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Posted: Tue Oct 17, 2006 3:51 pm
by MKJ
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
Posted: Tue Oct 17, 2006 4:03 pm
by Captain
the_roach/citizen_kane wrote:ps i heard theyre remaking commander keen and its meant to be simultaneously the most terrifying and most hilarious game ever created

My brother has been the lead designer of a major, international Keen project for a few years now.
Posted: Tue Oct 17, 2006 4:27 pm
by CitizenKane
oh really? hah i was only joking. thats pretty cool tho.
also:
MKJ wrote:dont fret, marathon owned.
yes, yes it did. id say the Phfor could kick the shit out of any puny satanic demon that tried to get in their way :icon32:
Posted: Wed Oct 18, 2006 11:55 am
by hemostick
I didn't really like the cheap closet part of D3 like many people here but found myself much more pleased with the expansion.
MKJ wrote:dont fret, marathon owned.
i used to map a lot for Doom with Hellmaker, fucking great Doom editor for mac.
I played marathon:infinity. pretty nice, although the sound of dying pfhors was quite ridiculous :P .
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.
Posted: Wed Oct 18, 2006 12:00 pm
by o'dium
Commander Keen was old school fun, and it worked.
Theres a "low poly" thread on Polycount, and [DLS]Merskum made a low poly version of keen...
And this REALLY makes me want to see a "REBirth" on the NDS or something, because that would ROCK:

Posted: Wed Oct 18, 2006 12:54 pm
by Scourge
I mostly used WadEd for DOOM. sometimes EdMap. Radiant for Q2&3. Haven't really messed with Q4 or D3 too much, but the little I have done has been with the ingame editors.
Of course there was Build for Duke3d and Blood.

Posted: Wed Oct 18, 2006 2:27 pm
by MKJ
hemostick 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.
MKJ wrote:dont fret, marathon owned.
i used to map a lot for Doom with Hellmaker, fucking great Doom editor for mac.
I played marathon:infinity. pretty nice, although the sound of dying pfhors was quite ridiculous :P .
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.
aye, I made a mod once for Doom but that was with an app other than DEU.. something like WadHak or something? cant remember
the mod owned though, dubbed Rebel Imp, where the player was an imp and you had to fight using only fireballs and scratches :icon32:
Posted: Thu Oct 19, 2006 8:08 pm
by CitizenKane
"apparently there existed a mysterious 11th Spht Clan that went into hiding and survived the Phfor invasion. im sending you down to Lhwon to take a look around" - Durandal
memories.....
Posted: Sat Nov 18, 2006 5:36 am
by Scourge
MKJ wrote:hemostick 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.
MKJ wrote:dont fret, marathon owned.
i used to map a lot for Doom with Hellmaker, fucking great Doom editor for mac.
I played marathon:infinity. pretty nice, although the sound of dying pfhors was quite ridiculous :P .
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.
aye, I made a mod once for Doom but that was with an app other than DEU.. something like WadHak or something? cant remember
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'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.
Posted: Sat Nov 18, 2006 5:44 am
by Scourge
See:
[lvlshot]http://www.jwivie.com/gurus.jpg[/lvlshot]
Posted: Mon Nov 20, 2006 11:58 am
by S@M
how do you type without a keyboard?
no wonder your in the legends forum :O
Posted: Mon Nov 20, 2006 12:32 pm
by Scourge
Keyboard is in a tray underneath.

Posted: Tue Nov 21, 2006 4:13 pm
by MKJ
those were the days

Posted: Tue Nov 21, 2006 10:50 pm
by Scourge
Say, if you want or need any of those editors/programs and whatever, let me know and I'll post em up.
Posted: Tue Nov 21, 2006 11:46 pm
by Captain
Doom editor sounds sexy. How does it work though? I've always wanted a simple "click and drag" editor for it :icon32:
Posted: Tue Nov 21, 2006 11:55 pm
by Scourge
Most of them are a 'bit' more complicated than that. A lot of manual settings/tweaking. Some of them do use a good bit of mouse work though.
Posted: Wed Nov 22, 2006 6:45 pm
by MKJ
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
Posted: Wed Nov 22, 2006 8:06 pm
by Scourge
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.

Posted: Wed Jan 24, 2007 10:49 pm
by AceGec3D
ITS SO CHEEZY IT MAKES IT FUN FUN FUN!!! KISS MY @SS POKEMON!!!! :icon25: :icon25: :icon25: :icon25: :icon25:
Posted: Sat Feb 03, 2007 12:08 am
by siege_str
Gauranteed Classic Doom takes the cake, as Doom 3 is in a diffrent kind of FPS. 3 wasn't bad though, if it had a bit more killing in it, Doom 3 would be as good as the classic
Posted: Mon Feb 05, 2007 2:11 pm
by MKJ
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.

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).
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
Posted: Sat Feb 24, 2007 11:06 pm
by LawL
no u
Posted: Wed Feb 28, 2007 3:58 am
by Duhard
LawL wrote:no u
Stop the spam.
Posted: Wed Feb 28, 2007 4:09 am
by Scourge
MKJ wrote: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.

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).
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
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.

Posted: Wed Feb 28, 2007 7:59 am
by Eraser
Hmm, maybe we should do a Quake3World Doom single player map pack? I've never made maps for Doom, but if anyone could point me in the direction of the bestestest editor available then I might want to give it a shot.