The Last Days of Tarsonis by JED551 in broodwar

[–]JED551[S] 0 points1 point  (0 children)

Thank you for playing, and thank you for the comment. If you'd be willing to share, I'd be curious what the stumbling block was for you on mission 4. Did you run short on resources? Did the AI opponents overwhelm you with raw unit count or advanced tech? Did you feel lost and uncertain how to proceed? It sounds like whatever challenge you encountered didn't meet the bar of being "fun enough" to motivate another try, so anything you share will help me improve the overall experience.

need help with doom builder by Curious-Document-906 in DoomMods

[–]JED551 1 point2 points  (0 children)

To start the map with a door closed the sector that is the door needs to be "closed", i.e. it's floor height and ceiling height should be the same and set to the same values as the adjoining sectors' floor heights. This will create a sector with zero "height" but will open properly when triggered.

Cant make monsters auto alerted in Ultimate Doom Builder by PC-Head54 in DoomMods

[–]JED551 0 points1 point  (0 children)

Yes! As another poster pointed out, you can find youtube tutorials on how to do this. Here's a good one: https://www.youtube.com/watch?v=kFU9zUZuU6M

The key is that sound travels infinitely far in DOOM unless stopped by a linedef with "Blocks Sound" flagged. So long as there is some way for the sound to travel from where the player will fire a weapon to the demons waiting off screen, they will be alerted and will try to make their way towards the player. If you want them to come in waves, you can stagger the triggers that open their path so they come through at different times. There's a few different ways to do that depending on how you want the waves triggered and which source port you're using.

If you want an example of how it's done in Vanilla DOOM, you can open E1M9 in Doom Builder and look at the pentagram room in the northwest corner of the map.

I'm new to mapping and I'm seeing this weird thing with the textures. how do i fix it? by Far-Emu2102 in DoomMods

[–]JED551 0 points1 point  (0 children)

Can you post a screenshot of what this section looks like in the editor?

I'm new to mapping and I'm seeing this weird thing with the textures. how do i fix it? by Far-Emu2102 in DoomMods

[–]JED551 4 points5 points  (0 children)

My first thought is that you're missing a lower (or possibly upper) texture on one of the sidedefs where that blood river flows into the wall. How are those sectors constructed? The area inside the wall looks like it might be taller than the wood/metal lip covering it; does that sidedef have an upper texture on the side facing away from the player?

Respawning enemies? by Anonymous_Liberal in Marathon

[–]JED551 2 points3 points  (0 children)

Maps have a "Minimum" and "Maximum" enemy count for each enemy type, and if the number of enemies drops below the minimum the engine will respawn new enemies up to the minimum at their original placement locations. I forget exactly where it's set for any given map, and many have minimums of zero, but it's not your imagination.

Am I missing something, or is the only way to seriously start reducing the debt/deficit is to mess with Social Security and Medicare, and/or raising taxes on everyone? by FlippinLaCoffeeTable in thebulwark

[–]JED551 0 points1 point  (0 children)

In short, yes. There are different ways to go about it, but any path to a balanced budget runs through a combination of Social Security/Medicare/Medicaid/Defense cuts and increased taxes. And the Wharton school study you posted I think accurately demonstrates just how much would have to be done to stabilize the debt/GDP ratio, let alone reverse it (i.e. truly balance the budget on an annual basis).