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About MissArgent
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"Feed me! FEED MEEeeEE!"
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I have a entire organelle of my brain dedicated to On The Hunt.
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what are you working on? I wanna see your wads.
MissArgent replied to everennui's topic in WAD Discussion
Working on first pass character graphics for a project. This guy's a miniboss type character - In context of Doom's balance, he's supposed to be a threat roughly equivalent to a Baron or a Archvile. Still trying to size up my approach for how to handle all these rotations, so I'm starting off simple and hacking up the Zombieman. Simple enough to start, and it harkens back to iD's own use of the Doomguy sculpt as a base. Even with existing work to ease things a bit, I'm still having a lot of trouble with perspective and lighting. Haven't done any spriting for a environment like this before. It's taken me a bit over a week just to handle all the rotations for one frame of animation without even doing any really extensive editing since my job keeps me busy, so I'm considering trying to pick up Blender and pivoting to prerendered sprites. If it's good enough for System Shock... -
So, I bagged box copies of Doom (1.2) and Doom II (1.66) at a garage sale about ten years ago. I've also got the Steam releases of Doom and Doom II. I ended up installing the diskette releases of Doom and Doom II on my Pentium 166 Win95 machine - should I keep them as-is, or upgrade by grafting in the newer executables? My software environment is supposed to be fairly accurate to a '96-'97 build, but fine details aren't super important. Playback with the widest range of vanilla demos would be nice, but isn't crucial.
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Can AI Generated Doom Maps be possible?
MissArgent replied to Johnny Cruelty's topic in Doom General Discussion
I'd be interested in dynamic enemy and item spawns based on a number of player metrics, a'la Left 4 Dead's A.I. Director. -
Now THIS is podracing
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If you wish to approximate a lower resolution but not have to actually lower your resolution, Resolution Scale under "Scaling Options" is a good place to go. If you like rooting around in the INI directly, there are a few options such as vid_scale_customheight and vid_scale_customwidth that will be useful to you.
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What is your fantasy Total Conversion?
MissArgent replied to SovereignX9's topic in Doom General Discussion
A remake of Taito Corp.'s 1993 raycasting arcade shooter Operation Gunbuster. Playable under GZdoom or Zandronum, for functioning deathmatch and co-op. -
Is it just me, or is there something odd about the Lounge room in particular? Completely different architectural style that doesn't echo the base house layout in the same way as most of the other environments traversed, and it just kinda unceremoniously vanishes once the pop's been gotten. The Bauhaus room also has a art style that sticks out next to the rest of the map's aesthetics, but it stays around for the remainder of the run.
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Doom II, Nobody Told Me About iD - Back to basics, again. No ROTT weapons this time around for variety's sake. Really interesting to observe how Doom II's maps are a bit more sprawling and more confident in what they try to do than Doom's maps. Little bits of feedback like Mancubi bullet patterns intentionally aiming to counter the effectiveness of player strafing are neat, too.
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Give MS-DOS 4.0 a try. It was the OG really janky Microsoft operating system release.
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Mods that alter enemy behavior/AI in interesting ways
MissArgent replied to MissArgent's topic in Doom General Discussion
Really enjoying NTMAi! I just got flanked by a Revenant on The Crusher. Took me by surprise lol Re: KWC (unable to add a quote into a post i'm editing), I agree - For my project, I'd like encounters with basic enemies to stay in the spirit of Doom's fairly simple enemies with clearly defined rules. The more sophisticated stuff would come into play with some miniboss/boss encounters i'm hashing out! One of the ideas I'm playing with would be encounters with assassins who have unique designs and combat styles sprinkled throughout the campaign i'm spitballing, inspired loosely by Ace Combat 2's Z.O.E. enemies. The player would encounter three out of the four per playthrough in locations drawn at random from a pool of possible spawn points across the different maps. -
Mods that alter enemy behavior/AI in interesting ways
MissArgent posted a topic in Doom General Discussion
I'm looking for some inspiration - Anyone able to recommend some wads that use sourceport features/scripting/clever mapping to create "smarter" or more complex enemies than you'd normally encounter in Classic Doom? I'm particularly interested in content where enemies exhibit multiple attack patterns, navigate environments in interesting ways, and give off the impression that they're actively strategizing against the player. Stuff that'd become common in later-generation FPS. -
Not really cursed, but speaking of Vanilla Doom -- Where's All the Drinks?
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The way their attacks "lift" the player always felt a little unusual to me, though I was never able to place how. I think it's the fact that (to my knowledge) they're the only enemy that can do that? Makes them a bit of an outlier in terms of attack design. Then again, seeing how much doom content (and raycaster content in general) is made with the player being unable to jump in mind those little reminders that there is that sort of verticality at play always stick out to me.
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Things about Doom you just found out
MissArgent replied to Sigvatr's topic in Doom General Discussion
Doom 64's map design is often more detailed than PC Doom/Doom II, at times feeling like a evolutionary middle step between Doom and Quake. I own diskette releases of Doom/Doom II, my childhood 64, and a flashcart, so it's honestly remarkable in hindsight that I slept on it for so long.