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bofu

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About bofu

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    Skadiabolist

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  1. bofu

    Alternative Gameplay Modding?

    It was mostly things like adding new codepointers for monsters to just wander or move in their current direction or strafe, checks based on the actor's height relative to its target, and commands to check for and reduce specific ammo types from a weapon instead of the ammo type that the weapon uses. The code wasn't particularly clean and I chunked it, but it was definitely made to be added onto MBF21 and preserve all other behavior. It's definitely possible. The question is, who would adopt it, would it be part of a new spec, etc. I don't have the energy to try to convince anyone to add to an existing standard, so I'll leave that to someone who has experience with it and work within existing limits until then.
  2. bofu

    issue with completing a map (broken spawners?)

    Not sure if the teleporters rely on Boom scrollers or not, but you might check to make sure the option for "Book Scrollers are additive" is turned on in compatibility settings. I know you're using Boom (Strict), but it might be a good place to start.
  3. bofu

    Alternative Gameplay Modding?

    Just from playing around in source code, I've extended MBF21 to have even more codepointers that approach ZScript/Decorate levels of behavior. It's certainly possible. 3DGE is also a prime but not as well-known example, as it has custom weapon and monster behavior even in the early 2000s.
  4. bofu

    How To "Fix" The Spider Mastermind?

    Spider Masterminds have a few big, glaring weaknesses: They can get stuck/paralyzed by melee enemies, especially if said enemies have started infighting them. They're BFG ray magnets, making it trivial to one- or two-shot them, but increasing their HP to overcome this just makes them unfun and repetitive to play against. This also makes them unbalanced counterplay-wise because the rocket launcher is an inefficient choice against them, getting out damaged by the SSG in close range due to the lack of splash damage. The hitscan attack isn't very accurate and is prone to hitting just about everything but its target at range, but making it more accurate just means that the player gets sniped. They don't shoot enough at range (without fast monsters), meaning that they're a limited threat and more of a nuisance. Now, if you want to fine-tune the Spider Mastermind without going about and making it behave a lot differently, there are a few things we can do through the magic of DEHACKED, especially if using MBF (or even better, MBF21) codepointers. To prevent the Spider Mastermind from getting paralyzed, add an A_JumpIfTargetInSight to the end of its pain state, optionally with an A_RandomJump, and give it a chance to jump right into its firing states without even needing a countdown after it gets hit with the pain state. This should prevent melee monsters from having too easy of a time stunlocking it, especially if they're the Spider Mastermind's target (or if they're in the way of its actual target). This wlll also punish players who rush it too quickly. You could also artificially increase its aggression by doing the A_JumpIfTargetInSight and A_RandomJump combo to make it fire more often, with perhaps even a A_JumpIfTargetCloser in there for good measure to only make it do that if the target is less than a certain distance away. Speaking of A_JumpIfTargetCloser, you could tighten the spread of its ranged attack, but only if it's more than a certain distance away, by using it along with A_MonsterBulletAttack with some different parameters. (Just remember to use A_PlaySound along with it to play the firing sound.) I would also decrease its radius to a more manageable value.
  5. bofu

    [Release] Outpost 13

    Excellent map. Completed on HMP without deaths, will go back and play UV next. Very nice interactive Doomcute, some very clever secrets, and combat that isn't too difficult but also isn't trivial. Atmosphere was great, the music was a perfect fit for the aesthetic, etc. I've shared some recs on the decino discord, but another thing I'd add: I can't overstate how enjoyable the experience was. I still need to find all the secrets.
  6. Always fun to see an Archvile with little health left off itself because it got aggroed by the Imp right behind it and ate its own splash damage.
  7. bofu

    Favorite Doom YouTuber?

    I might be biased because my submission was picked recently, but I really like these videos. For the creators of maps, they're a great way to get feedback or exposure, and for me as a player, I like seeing stuff that isn't made by the community's most well-known and celebrated mappers get featured. The amount of clever wads that get completely overlooked because they don't have a well-known name attached to them is way too high, and the viewer submissions alleviate that a lot. I found some really enjoyable levels through them being viewer submitted.
  8. bofu

    Favorite Doom YouTuber?

    decino, Vytaan, Doomkid, GermanPeter, sandwedge, Coincident, MtPain27, bredondle, Dwars, Chubzdoomer, pagb666, borogk, WSADKO, Cheelio (okay, mostly just to follow Voxel Doom and other projects, but still very enjoyable)... I'm probably forgetting a whole bunch.
  9. hey congrats on the rng for the decino viewer submissions! i see the wad itself is coming along nice!

    1. bofu

      bofu

      Thanks! Really looking forward to getting this across the finish line.

  10. This is a very fun and creative map. Six minutes is about the sweet spot for a reasonable amount of time to go without pausing, too. I still giggle every time the hills start dancing in rhythm with the music.
  11. bofu

    What are your creative crutches?

    I do this sometimes, but I've also taken conscious steps to get away from it. Here are a few ideas to break out of the habit: Give the player a berserk instead, and make them punch their way through the first few encounters. Make the opening combats promote the use of infighting to distract the monsters until you can grab something more powerful. Barrels. Make the opening combat one that isn't intended to end with the monsters' death. Maybe the player has to shoot some difficult-to-hit switches while avoiding a swarm of Revenant missiles or hell noble projectiles or even Cyberdemon rockets, and they don't kill the monsters until later. Use DEHACKED to turn the pistol into a more viable weapon by increasing fire rate, turning it into a rifle, etc. Even if you make no other changes, this can break you if that habit. Stealth opener. The player is on a narrow, winding path loaded with barrels on both sides, with some chaingunners overlooking specific areas. If a single chaingunner draws a bead on the player and starts shooting, the barrels will get hit and set of a chain reaction that most assuredly kills the player, so of course the player won't want to shoot and wake them up.
  12. bofu

    Which musicians have you seen live?

    The Moody Blues Joan Jett & The Blackhearts Streetlight Manifesto Reel Big Fish Less Than Jake The Maxies Suburban Legends Big D and the Kids Table Four Year Strong Andrew WK Fishbone The interrupters The Dropkick Murphys The Mighty Mighty Bosstones Pinata Protest The Mad Caddies
  13. bofu

    How do I into MBF21?

    I have been doing things by hand in Notepad++ like an animal. It's not that bad, but it is kind of a pain having to manually adjust state numbers and stuff when you insert or add a frame or something like that. Definitely going to switch over to Decohack at some point, but I have had success doing it by hand.
  14. bofu

    What are your creative crutches?

    I feel called out. (Blood not being a hurt floor without some indication is just good design, though.) (Though I will also advocate for the use of various WOOD textures, SHAWN2, various SILVER textures, BROWNHUG, COMPSPAN, and the middle 16 horizontal pixels of SUPPORT3 rather than the outer 24 as trim textures, among others.)
  15. Bit of an update here, and it's a big one! MAP29 is now undergoing playtesting, which means we are right around the corner. But besides the final map and everything that entails, there are a few other things I'm in the process of doing: Going through the earlier maps and giving them a fresh coat of paint. Sometimes, this means taking advantage of Boom linedef specials, and sometimes, it just means using the mapping experience I've gained from the two years of making this project so far. Tweaking the new monster DEHACKED behaviors to take advantage of MBF21 codepointers and flags. Converting everything over into UMAPINFO/ZMAPINFO. Adding co-op monsters, differentiating between co-op and deathmatch spawns, etc. While my goal was originally to have everything out by the end of the year, I'm instead going to target a January 2024 release. I think this will give me enough time to polish everything up to my standards. Here are some teaser images. MAP28: There's no way out of that pit, so how do you get the yellow key? MAP02: Oh, nice. Looks like they finally bought some coffee machines for the workplace.
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