Wednesday, August 17, 2022

You Can Run, But You Can't Hide

 

So I was working on my maps and I realized that there was one area where you could hide from monsters with impunity, because they couldn't climb up the stairs. Turns out, the default maxstepheight for monsters is 24 units.

So...

Modern problems require modern solutions.

Saturday, June 25, 2022

Lost Souls

I do not like them. I do not like them at all. They're quick, frustrating, take a decent chunk of health, and always seem to show up in groups and at the worst time.

But I finally got some sprites together for them none of the death sprites, but that's neither here nor there

And now I love them. 

I mean, I still hate them. One literally killed me in my last playtest. But now I love them. They're little yellow hornets and they fit in the game now and they fly and they're great.

So yeah. Expect them.

Monday, February 28, 2022

Pacifist Runs

Are these a thing? Or a big thing, I mean?

I remember someone mentioning how they couldn't get a 100% items run on some maps in Raridoom (esp. E1M8) because of monster placement (fixed that in my new project, btw; enemies only drop ammo now). And honestly, I hadn't even considered that. I mean, I thought 100% items was nice, but my favorite stat was 100% secrets. And 100% kills (E2M9 aside). There's just something thrilling about finding secrets. I blame that chainsaw visible from the window in Doom 1.

This question came about because I came across this Decino video and the sequel videos, and it turns out it's possible, but tricky, to do it in the originals. I haven't put any 'you must kill this monster for the door to open' parts in this current project, but the current map I'm working on takes a couple cues from E1M8, which does. And throwing in a couple more monsters means a lot of infighting (which may be a thing this time around?), but it's not enough to kill them. 

How disappointed would people be if peace was never an option?

Friday, July 2, 2021

Ok, I lied.

It's an announcement. 

You all like anthro ponies, right?

Not sure what for, exactly, but I'm sure it'll become its own thing on its own soon enough, just like the first Rarity vs the Changelings did. 

Fun fact: I originally only planned on doing 3 episodes of 5 levels, like the original Chex Quest. Instead, I ended up with 37 playable levels and two cutscene levels (those are a lot less fun than they sound). 

Should be fun!

Thursday, April 15, 2021

What I love most about the Doom Community...

 ...is how helpful everyone is. Have an idea? Someone knows how to do it (and it's usually only a couple lines of decorate code). Not sure how to change something? Even if it hasn't specifically been done, someone knows where to look to get started. 

And then there's little idiosyncrasies of modding. Like how the dehacked patch is always loaded last. So if you have a nice little Language lump, but the freedoom wad you're using as a template has a dehacked patch, that's going to override it whenever you playtest it, and it's something so silly to get hung up on but I liked having all the strings in one place and honestly it took me much longer than I'd like to admit to figure out why none of the strings were updating like I inherited everything and put in the little dollar sign like I'm supposed to so why aren't you updating

Not an announcement or anything, just playing with the tools again. 

Wednesday, December 30, 2020

RariDoom v .8.1

Hotfixes! Get your hotfixes here.

The broken door in E4M7 was literally fixed with two clicks and one keypress, but it bugged me enough that once I fixed it, I went through the maps once more, just to check things out. I put the music in E2M8, found another bunch of door tracks either missing the track texture or missing the 'lower unpegged' flag (sighs in E3M2... sighs harder in E3M3... shakes head in despair at E3M8), added a few more decorations, and expanded E2M7, just for fun. Don't think anything changed enough to give it a higher version number, but it definitely feels like an improvement to me.

Get just the wad here; or, if you haven't downloaded the game yet, the full download here.


If you'd like a slightly different take on this game, check out Custom Edition! There are new sounds and new attacks from the changelings, the weapons actually look like magic spells, there are light effects, and a brutal final boss battle. It's a ton of fun. Even the quit sounds are great. The spoiler-ific YouTube video is here, or click here to download the mod directly. Good luck!