Matt Tropiano's little slice of web.

March 3, 2013 by Matt Tropiano
Tags: Coding, Doom

What's up, everybody.

I've just posted a thread on DoomWorld about making a series of small utilities for Doom. I'm hard at work writing them and procrastinating on other things, so if you ever want to check up on my progress or join in at the discussion, head on over there.

Okay, that's all I wanted to share for now. Just wanted to show you that I'm not dead.

December 17, 2012 by Matt Tropiano
Tags: Coding, Doom

The idGames Archive Public API (not calling it REST anymore - it's not quite REST) has been officially announced on DoomWorld. There have been a bunch of changes to it since I first announced it here, most notably JSON and SEARCH support.

So, uh - have fun with that stuff.
November 5, 2012 by Matt Tropiano
Tags: Coding, Doom

Hey, guys. Long time, no update!

While I was doing nothing notable in particular, Dennis 'exl' Meuwissen created a really cool app for Android that will allow you to view the contents of the idGames Archive right on your (Android-compatible) phone! Neat!

I gotta say, it's pretty awesome to see stuff that you had a hand in making used by other people. I could get used to this! Who knows, if id makes a port of Doom for Android, this could be an invaluable tool for extending its value!

Meh, enough showboating for one day. Gotta get back to making stuff.

See you next time.

July 22, 2012 by Matt Tropiano
Tags: Level Design, Doom

Another month, another update.

But this is not about the "Secret Santa" project - this is about a project that I haven't talked about ever and finally got around to releasing! Introducing, Coffee Break Episode 1, a set of 11 short maps designed with gameplay in mind, rather than length.

Anybody who knows me knows that my Achilles Heel is long maps, so I decided to remedy that with a group of several short maps. Originally, this was going to be a megawad of them - 32 maps replaced - but I guess laziness and lack of interest got the better of me, this time. I started making this in 2009, and planned on finishing it around the end of 2010. Totally not the case.

So a while back, I was asked by Mike Mancuso to contribute to this project he was starting - a mapset for Doom featuring all new textures, themed in such a way to evoke feelings of another planet, inhabited by humans for mining purposes or something.

You know what? I'm sure that there's a wonderful story, given what Mike is putting together with everybody's contributions, but I don't really know exactly what it is. You get to kill a bunch of demons and stuff with lots of really interesting architecture and scenery and music, so it should be really great, anyway.

April 20, 2012 by Matt Tropiano
Tags: Coding, Doom

Hey, everybody. Where have I been? Probably doing awesome things. Like, for instance, THIS THING!

It's a REST interface for Doomworld's idGames Archives, created by me, with help from Bill "Bloodshedder" Koch. The whole process took about 2 days, plus testing. Now you can get info on idGames Archive-related stuff but in XML form!

Writing it wasn't exactly a walk in the park, though - Doomworld kinda runs an ancient set of libraries - not what all the cool kids are running, so I had to kinda roll my own query parameterization functions and injection protection. But, should there be upgrades, it's easy to turn on support for the newer interfaces!

God, I rule so hard.

But what use is a REST interface to the layman? Well... none yet. But that is just the first step! The next step is writing a program that will use that information. Will I be writing something that will use the REST interface? Probably. After I take a small break.

Let me know if stuff goes awry. I'll probably need to fix it.

January 15, 2012 by Matt Tropiano
Tags: Level Design, Doom

Several months later, I have finally uploaded my amateur portfolio to the Internet. It was about time, too. I was getting sick of reminding myself that it needed to be done. You can find it over there on the sidebar, under "Current Stuff".

It will probably be expanding soon, as I have finished a map for a secret project for Doom 2 headed by the very talented Mike "esselfortium" Mancuso, released whenever. Maybe I'll do another map. No promises.