David Develops Doom - Factory-1 Day 2

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DavidXNewton

DavidXNewton

Күн бұрын

Пікірлер: 34
@Ails1234
@Ails1234 3 жыл бұрын
Great video as always! I'll help by dropping a Doom Builder trick I learned recently: In visual mode, PageUp and PageDown will align the ceiling or floor to the next closes surface. Useful for when you want to align ceilings or move a platform or door to their position, and saves a lot of mouse scrolling
@DavidXNewton
@DavidXNewton 3 жыл бұрын
Oh, that’s fantastic - I didn’t know about those :)
@jamarcadolfo5049
@jamarcadolfo5049 2 жыл бұрын
Wow thx for the information bro
@micuu1
@micuu1 3 жыл бұрын
In regards to the point you make at the end about the sector tags not being generic: I can only assume John Carmack did it that way to save a little bit of processing power. On release most PCs could barely run Doom smoothly, so every bit of performance helped. It's probably the same reason why so many things that would never be hard-coded in a modern game are in Doom.
@JediMB
@JediMB 3 жыл бұрын
I've considered the possibility that he just didn't think about just how many things the mappers might want to do with their designs, so he just implemented whatever they asked for. And then, once they reached a point where generic actions would be beneficial, he just didn't want to rewrite the existing code and force the mappers to re-do their finished levels. Speculation on my part, but we do know that sector effects and linedef actions were very much implemented as the mappers asked for them.
@micuu1
@micuu1 3 жыл бұрын
@@JediMB That is possible, but from a programming stand-point it's definitely the wrong way to do things. Then again, other parts of the code are kludges, so maybe I'm just putting John Carmack on too much of a pedestal.
@JediMB
@JediMB 3 жыл бұрын
@@micuu1 Yeah, personally I don't think quite as highly of Carmack after hearing what some of his co-workers had to go through back in the 90's. His over-promising regarding what the Doom engine would be able to do was apparently a huge pain for Tom Hall in particular. And Rebecca Heineman, who was saddled with porting the game to the 3DO, has indicated that Carmack had implemented a lot of lazy cheats in regards to memory allocation. I learned as recently as today that the Saturn version of Doom ended up running so poorly because Carmack didn't like how the developers' custom engine rendered the game and practically forced them to work with the Sega 32X version of the Doom engine instead. He's obviously a better programmer than I could ever hope to be, but he's not by any means flawless. He's made mistakes and other poor choices just like the rest of us.
@DavidXNewton
@DavidXNewton 3 жыл бұрын
@@micuu1 Sometimes, it definitely shows that Doom was made in a massive rush - even the best programmers have to kludge sometimes :)
@mathieubordeleau150
@mathieubordeleau150 3 жыл бұрын
Very interesting to see a map being created outside of a tutorial. You work so much faster than I do, where it come to making room I seem to often have the "blank page syndrome", I also often test for every room I do, often spending far more time testing than creating. Il try you way your way to see if it works for me.
@DavidXNewton
@DavidXNewton 3 жыл бұрын
Honestly, I'm usually the same, fiddling around with things and getting distracted a whole lot - recording myself on video has been a lot better for hurrying me up! There are a few long pauses I cut out, though, where I'm thinking about what to do next.
@larrylazer
@larrylazer 4 ай бұрын
I tend to have the problem where I design very difficult stages/maps and have to nerf some sections after doing some play-testing. Never have used this editor as 1st person shooters aren’t really my thing but I am very interested in seeing how other people design levels.
@weaseln_hecktorplaysgames9625
@weaseln_hecktorplaysgames9625 3 жыл бұрын
Why is the game tagged as minecraft at the bottom
@DavidXNewton
@DavidXNewton 3 жыл бұрын
KZbin thinks all Doom videos are Minecraft now! Maybe it’s because it looks a bit square?
@varenoftatooine2393
@varenoftatooine2393 3 жыл бұрын
@@DavidXNewton it's actually because you're mining new sections out of the darkness and crafting them into a playable level.
@Ails1234
@Ails1234 3 жыл бұрын
6:14 yo my map comes before yours and the theme was "crate maze". Don't insult my crates
@DavidXNewton
@DavidXNewton 3 жыл бұрын
Ha - I’ve seen your screenshots, you’ve made it look really good for a theme that can risk being boring! All the shadows and stark lighting is great
@HQ_Default
@HQ_Default 3 жыл бұрын
15:08 You can just join sectors with a button press? How did I not know that yet? EDIT: Also, just thought of an idea- In the nukage sewer, consider adding little skylights to represent drainage points.
@DavidXNewton
@DavidXNewton 3 жыл бұрын
That's a nice idea :) And yes - Shift+J to connect sectors together! (Or Ctrl+J? One of them's "randomize" and the other's "join", anyway)
@Ails1234
@Ails1234 3 жыл бұрын
J to join, Shift J to merge, the difference being that merging will remove any unnecessary lines between the sectors. Related to that, M to "make sector" which will "unjoin" the sectors or create a sector from empty space
@HotFezVideos
@HotFezVideos 3 жыл бұрын
I think a nukage sewer at the end would be a good fit with the following map in the wad.
@doomrevolver8387
@doomrevolver8387 3 жыл бұрын
Awesome map. One question: I have only one sky texture in my doom 2 wad but I Cant find the red sky. Do I need another resource wad for that?
@nrgrth7988
@nrgrth7988 3 жыл бұрын
You'll have to change it on the scripts if you want different sky textures than the F_SKY1. In Doom 2, there are 3 or 4 skies if I'm not mistaken, one is set during the Moon base missions, other one during city missions and the other one in hell, so if your level is replacing map 1, you'll get the Doom 2 map 1 sky, if it's map 15, you'll get Doom 2 map 15 sky, and so on. Look for Doomkid's tutorials to change the sky as you wish, it helped me.
@doomrevolver8387
@doomrevolver8387 3 жыл бұрын
@@nrgrth7988 thanks for the reply! So I Can't use a red sky on map 01? I want to make a campaign with red skyes on the first maps. PS: the Burzum profile pic \m/
@nrgrth7988
@nrgrth7988 3 жыл бұрын
@@doomrevolver8387 You'll have to change that on the script. Here, take a look at this tutorial, it may help with other things too: kzbin.info/www/bejne/rIOyl62wZrJrgMk Black Metal ist krieg!
@doomrevolver8387
@doomrevolver8387 3 жыл бұрын
@@nrgrth7988 thanks for the help dude \m/
@thewaver8
@thewaver8 3 жыл бұрын
Hey - just stumbled upon this: what key or technique do you usually use to vertically-align your textures? I know for horizontal alignment you hit "A", but no idea how you handle verticals.
@DavidXNewton
@DavidXNewton 3 жыл бұрын
Hi there! Ctrl+A will do it in both X and Y directions. Have a look under the controls in Preferences/Controls as well, there are a ton of hidden treasures there
@larrylazer
@larrylazer 4 ай бұрын
Is it possible to build Stealth like maps in this editor? I feel like a first person stealth game in this engine would make for an interesting change of pace.
@bigbruhtheorphan9070
@bigbruhtheorphan9070 3 жыл бұрын
actually i noticed that you pretty much never use teleports saves a lot of space
@DavidXNewton
@DavidXNewton 3 жыл бұрын
That's true, I tend to forget about them!
@bigbruhtheorphan9070
@bigbruhtheorphan9070 3 жыл бұрын
maybe you can hide one somewhere for a secret supercharge?
@technodruid
@technodruid 2 жыл бұрын
Yo dude RPDR is awesome don't hate
@blu3_enjoy
@blu3_enjoy 2 жыл бұрын
23:50 lol
@bigbruhtheorphan9070
@bigbruhtheorphan9070 3 жыл бұрын
im early
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