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Spencer's Closet



1 / 26 / 2017

Wrote a detailed article on Valley of Echoes because I was bored with no interwebs.

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12 / 11 / 2016

pal 4 lyfe zokum has been grinding away on doom wad blockmap theory for some time now, and has something to show for it. zokumbsp is based on zennode and touts some impressive features, perhaps most notably is the potential to reduce a vanilla map's blockmap size by a large percentage. I will not attempt to explain how this is possible, zokum is updating his page regularly with more and more info so go have a read.

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12 / 10 / 2016

Ooh cacowards

Working on an original design, no more 3rd party template dealios! So forgive the mess as I kill the bugs.

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6 / 7 / 2016

Huge thanks to BahdKo for letting me slum it up on doom2.net! I dropped my ISP and I was up against the 15MB webspace limit anyway, so some images were hosted by 3rd party and future projects/works would have had to be shared by google drive or something like that. But I don't have to worry now, I can begin to fill the doom2.net drives with cat pictures!

Fixed some crap on various pages, but the dynamic page widths are annoying the hell out of me. This is just some css/html template that someone made 5 years ago and I've probably butchered in the meantime, the code is kindof a fucking mess, and rather than fix it I'd rather just start a design from scratch myself. But that'll be for a rainy day, got other priorities right now!

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5 / 6 / 2016

Moved the Mourning Halls writeup to --> review section

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4 / 26 / 2016

Doing some housecleaning here, would be nice if I updated more often...

For a while I've been tinkering with scripting in DECORATE for a zdoom mod, with the goal of doing a bit of balancing on the gameplay. Since it seems like an endless cycle of tweaking, playing, tweaking, I've given it the title "The Carousel". Although the current version seems pretty solid (though untested in multiplayer). It'd be cool to port it over to Eternity but the documentation for EDF was abysmal last I checked.

Been quite busy with another small project as well, which should see some release soon. I await the negative criticism with glee!

Ooh, while I'm writing this, Romero released another map, here is my first attempt at it.

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1 / 23 / 2015

Thanks to some helpful folks I have updated Levenbrech with some fixes and changes.

While I'm at it, let's "Blog" a bit (i.e. spout philosophy into a vacuum). Why have I been mapping for vanilla Doom lately, instead of modern limit-removing source ports? Initially, it was a painful reluctance to go back to working with visplanes and seg limits and slimetrails galore, but I did it as a concious way of keeping the editing process within a sane completion time, because without limits I tend to get absorbed with endless adding of features and details.

However, as time goes on, I see more and more value with using vanilla (well, more technically, fraggle's fantastic Chocolate Doom) as my target for map compatibility. The Doom community is so active and in so many varied ways, that there are entire sub communities dedicated to very specific kinds of modifications. There are mods that have added sprite art to smooth out much of the animations, or sound mods that recreate the sounds from the original sources in higher fidelity, or scripting mods that change the behavior of the gameplay, or complete overhaul mods that change all of these things for a totally different experience. All these mods use the original game of Doom as their base, and therefore can be run on top of Doom (although whether it's fun or not is often the subject of debate). I mean the most extreme ones that have a completely new roster of enemies and weapons will ruin any map-specific balance, but they'll still run on top of a vanilla map.

However by targeting a specific special feature of a particular source port for a map, would then limit the user to only playing said map with mods that work with that port (and mods are often specific to a single port). So, since everyone has their favorite port and favorite suite of mods that they fire up along with it, I feel that targeting vanilla allows people to play it to their own tastes and not be constrained by the author's "one true artistic expression" of the map.

And yeah it's a huge time saver to not be tempted by scripts and slopes and polyobjects and original mp3 soundtrack and so on ;-)

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1 / 15 / 2015

Spent a good 2 months working on a map, revisiting the ol' Alien Vendetta resource wad. It's not part of a bigger project or anything but maybe I'll make more maps in the same vein, Some Day™. So yeah check out Levenbrech if it suits you.

Oh and I also put up a page for a map I made a while ago called Once Upon a Slime. It's a little tribute to the id designers in similar fashion to the famed "twid" projects (which I am not involved with). So yay, two maps for the price of one!

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10 / 30 / 2012

Reworked "Those Before Me" heavily over the past few months and gave it a slightly less depressing title. Oh and there's a second map now too. Check out the "Curst" page if you are so inclined... 

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3 / 19 / 2011

Thanks to comments from several playtesters, "Those Before Me" is at a point where I'm comfortable considering it finished.  Go to the maps page and try it out!

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3 / 14 / 2011

I have a new map ready for testing, "Those Before Me".  I'm interested in bugs, gameplay problems, but also general opinions. Send them to me (email is in .txt)! Maybe, based on feedback, there will be a finalized version by next week.

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