28/03/2006-29/03/2006 @03:09:32 ^04:47:10

MADNESS

I am told writing about clocks and lightbulbs is a symptom of insanity?? Fine, I'll just write about Doom and you can lump it. Haha, lump. No-one's going to get that...

Holy Hell

Holy Hell is, as I just wrote on Doomworld, a parody of Deus Vult. Apart from that it's a complete waste of space but a funny waste of space. It's funny because the sheer size of the monster teleporters made me giggle. However I didn't even bother trying to play it without god mode and the super weapons patch - apparently it's "just about playable" in Easy mode but I didn't try.

It replaces MAP01-MAP05, 5 (20000 monsters, the cause of low framerate) being the accumulation of maps 1-4 (3000-7000 monsters each). There is also a map named HOLYHELL to access which you need an engine that can run maps without conventional names (or you can edit the map's name with a hex editor) It's not worth it though, it appears to be a very early prototype of the first area of MAP01/MAP05, and isn't complete (it doesn't even have an exit as far as I could see)

The architecture is quite sparse, nothing special but okay. The texturing is also mostly okay, except in a couple of chambers where it is rather garish; the theme of the map varies wildly from area to area, bricks, hell, modwall, etc.

There are bugs: after you get the red key a wall takes nearly 5 minutes to descend, after which, if you run over the wall, you will get a MapPlane segfault unless you switch to the automap beforehand; also, in the final area, whose texturing hurts the eyes and whose number of rendered sprites hurts the framerate, some of the monster teleporters fail to go off if you don't press the buttons in the right order. There is a sequence of switches to follow, repeated twice; what you need to do is start with the south wall, then do the same thing on the north wall, and so on. In particular you must visit the south alcove before the north one.

Hell Wad Pack

Hellpak (evil.wad, tex.wad) is a set of seven maps and new textures from the author of Hell Gate; indeed the latter could fit into this wad quite seamlessly.

Many people might call these maps ugly but for some reason I really like his style of architecture. There are high ceilings. There are large windows, everywhere. The maps are very open and there is bags of scenery and room. There are little glimpse points and other points of interest hidden around the place. The new graphics aren't bad, the tree sprites are okay - probably better than Doom's originals, but that's not hard - and I particularly like the pink "cloudy sunset" sky texture.

However the gameplay utterly frustrates me. There are huge crowds of monsters basically everywhere, and they don't behave well. They sort of come at you in single file; you're never quite safe from lone wanderers. Health and ammo are very tight in the initial stages of a map, but if you manage to finish it you'll have piles left over. It all suggests to me that there has only been a minimum of playtesting.

Let's take map02 as an example. You have to do over half the map with single shotgun and rocket launcher, despite there being large quantities of cells available. You're almost three quarters done by the time you get the plasma gun, though, and the BFG is right at the end, when there are less than 50 out of 1000 monsters left. The second secret area... I could go on.

Map03 purports to be for ZDoom only but it works fine in PRBoom except that you don't get the extra species of monsters there. I'd say it's still populated enough without them, though.

In contrast map04 has about 20 monsters and is trivial; map05 is manageable but suffers horribly from top-heaviness, having to kill all the monsters with very limited resources, before you can get to the larger weapons; and then having nothing to use them on.

Map01 starts off okay but you basically run out of ammo halfway through. Map06 in contrast overwhelms you with zombies and you run out of health before you can clear out a "safe zone". Map07 is just stupid - give the player a bfg, a roomful of cells and invulnerabilities, then throw a huge cavern of monsters at him, complete with a monster spawner. It purports to be another Nuts tribute - like Nuts Lite then, only more blunt.

In summary, I think that there is the potential for greatness here - map02 could be wonderful with just a few tweaks, most of the others, too - but it has not yet been realised. Perhaps in the future...

Hell Meets Earth

HME won first prize in a competition in Acorn User magazine to design a Doom map, after the source came out and was ported to RISC OS. If you don't have a soft spot for RISC OS you won't think much of this map, its theme varies rather oddly, it's like a mansion surrounded by a huge wooden corridor, and could just be a random level from 1994/5. I'm only really mentioning it since I found the page again the other day and gleefully decided to play it again.

The basic idea is you have to find the three keys hidden in corners of this surreal environment. Killing the monsters as you go, obviously - unfortunately this map, like so many others, also suffers from top-heaviness; by the time you've found the larger weapons, you'll probably have dispatched most of the monsters with lesser ones. Anyway, while running around watch out for 10 walls with pictures of skulls on them (e.g. there are two either side of your start position) Once you have the three keys you can press a large switch which causes these 10 walls to lower, revealing switches, all of which need to be pressed to raise a staircase to the exit. The exit itself is in fact a monster spawner and you exit by shooting it - fortunately no jumping is required here. Also if you make sure everything is dead after you get all the keys you can then take a route around the map to avoid waking up the spawner before it is absolutely necessary.

Having written that I've just realised how similar the structure - find three keys, then 10 switches - is to Blastem2, which is three keys then 10 Commander Keens. Oh well, now I can see another reason I like this map... Also I think it was the first map in which I noticed lost souls would bounce off the floor and ceiling.

If you decide to play - and why would you? - you might have to rename the file, adding a .wad extension. PRBoom is full of crazy DOS-isms - its ancestor, Boom, given a filename without .wad on the end, will add the .wad for you as a convenience in a DOS environment, and a bloody nuisance anywhere else as it doesn't try to use the unappended filename first.

Subheading without the word "hell" in it

I also found DIY's page once more. It's still the same, it hasn't updated, but the URL was changed by the ISP that hosts it, which broke all other sites' links. It still hasn't been updated since 2003 and I don't think it'll ever be again, as its author Andreas Dehmel seems to have given up on RISC OS entirely.

26/03/2006 @23:32:57 ^00:43:49

Clock and Bulb Enumeration

With the passing away of the ancient bulb in the cupboard under the stairs and the transition of the local timezone to BST both happening in the past week

Clocks

I have lots of clocks.

And that's just in here - elsewhere in the house there are

Bulbs

I have tons of lights as well, I prefer lots of small ones to one big one

And in the rest of the house

Conclusion: Yeah, I just wanted an excuse to use the word "enumeration"

15/03/2006 @23:28:07 ^00:39:47

Visplanes and large dropoffs

I've managed to waste the whole day trying and failing to work out why rboom segfaults when you go over a large dropoff (say, 0 to -31000). All I've learned is that it's not in the gameplay code as I first thought, it's in the renderer; specifically, the part that handles visplanes. If you compile it with rangechecking you get a R_MapPlane error instead (and then the thing segfaults somewhere else... damnit)

I've also learned that I still don't understand how the renderer works at all and also that I still don't know how to use a debugger properly. Damnit. I even managed, while typing that last paragraph, to spell "renderer" as "rendererer". It's one of those words like "banana" when you don't know where to stop.

This all came to pass since Andy's WAD (review somewhere in this post) was uploaded into /idgames this week. I mentioned the fault, which also happens in prboom stable, in the thread and another WAD in which it happens was posted in response.

It's all so very frustrating, very little I've tried to do these past couple of weeks has actually worked. Anyway I've played some maps:

Baron's Keep This is Agent "Mapper of the Year" Spork's first map. I can't imagine why he uploaded it to /idgames, except perhaps egotism, because it's dire. There are literally thousands of shells in piles of boxes, and barons and hellknights everywhere, usually in quite small rooms where they're hard to avoid. There are also ugly mazes with teleporters most of which are traps and instantly kill you and ends up in a mad circle-strafe around a crowd of cyberdemons. If you want a half-decent "my first map" with barons in the title, try "The Baron's Domain" (av46sp01.wad)

Endoomed A sequence of rather unmemorable rooms. The least unmemorable was the strobelit poisonous maze full of crushers. It's easier than it looked to start with as you get another megasphere every 10 seconds or so, though. I liked the look of large brick chamber with the spider, I like starkly lit grand chambers with high ceilings.

Haslam's Book Store of Doom Some guy who owns a book store made a map out of it. It's not bad, actually, there's quite a lot of room to run around, certainly a lot to shoot at, plenty of ammo and so forth. Lots of barrels around too, except they don't look like barrels. The one secret area is a right pain to find, I needed a map editor, so I'll spoil it: you have to get up on the shelves to the balcony with the rocket launcher and then run all round the edge on the bookshelves to the yellow door. When you fly off the end of the shelves (over a sign that says "Gunt/Hunt/Nautical", there's some shells on top of it) you should hear a floor descending. Oh yes there are also a number of invisible doors that you need to find to end the level, so maybe you should use the map cheat or an editor anyway just to get it over with. Anyway niggles aside this is actually a very fun map to play and the extra graphics aren't too annoying so give it a go.

The Apocalypse Project Man, look how long this has been in the archives, it has a three-figure /idgames frontend id. This is a whole episode of 9 maps that replaces Doom episode 1.

So yeah I didn't hate it, well, I hated the mazes but not all of it, but nevertheless it's probably not worth the bother. A final note on the Doom 2 conversion: it's terrible and really lazily done. It's basically a search and replace on all the textures that aren't in Doom 1, and a search and replace on some species of monster - for example, barons have turned into arachnotrons. However no tweaking or bug-fixing appears to have been done afterwards; on map 6, where instead of getting two barons chasing you after you pick up the computer map, you get two arachnotrons stuck in the wall. Hilarious.

12/03/2006 @21:26:17 ^22:07:31

Trip Report

Imagine: several hours of overly loud music from the best era of dance music ever known? What could go wrong? Let's see:

I knew nearly all the records I heard although I'm hopeless with names so I could probably only name about half of them. Such a variety of different styles of beats and even of tempos, too. I mean, there was old school hardcore, happy hardcore, jungle, drum and bass, new school breaks, house, all sorts. You go to things these days and they play one beat, one tempo. It's boring! Anyway maybe later if I can be bothered I'll post a list of names of records I can remember hearing. I won't get them all because it wasn't like I was standing there with a notebook, but, you know.

Also in a break from tradition I didn't have a hat on. In fact I was pretty nondescript, I mean I had a black t-shirt and navy blue trousers and that was it, no hat, no glow in the dark whistle. But for some reason a lot more people than usual talked to me. I don't know. Maybe it was nothing to do with that and I was just going round smiling a lot because of the music? Maybe the crowd at this type of event was friendlier than usual? Hell if I know.

Oh and also I hardly left the floor in like four hours and my legs didn't hurt much at all afterwards and certainly not when I woke up the next day, unlike the thing last month after which my back and legs hurt for a week.

So what went wrong? Get this: Nothing!

09/03/2006 @19:45:57 ^19:59:58

I looked up all the previous year's posts for today and they just annoyed me so I'm not going to talk about it. On the other hand like I said I have this old school thing to go to. I know it'll be shit and full of wankers because a) that's the union b) all nightclubs are shit and full of wankers but it does seem like they've picked my music and put on a party for me. So yeah, see you later. Bonus points if I can work in some "yeah I remember this the first time round!" elitism and/or insult someone humorously.