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elf-alchemist

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About elf-alchemist

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    Master Levels Apologist

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  1. elf-alchemist

    This is Woof! 14.5.0 (Apr 30, 2024)

    Have to thank the devs for adding all the cool features :) I recently experimented with TRAKINFO, and managed to get the MIDI packs, combined with the Project Doom remix, and the vanilla tracks all in one for my local setup, pretty fun good stuff :D
  2. elf-alchemist

    doom text generator — last updated 2024-11-19

    That is amazing. Thank you, eevee.
  3. I'd always err on the side of not canon for mainline Doom, if the original author provided storylines for their maps are anything to go by. Beyond also being originally plain old PWADs intended for public release, their plot was never originally designed to fit in the events of Doom in an official capacity, that is, the maps with some story existed before these authors were even contacted by id Software. https://doomwiki.org/wiki/Inferno_(series) https://doomwiki.org/wiki/Titan_(series) https://doomwiki.org/wiki/Cabal The levels made by Chris Klie, Tom Mustaine, Theresa Chasar and Tim Willits have no story either, they are just levels. Lukewarm take: I am also one so inclined to give TNT: Evilution, Plutonia, Sigil and Sigil II the exact same non-canon treatment as the Master Levels :P they are just mods for Doom II that happened to be distributed as IWADs. Heck, you can still see the DEUTEX lump inside them, TNT was meant as a free product before idSoft contacted TeamTNT on licensing, etc. And as for the Sigils, enough of a wrench has been thrown at the story by making TFC after DII was already released. I think that while these could in theory do not mess with the canon too much they aren't as cleanly inserted into it as LoR is. Other than that my organized fanon timeline starts out something like the following. I believe any good base set of events in Classic start out with UD, D2 and NRFTL as a solid foundation. * Knee-Deep in the Dead * The Shores of Hell * Inferno * Thy Flesh Consumed * The Space Station * The City * Hell * No Rest for the Living I am myself yet to play Legacy of Rust, but if Xaser says as such, I'm inclined to believe at this moment that Vulcan Abyss and Counterfeit Eden do fit in after the previous events (considering that ML, TNT, TPE, Sigil and Sigil 2 are entirely non-canon filler) and the events of Doom 64 happen after it, as well... which I also need to finish :P But at the end of the day, I'm just being a nerd about a 30 year old fictional video game's series of events, so who cares really.
  4. With the ID24 spec, and it's initial implementation in KEX, there is now a new format for intermission maps, which is different than GZD's. But in effect, yes, intermaps are supported here. It'll take some time for a graphical editor to be made for it, but if you aren't afraid of learning some JSON, you can probe around Legacy of Rust (id1.wad)'s XWINTER0, XWINTER1 and UMAPINFO files and learn their format manually. Simple analytics data is available on the "Details" tab. Where as, more detailed info is on the uploader's private "Stats" tab.
  5. elf-alchemist

    Kex vs...

    As a matter of fact, yes. And has a myriad of other incredible features as well. Though I'd definitely also recommend Woof! for that matter, very much comparable in terms of its core features, including UMAP (the dev team is also working on adding ID24 features, previously only on KEX), and with one of the best most navigable menus out of any source port it is, in my opinion, one of the nicer user experiences I've had in a port. (Thank you so much, @fabian)
  6. Hi, I've updated it. Should be working, now. Feel free to @ me at any time anyone finds a bug on my uploads, thanks.
  7. Hi, thenodger, I've actually been playing Plutonia recently, myself, since I hadn't in basically 5 years of playing Doom. I've recently been taken to playing some older WADs in the Woof! source port, I'd been playing various smaller sets of levels before, but felt I needed to go back and give both of TNT: Evilution and Plutonia another serious attempt. I'm playing them on UV, pistol start with saves and have been having a blast going through them properly after many years of not trying too much, initially I started TNT on HMP but eventually upped the ante somewhere in the way. My main approach to these maps has been to alleviate myself of the saveless burden and have a good keybinding for Quicksaving and Quickloading, it is nothing short of a greater level of challenge that you do not need to force yourself to go through, at least not now, and given myself a moment for a mental break in between each map and not push myself too much so I could keep enjoying them for what they were. It also helps to have someone to talk about your experience with it, I'm usually in a chat with some friends venting my frustrations with them when I do come across something that bothers me. With these methods I've chugged through all of TNT and am currently halfway through into Plutonia (just finished MAP32, gonna start MAP16). With how you've described your experience it reminds of myself earlier on, when I would try and increase the difficulty of my experience as much as possible (pistol start, saveless, fast monsters, etc), and I'd usually have a bad time and quit, not really going much or anywhere. But by giving myself a chance to just build up my experience and skill level over time, I've managed to have a surprising amount of fun playing through the second half of Final Doom. I wouldn't really recommend jumping into Plutonia straight in, as even Dario Casali himself admitted he had worked on it considering that the player would've already mastered Doom II's higher skills inside and out even before booting up the 32 maps of insanity that Plutonia was in it's time.
  8. Congrats on the release, Melodic, looks very nice!
  9. This looks really nice! I bet @OpenRift would like this.
  10. elf-alchemist

    I want to commission a Doom mod

    Sorry friend, it's quite an uncommon request to see, the Doom community just isn't used to the idea of doing commissions for entire mods. It is certainly possible to commission for the music, artwork or graphics for a mod. But the making of a Doom mod is usually a very personal thing one does by themselves or with friends or as a community. I can definitely recommend learning to make one by yourself if you are so inclined as to create one. On YouTube, there are many tutorials by the greats @DavidN,@Doomkid and @Chubzdoomer on the matter.
  11. I wish the best for @MtPain27's Ovational Megawad project.

    Rest in Peace - Drake O'Brien
    https://bsky.app/profile/elf-alchemist.bsky.social/post/3l7hspx7pbx2e

  12. elf-alchemist

    Linux or No?

    I absolutely love Wayland+Pipewire, the `qpwgraph` patchbay blows me away. With the recent support from Valve towards Arch and with hopeful improvements to Wayland and it's development, the actual deprecation of X11 will begin.
  13. elf-alchemist

    Linux or No?

    I absolutely love Doom on Linux Debian 12, KDE Plasma Woof! from source, and KEX via Proton SLADE deb package and Eureka from source I have recently taken to streamlining my setup away from shell aliases and started into `*.desktop` files (no need to close a terminal and open it again for it work), and combined with Plasma's Alt+Space search bar my very oddly specific setup is an incredibly smooth UX.
  14. I'm concerned about versioning, if such a metadata file spec were to change in the future. Adding in some versioning information would be prudent in anticipation of such possible changes. Something like having the first field of data refer to it's appropriate spec version. Something like the following `1.0,....` `1.0,....` `2.1,....` Another possibility is `pwad_required` as some wads are specifically designed as patches or tweaks to other existing wads, or rely on preexisting resources, such as texture packs. Or even, sequel add-ons, like DBP46 which is a sequel to DBP01 and requires it to be loaded as well.
  15. NICE! Congrats on the release, Plerb!
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