left, you see a bigger amount enemies that you don't normally see in the previous Doom. What's the awnser at this stage? THE SUPER SHOTGUN!!!!!.

This makes the introduction to the S.Shotgun well known and leaves a bigger impression to the player than the Rocket Launcher in MAP01. Even better, MAP03 also starts with big amounts of enemies and the Chaingunner, which you can get in one well placed S.Shotgun shot (heck, in the case of the chaingunner, a well-placed normal shotgun shot even). I tend to use the Super Shotgun more times than the Rocket Launcher in Doom 2, since I know that ammo in plentyful and I know that the Super Shotgun is really good compared to the Rocket Launcher which still says "Keep me till you're against bigger enemies" while the Super Shotgun already proved himself that he's chad against anyone since he made a better impression.

Another Dude in Green.
Posted on 20-01-26, 12:29 in Anyone interested in giving some Doom mapping idea's/advice? (revision 2)

Post: #5 of 11
Since: 01-21-20

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This just inspired me to modify MAP01 to make it a more DM friendly match. Right now, I see some parts of the map that could be changed to make it more DM friendly like opening the courtyard at the chainsaw secret and linking that courtyard to the shotgun room. Heck, maybe even linking the 2 courtyards together. I could do this after I made the first 9 Maps, but the idea's now struck in my head.

Another Dude in Green.

Post: #6 of 11
Since: 01-21-20

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It's interesting to look at that attempt of making MAP01 DM-friendly, which is interesting. That said, I want it to be a bit closer to the original aestetic. The water flooded room is a bit overkill for me. Since it also got its roots in the Doom Legacy source-port, it will be nice if it works on more places reliably without hitting the limits. One thing I do need to look out for is the battle space, I believe not everything has to change for DM use.

Another Dude in Green.
Posted on 20-03-01, 11:41 in Show us your Linux/BSD Desktop setup!

Post: #7 of 11
Since: 01-21-20

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I want to see some of of that riced desktops in action of what users have here!
Gonna want to do some inspiration for my transition of hobby use to full use.

Another Dude in Green.

Post: #8 of 11
Since: 01-21-20

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Well, hello there! It's been a while since I posted something. I was doing other stuff, but that doesn't matter.

I'm making this thread to post my progress on my own personal GBC modding project and tell about my personal experience doing this.
I will make updates based on the progress I've made, but it's not regular. Oversea shipping isn't pleasant when you're living in Europe.
So I make updates whenever I have something to post. Will this be my regular thread to post? Maybe, but I'l try doing it.

Maxane's Marvelous Modding Madventure (MMMM for short, you can call it M4 if you want) is something I have started doing because I wanna spend some time doing something in the COVID times. So I like spending this time in quarantine planning it out on what I need and what I have. I made an Excel spreadsheet for this project to make sure stuff goes in a good way and to determine costs. This spreadsheet can be found here: https://1drv.ms/x/s!Al0_5MGUE271ll-GGPzH3hjL3sCW?e=Uq4740

First off, this wasn't that expected. but my first package came in. The content of it was the following:

- The FunnyPlaying IPS Screen V2, quite thin but no bracket sadly.
- Replacement Capacitors
- A CleanAmp Audio Amplifier with a new speaker
- A Glass Lens
- A 680UF Aluminum Capacitor for the CleanAmp
- And some white buttons that go well with my Clear Black case.

I want to start that this is one of the 3 packages that came in. The rest of them has to be yet delivered.
My Retromodding package provides the following stuff:

- An EZ Flash Junior Flashcard
- One of their nice sleeves for the GBC
- A white Sillicon button Start-Select button

The last one is an ebay package that only contains the Clear Black shell.

First Impressions: I am suprised by how small the parts are. Notably the CleanAmp and the capacitors.
I will definitely make sure to keep them away since I'm an responsible Uncle. That means cleaning up for me.

Even tough I underestimated this project, I will not give up. That being said, looking at those parts makes it much more exciting to tackle this.
I can't wait to see the finished product.

Another Dude in Green.

Post: #9 of 11
Since: 01-21-20

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Here's Maxane back with another post.

My Clear Black Shell came in without any notice. I got like no mail or message regarding the shell, so I kind of was doing other stuff in the meantime.
To my suprise it not only came with a shell, but also some other stuff like:

- Clear Buttons
- New sillicon membrane for the buttons (in original colors of course, but them being new helps)
- a new CGB sticker
- A lens (not a glass one, so I don't use it myself)
- 2 screwdrivers (A Phillips and Tri-wing)

I did not expect to have that much stuff in that e-bay order, but it was nice to have them.
It's still expected tough.

Now, even if this is kind of my blog thread, I still encourage discussion about modded devices similar to this project.
Hit me up with some nice stories about modding something hardware related, I'l definitely listen.

Another Dude in Green.

Post: #10 of 11
Since: 01-21-20

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Sorry for the absence, but I would like to keep this short:

All of the parts are now officially in, I decided to delay this project because I want do it right and decided to order some brackets for the IPS Display. I ordered them because I want a perfectly centred screen and I'm quite nervous about uncentered screens, even if it's to the slightest. That being said, those brackets are in the house too and before building it, I want to have input on this.

I want to have a more awesome name for the MMMM-1 (renamed from "MMMM" because reasons of reusing of names) and I want to hear it. Post all of your name ideas here for the MMMM-1 and I will call it that name from now on. Make a list of names if you want, but if it's too much, then I will handpick a few of them and make a twitter poll about it. I will also take suggestions outside of the bboard, but remember that I will handpick a few of them.

Well, that's all folks and if I'm done with the project, I will make a imigur album thingy and post it here. I now realize this might fit in the Projects thingy more than Discussion, but Kawa could move it there if that fits better, I will check back on names tough but until then, Cya!

Another Dude in Green.

Post: #11 of 11
Since: 01-21-20

Last post: 1346 days
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I definitely haven't really got a name for the thing and the amount of suggestions are very low.

That said! I have been inspired by Jistuce's suggestions and considering naming it the "Xaneboy Color".

I will name my feature console projects also something Xaneboy-related (or Max-related).

I think I'd like to expand this thread as a little blog from now on discussing the roadblocks and do's/don'ts.

Welp, Maxane out!

Another Dude in Green.
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