Classic Doom better than New Doom................
dont fret, marathon owned.
i used to map a lot for Doom with Hellmaker, fucking great Doom editor for mac. i never really got into radiant though (whilst I tried, a lot), and D3 just doesnt do it for me, so mapping for it wont be happening.
sigh, the memories
i used to map a lot for Doom with Hellmaker, fucking great Doom editor for mac. i never really got into radiant though (whilst I tried, a lot), and D3 just doesnt do it for me, so mapping for it wont be happening.
sigh, the memories
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I didn't really like the cheap closet part of D3 like many people here but found myself much more pleased with the expansion.
Hellmaker ? I used macDEU+macBSP
While Hellmaker was certainly friendlier (and actually had a grid to snap to... my textures were NEVER aligned in macDEU
), I liked the ability to mess around inside wads that *DEU provided.
I played marathon:infinity. pretty nice, although the sound of dying pfhors was quite ridiculous :P .MKJ wrote:dont fret, marathon owned.
i used to map a lot for Doom with Hellmaker, fucking great Doom editor for mac.
Hellmaker ? I used macDEU+macBSP


aye, I made a mod once for Doom but that was with an app other than DEU.. something like WadHak or something? cant rememberhemostick wrote:I didn't really like the cheap closet part of D3 like many people here but found myself much more pleased with the expansion.I played marathon:infinity. pretty nice, although the sound of dying pfhors was quite ridiculous :P .MKJ wrote:dont fret, marathon owned.
i used to map a lot for Doom with Hellmaker, fucking great Doom editor for mac.
Hellmaker ? I used macDEU+macBSPWhile Hellmaker was certainly friendlier (and actually had a grid to snap to... my textures were NEVER aligned in macDEU
), I liked the ability to mess around inside wads that *DEU provided.

the mod owned though, dubbed Rebel Imp, where the player was an imp and you had to fight using only fireballs and scratches :icon32:
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I've still got all those old editors on a disc. Tricks of the DOOM Gurus cd had all that stuff, plus I still have my old D!Zone disc. Also the H!Zone disc for Heretic and Hexen.MKJ wrote:aye, I made a mod once for Doom but that was with an app other than DEU.. something like WadHak or something? cant rememberhemostick wrote:I didn't really like the cheap closet part of D3 like many people here but found myself much more pleased with the expansion.I played marathon:infinity. pretty nice, although the sound of dying pfhors was quite ridiculous :P .MKJ wrote:dont fret, marathon owned.
i used to map a lot for Doom with Hellmaker, fucking great Doom editor for mac.
Hellmaker ? I used macDEU+macBSPWhile Hellmaker was certainly friendlier (and actually had a grid to snap to... my textures were NEVER aligned in macDEU
), I liked the ability to mess around inside wads that *DEU provided.
the mod owned though, dubbed Rebel Imp, where the player was an imp and you had to fight using only fireballs and scratches :icon32:
i hated the official one, with the gay star prefabs et al.
hellmaker is still where its at, especially since 1.4 had realtime 3d wireframing and Final Doom engine hacks available.
but the most important part of the Doom editors is theory, not practise. understanding vectors, reverse vectors, sectors, upper / lower texturing. oh and some math :icon32:
the rest is just problemsolving
hellmaker is still where its at, especially since 1.4 had realtime 3d wireframing and Final Doom engine hacks available.
but the most important part of the Doom editors is theory, not practise. understanding vectors, reverse vectors, sectors, upper / lower texturing. oh and some math :icon32:
the rest is just problemsolving
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one thing i was never able to figure out was how to have a certain monster be a trigger for a plat. (like the two baron's of hell at the end of e1).Scourge wrote:The unpinning textures on the lower/upper and the moving sectors drove me nuts until I figured them out. Overall it was pretty fun and I think I'm gonna try some more.
if memory serves, the target sector had a rediculous high id number.. that was the only thing I could ever find about that whole procedure
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I got to thinking about this and loaded up a couple of the old editors and opened up e1m8 and couldn't really tell what they had going with that.MKJ wrote:one thing i was never able to figure out was how to have a certain monster be a trigger for a plat. (like the two baron's of hell at the end of e1).Scourge wrote:The unpinning textures on the lower/upper and the moving sectors drove me nuts until I figured them out. Overall it was pretty fun and I think I'm gonna try some more.
if memory serves, the target sector had a rediculous high id number.. that was the only thing I could ever find about that whole procedure
