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/vr/ - Retro Games

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>> No.8732815 [View]
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8732815

>>8732312
I'd love to see that collection.
But the main issue is that text tutorials like this can only go so far. And unless I'm blind there's no huge compendium on each entity detailing every single property and how to use them.
Here's your average SED1 tutorial: https://youtu.be/OttNrwFhTQc
And then compare it to something like trenchboom: https://youtu.be/gONePWocbqA
Now I'm not expecting every single tutorial for an obscure retro shooter engine to be as detailed as this one, but there is clearly a wall of obscurity when it comes to SED1 tutorials. I wish to see that this wall is one day torn down because SED1 is a very robust tool that people are sleeping on.

>> No.8583084 [View]
File: 110 KB, 560x428, 1635886717565.gif [View same] [iqdb] [saucenao] [google]
8583084

>>8582542
>>8583002
Updated version here: https://files.catbox.moe/jq21qj.wad
Hope I fixed the door.

>> No.8445718 [View]
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8445718

Doom the way id wouldn't, doing the opposite of Romero's design rules:
>Always changing floor height when I wanted to change floor textures.
Easy rule to break. Give rooms different floor textures all the time.
>Using special border textures between different wall segments and doorways.
Another easy one, just don't make wall trims.
>Being strict about texture alignment.
Yet another easy one, though I would argue breaking this rule often would result in a very amateurish and bad looking map regardless of the other rules.
>Conscious use of contrast everywhere in a level between light and dark areas, cramped and open areas.
No contrast of light and space will definitely stand out in the form of constant repetition. Would be hard to design a map that looks tolerable while breaking this rule.
>Making sure that if a player could see outside that they should be able to somehow get there.
Extremely devilish to break this rule. Tons of outside areas that look like they can be accessed but can't.
>Being strict about designing several secret areas on every level.
Spam secrets, put secrets inside of secrets, have secrets activate with seemingly random linedefs and switches. All types of fun to be had.
>Making my levels flow so the player will revisit areas several times so they will better understand the 3D space of the level.
Could easily break by just making a super linear level but would be boring. Hard to break otherwise.
>Creating easily recognizable landmarks in several places for easier navigation.
Broken by making rooms look very similar, enough said.

>> No.8236452 [View]
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8236452

>> No.7197605 [View]
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7197605

>try to sequence break a level like a smartass
>fall through one of those fake floors monsters rise out of
>die to a clusterfuck of hell knights
well i guess that's what i deserve

>> No.7117685 [View]
File: 110 KB, 560x428, Revenant1.gif [View same] [iqdb] [saucenao] [google]
7117685

>>7117684

>> No.6298651 [View]
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6298651

>>6298617

>> No.6187290 [View]
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6187290

I never noticed this until replaying now, but who the fuck was responsible for the midi audio mixing in TNT?
Holy shit man. Some of the songs are so fucking quiet and then you get to map08 and your ear drums get blasted out of your fucking skull.
I haven't noticed this with literally any other IWAD or even fucking PWADs for this matter.

>> No.3114902 [View]
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3114902

>>3114864

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