Icon of Sin / Baphomet
Register | User Profile | Member List | F.A.Q | Privacy Policy | New Blog | Search Forums | Forums Home
Doomworld Forums : Powered by vBulletin version 2.2.5 Doomworld Forums > Classic Doom > WADs & Mods > [Community Project] Untitled New Years CP.
Pages (11): « First ... « 7 8 9 [10] 11 »  
Author
All times are GMT. The time now is 20:39. Post New Thread    Post A Reply
The Green Herring
Community Chest 4 Leader


Posts: 916
Registered: 05-07


Well, I've tried this WAD out myself. Tested on PrBoom 2.4.8.2 under Boom compatibility. These are my observations so far:
  • The title, intermission, and credits screen graphics are all too huge for Doom's native resolution. To explain:

    TITLEPIC: 320×240
    INTERPIC: 640×480
    CREDITS: 639×480
    Doom's native resolution: 320×200

    Thus, they look more like this, this, and this. Also, the M_DOOM looks messed up in PrBoom+, probably because the size of the image is uneven.
  • MAP01 requires you to flip a series of switches to exit the map, but many of them 1) are placed vertically out of reach, but within horizontal range for you to activate them anyway, and 2) hidden in the floor, which means you can activate them regardless of whether you've revealed them or not. This is because there is no Z-position checking involved when it comes to activating linedefs. Oh, and as long as there isn't a non-PassThru linedef in front of them, you can activate switches beyond non-solid sectors no matter how high said sector is. As to what can result from this? ...Well, uh, see for yourself. (UV speed (0:21) and max (1:45) demos, recorded in PrBoom+ 2.4.8.2 with -complevel 9 / Boom compatibility. Add "-file DR2008.WAD -playdemo [demoname]" without quotation marks to the command line to play them.)
  • MAP02 cannot be completed after you reach the red key, as while the blue side (linedef 455) of the blue-key-locked-with-a-red-key-locked-side door (sector 74) is a proper manual door, the red side (linedef 458) is switch-activated. And untagged. Which means you can never open it from that side, ever. Did you mean to give that side of the door and the door itself a tag?
Haven't played through the other maps yet...

__________________
- The Green Herring

Old Post 03-17-08 04:08 #
The Green Herring is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
The Lag
Member


Posts: 538
Registered: 02-07


hmm, i'll just assume my map got lost in the mix somewhere. no worries. i'll edit it into my current project.

i had a lot of fun with this mapset. great job.

Old Post 03-17-08 04:46 #
The Lag is offline Profile || Blog || PM || Search || Add Buddy IP || Edit/Delete || Quote
Grazza
Super Moderator


Posts: 11332
Registered: 07-02


It crashes Boom at start-up, which could be considered a fairly critical bug for a Boom-compatible wad. (It is possible to warp to the maps from the command line without a crash - with the exception of map06.)

Maps 7 and 10 contain the Doombuilder 3D thingy, which thus needs to be removed.

Old Post 03-17-08 05:45 #
Grazza is online now Profile || Blog || PM || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Death-Destiny
Forum Regular


Posts: 932
Registered: 12-07


And here's the archival link now that it's up: http://www.doomworld.com/idgames/?id=15255

Thanks for the C&C people. The authors of this project will appreciate it. Go ahead and keep posting what you see that could be improved/corrected in the future if we want to do so. Also, make sure to post what you like, so the authors know what they're doing exeptionally well also =)

T.G.H.'s crits suggest that this mapset should work best with Zdoom, so if something goes very wrong on a particular level, I'd suggest using that port. Zdoom makes assumptions that other ports don't make which I believe should fix some things. Thanks everyone! =)

Old Post 03-17-08 12:25 #
Death-Destiny is offline Profile || Blog || PM || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Archvile78
Member


Posts: 540
Registered: 02-08


Ive just dowloaded it and completed the first lvl (which confused me due to SOOO many switch)and i must say i like it so far...i tried the 2nd lvl and lol...14 monsters to 231 enemies is like **

Still i'm glad the project was finally released.I'm sure to enjoy it =)

Great work again everyone.

Old Post 03-17-08 12:54 #
Archvile78 is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
printz
CRAZY DUMB ZEALOT


Posts: 6131
Registered: 06-06



The Lag said:
hmm, i'll just assume my map got lost in the mix somewhere. no worries. i'll edit it into my current project.
Aside that, where would KingOfFlames's and hardcore_gamer's maps be? I could expect them two to be upset by this.

Gonna try, hope it works with Eternity, that it doesn't require Zdoom.

EDIT: show-stopping bug found in MAP02, using Eternity, which plays like Boom. After getting the red keycard beyond the blue door and opening that same door, now red, it somehow "opens" most sectors, demolishing the level.

Must be a ZDoom side effect. Well, the thread introduction stated it to be for Boom. Deathz0r wouldn't review if it didn't work for intended source port.

What's TGH?

Uh, now getting to play a Boom designated wad with Zdoom...

*=+=*=+=*=+=*=+=*=+=*=+=*=+=*=+=*=+=*=+=*=+=*=+=*=+=*=+=

EDIT 2 (ATTENTION):

I believe Bloodskull didn't send you my final version. Uploading it now, for what it's worth...
Enjoy the big one: MAP04: PRINTZV3

=+=*=+=*=+=*=+=*=+=*=+=*=+=*=+=*=+=*=+=*=+=*=+=*=+=*=+=*

SHOULD YOU UPLOAD AN UPDATE ADDRESSING TOLD BUGS AND POSSIBLY MISSED MAPS


EDIT 3: As I said in the start of the thread, if you people are testing it only on Zdoom, then why not make it a wad for Zdoom? Heh.

__________________
HELL GIVES.

Last edited by printz on 03-18-08 at 13:53

Old Post 03-17-08 13:36 #
printz is online now Profile || Blog || PM || Search || Add Buddy IP || Edit/Delete || Quote
Bloodskull
Reputation is a bubble which a man bursts when he tries to blow it for himself.


Posts: 887
Registered: 06-04


Yeah....Death...that was a bitchmove. For one thing everyone's maps were sorted into different slots to which I started to get confused, the resolution errors were present, and you added a story...to a community project. You could've asked me before submitting it.

Old Post 03-17-08 20:07 #
Bloodskull is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
Fisk
Forum Regular


Posts: 821
Registered: 02-07



Undead+priest said:
completed the first lvl (which confused me due to SOOO many switch)and i must say i like it so far


Thanks. By the way, that's the Playstation Portable version of the map, which is missing alot of detail. Plus it was originally made for the 1024 Congestion project, which is why it's so damn small... But anyway, is there anything you liked or disliked? Anyone else want to comment on my map?

Old Post 03-17-08 20:26 #
Fisk is offline Profile || Blog || PM || Search || Add Buddy IP || Edit/Delete || Quote
printz
CRAZY DUMB ZEALOT


Posts: 6131
Registered: 06-06



Bloodskull said:
You could've asked me before submitting it.
By the way, for whoever is gonna be set to submit the CORRECTED version: please make it work fine for Boom, so I can play it in Boom, so solid things act like in Doom (to be projectile-transparent), not like in Heretic (blocking everything). Thanks.

I'm also not for sector arrows. :-S

See my link above as well. Nobody has downloaded it so far. Use it as a patch for Doctor 2008. :-P

What about that "Scarlet Eclipse" (former collab map)? That level had promised.

Well, a finished reupload is in order. And I think Bloodskull should do it because he started the CP.

Praying for Boom...

__________________
HELL GIVES.

Last edited by printz on 03-18-08 at 18:42

Old Post 03-18-08 12:47 #
printz is online now Profile || Blog || PM || Search || Add Buddy IP || Edit/Delete || Quote
Death-Destiny
Forum Regular


Posts: 932
Registered: 12-07


I think we've done everything that needs to be done with this project. The only relevant issue was that it does not work in Boom, and anyone who wants to play this would have done so in another port already. As for all the maps that got lost in the mix, they should probably be submitted to the next community project. The community project tends to be pretty popular, and that would give it a good start and give something to show to get more people involved. This project has even been compared to DVII and CIF3, so even though some things fell through the cracks, we should be proud of our accomplishment. If you ask me, I'd say this project has been concluded and concluded well. =/

Old Post 03-18-08 22:01 #
Death-Destiny is offline Profile || Blog || PM || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
esselfortium
Cumulonimbus Antagonistic Posting


Posts: 5153
Registered: 01-02


It's not boom-compatible, though... You've advertised it as boom-compatible, but prevented it from working in Boom, PrBoom, PrBoom-Plus, MBF, SMMU, Eternity Engine, or any other ports that are not ZDoom.

__________________
Released: Seventeen More Times (album) - Listen free online! | Vaporware Demo | SpaceDM9 | A Terrible Flood (album) | SpaceDM5 | Greenwar 2 | 32in24 series | Claust1024 | Testing Facility
In Progress: Vaporware | KDiKDiZD | TSoZD | ???
Resources: EDF Monster Library | Mapping Tips | CC4-tex | EsselTX

Old Post 03-18-08 22:04 #
esselfortium is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Death-Destiny
Forum Regular


Posts: 932
Registered: 12-07



esselfortium said:
It's not boom-compatible, though... You've advertised it as boom-compatible, but prevented it from working in Boom, PrBoom, PrBoom-Plus, MBF, SMMU, Eternity Engine, or any other ports that are not ZDoom.


If this is the case, I'd say the simplest and most efficient thing to do would be to simply advertise this as being for Zdoom instead. If it doesn't run in any other ports, it is unlikely that it can be made Boom compatible without every single author reworking their maps.

Old Post 03-18-08 22:11 #
Death-Destiny is offline Profile || Blog || PM || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
esselfortium
Cumulonimbus Antagonistic Posting


Posts: 5153
Registered: 01-02


Uhhhh. What? It doesn't use any ZDoom features. The maps are all in Boom format, but there are a couple of ZDoomisms preventing it from working:

- The titlepic, interpic, m_doom, and credits graphics are not the correct sizes. Titlepic, interpic, and credits need to all be exactly 320x200. (Not 320x240) I'm not sure about m_doom.

- Map02 has a door that only works in ZDoom. It's set up as a remote door with tag 0; it should instead be set up as a local door.

There might be some other stuff, but it's that sort of thing. It's generally looked at as a bad thing, and a lazy way out, to release a wad for ZDoom only because you didn't feel like fixing a few minor issues like that to make it work in other ports.

Also, there should be block monster lines surrounding the midtexture bridge in Butts' map. As it is now, monsters (or their corpses) can be right underneath the bridge, and they insta-raise along with the invisible platform when you walk over it.

__________________
Released: Seventeen More Times (album) - Listen free online! | Vaporware Demo | SpaceDM9 | A Terrible Flood (album) | SpaceDM5 | Greenwar 2 | 32in24 series | Claust1024 | Testing Facility
In Progress: Vaporware | KDiKDiZD | TSoZD | ???
Resources: EDF Monster Library | Mapping Tips | CC4-tex | EsselTX

Old Post 03-18-08 22:24 #
esselfortium is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
dutch devil
Forum Spammer


Posts: 3138
Registered: 05-04


Get rid of that zdoom crap please its for boom and why is my map in slot09 me not likey.

Old Post 03-18-08 23:59 #
dutch devil is offline Profile || Blog || PM || Search || Add Buddy IP || Edit/Delete || Quote
Death-Destiny
Forum Regular


Posts: 932
Registered: 12-07


I spent the last 3 hours creating a boom-compatible version of our sorry WAD. I personally tested every single map in PRBoom and Eternity, so I verify with my own experience that it actually works.

Just to interject something, you people need to stop whinning and pointing fingers at everything. This situation can be corrected without all the drama. This feels like a level of the CIF series. The reason I chose to join Doomworld as opposed to some other community is that they generally take care of things like this much better. Don't take this paragraph the wrong way, but that's what this is looking like. =/

Anyway, we can treat this as a beta release or something. I'll address the issues so far mentioned that I've fixed:

-I don't know how the graphic resolutions got screwed up, but they're all 320x200 now.
-The issue with map 1 is not a boom-related issue, but a function of the level design, so I could do nothing about it.
-I never recieved the most recent versions of maps 2 or 4. The version of map04 already in the WAD works fine, so I left it as is. Map02 didn't even work properly in zdoom, but I've fixed or deleted all the untagged linedef actions
-I deleted the 3D starts from all 11 maps
-Everyone's maps remain in the same slots. There are only 11 maps when there were supposed to be 16. For example, how the hell can I leave Icecreamsoldier's map in slot 15 when the WAD ends at map 11? Use your common sense people, your maps have to be in different positions.
-I also noted a few stucked things in quite a few maps that I fixed as well.

That's all I could find. If anyone finds any others, please post to this forum so I can correct those as well. By the way, once we decide that all issues have been addressed, I'll let Bloodskull upload it so that he can see with his own two eyes that it works, and since I'm already the scapegoat for all this antagonism and would be skinned alive if it didn't. =(

I apologize in advance for this critical-seeming post, but realize that I want to see our project succeed as much as the rest of you. I'm on your side, I'm trying to help, and this can be corrected if we work together to make it happen.

Old Post 03-19-08 03:36 #
Death-Destiny is offline Profile || Blog || PM || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Archvile78
Member


Posts: 540
Registered: 02-08



Fisk said:


Thanks. By the way, that's the Playstation Portable version of the map, which is missing alot of detail. Plus it was originally made for the 1024 Congestion project, which is why it's so damn small... But anyway, is there anything you liked or disliked? Anyone else want to comment on my map?



I didnt disliked anything map side srsly...i enjoy every single map i play...it was neat start for such a(im sure bout it) awesome Wads...

Liked the switches thing its cool you really need to find where every of them are hidden which make you discover the map in every single detail...well thats my point o_o

Tomorrow i shall keep on with the wad...im still at lvl 2 but today i havent played thats why. :P

Old Post 03-19-08 06:30 #
Archvile78 is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
esselfortium
Cumulonimbus Antagonistic Posting


Posts: 5153
Registered: 01-02



Death-Destiny said:
I spent the last 3 hours creating a boom-compatible version of our sorry WAD. I personally tested every single map in PRBoom and Eternity, so I verify with my own experience that it actually works.

Thank you for doing this instead of taking the easy way out :)

__________________
Released: Seventeen More Times (album) - Listen free online! | Vaporware Demo | SpaceDM9 | A Terrible Flood (album) | SpaceDM5 | Greenwar 2 | 32in24 series | Claust1024 | Testing Facility
In Progress: Vaporware | KDiKDiZD | TSoZD | ???
Resources: EDF Monster Library | Mapping Tips | CC4-tex | EsselTX

Old Post 03-19-08 06:35 #
esselfortium is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
printz
CRAZY DUMB ZEALOT


Posts: 6131
Registered: 06-06



Death-Destiny said:
The version of map04 already in the WAD works fine, so I left it as is.
Thanks for that, but I'd still prefer if my latest version, to which I linked above, were put in the CP. It's the third version. The problem is that Bloodskull only noticed my PMs with versions 1, 2 and the music, but not v3 (he read it but didn't get the file). Technically he should have sent you the latest version. And the reason I prefer it is because it's better finished, with fights to the end, which ought to keep it on par with the rest of the wad.
Praying for v3... :-P

You didn't have to cancel your other maps, but maybe you're keeping them for Dark Plutonia. Good luck. Your style matches Plutonia real seriously.

Oh, and Craigs should get proper credit for his map (in the text and the BEX). I wouldn't ignore hardcore_gamer's map either, however easy or unpolished it may be.

And don't leave doomworld, you may be nominated for a Cacoward if you map fast and good.

THANKS FOR TESTING ALL LEVELS ON ETERNITY OR PRBOOM. NO SARCASM.

__________________
HELL GIVES.

Last edited by printz on 03-19-08 at 15:44

Old Post 03-19-08 15:14 #
printz is online now Profile || Blog || PM || Search || Add Buddy IP || Edit/Delete || Quote
Death-Destiny
Forum Regular


Posts: 932
Registered: 12-07


To begin with, thanks Printz and other recent posters. Your words mean a lot... I knew Doomworld was better than this. =)

On to business matters, here's what I'm hearing that we still need to do:

-Printz has requested his most recent version of MAP04 added to the WAD. After I get it tested for boom-compatibility, HOM errors, etc. I'll add that version to DR2008 (Not that I don't trust it's prepared properly, but I'm not taking any chances, for obvious reasons.) EDIT: Tested. Fixed an HOM, a texture alignment issue, and some stucked objects. The map is good to go. The subtle change Printz made with the ammo balance indeed makes the map play much better. Nice job Printz!
-Icecreamsoldier has requested the outdoor lighting of his level be decreased by 10. That's already been taken care of.
-The bex patch and graphics now properly credit Craigs' map. On this same subject, the file I recieved did not have maps 7-9, which were The Lag's map, Hardcore_gamer's map, and Kingofflames' maps (Craigs' had been moved to slot 3 for some reason, hence the erroneous credits.) While The Lag has already said that the map will be used in a personal project, any of you are welcome to send me a PM with your map sometime before the weekend if you would still like to see it in the project.

Again, anyone can post any bizzare errors that they encounter. It would help out a great deal.

Last edited by Death-Destiny on 03-19-08 at 23:18

Old Post 03-19-08 21:58 #
Death-Destiny is offline Profile || Blog || PM || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Fisk
Forum Regular


Posts: 821
Registered: 02-07


@Death-Destiny: I'm going to crack open my map again and fix some issues with it. I'll send you an update when it's completed. I was aware of Doom's trickery with switches, but I didn't think it would be this apparent.

Old Post 03-20-08 01:27 #
Fisk is offline Profile || Blog || PM || Search || Add Buddy IP || Edit/Delete || Quote
printz
CRAZY DUMB ZEALOT


Posts: 6131
Registered: 06-06



Death-Destiny said:
Fixed an HOM, a texture alignment issue, and some stucked objects.
HOM, stuck objects? Somewhat odd that I still had HOM, but note that the level has some "raise by shortest lowest texture" machines which depend on what textures you're putting.

__________________
HELL GIVES.

Old Post 03-20-08 13:28 #
printz is online now Profile || Blog || PM || Search || Add Buddy IP || Edit/Delete || Quote
printz
CRAZY DUMB ZEALOT


Posts: 6131
Registered: 06-06


How is the update going? Has Fisk sent his upgraded map, have hardcore_gamer, (The Lag), KingOfFlames sent their now-unreleased maps? Is the set in Death-Destiny's or Bloodskull's possession? I know that the latter guy is a bit busier with time.

Sorry for the damned double-post.

__________________
HELL GIVES.

Old Post 03-28-08 12:09 #
printz is online now Profile || Blog || PM || Search || Add Buddy IP || Edit/Delete || Quote
The Lag
Member


Posts: 538
Registered: 02-07


i didn't.
i'm editing some things with the map (actually, splitting the map in 3 and expanding each area) and adding these maps to a project.

nevertheless, i would like to see the update soon as well.

Old Post 03-28-08 18:31 #
The Lag is offline Profile || Blog || PM || Search || Add Buddy IP || Edit/Delete || Quote
Death-Destiny
Forum Regular


Posts: 932
Registered: 12-07


Uh, sorry to bump this thread and everything....

Anyway, the second version of this project still needs to be presented. Here's a link to the unofficial V2 file:

http://files.filefront.com/DR2008V2...;/fileinfo.html

Considering how many issues it had before, I'm not going to upload this to the archive until some of you try it first. I couldn't get it to screw up Boom, so it should be fine, but, again, one tester is insufficient. If you encounter any issues, post them here and I'll see what I can do. Make sure to be specific... "Boom crashed for me, so fix it." won't help much. ;)

Old Post 04-10-08 01:57 #
Death-Destiny is offline Profile || Blog || PM || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
printz
CRAZY DUMB ZEALOT


Posts: 6131
Registered: 06-06


Not really a wad bug, more like a port bug. Odd, but the yellow door from MAP02 can't be opened in Eternity, but can in Boom. If I try to open it in Eternity it budges down 4 units, as if blocked.

__________________
HELL GIVES.

Old Post 04-10-08 14:53 #
printz is online now Profile || Blog || PM || Search || Add Buddy IP || Edit/Delete || Quote
Grazza
Super Moderator


Posts: 11332
Registered: 07-02


Probably due to compatibility settings. If you change "Use exactly Doom's linedef trigger model" to "No", does it work then? I haven't checked closely, but I'd guess it's the same issue as this (and so neither a map nor port bug).

Map06 still crashes Boom. (That's as in Boom itself, not necessarily all ports derived from it.) Don't know the reason, and don't have time for detective work, I'm afraid. Edit: OK, I did a bit of checking to try to find the cause of the problem. The first prboom version where the map06 crash doesn't occur is 2.1.1. However, the changelog from 2.1.0-2.1.1 doesn't seem to reveal a smoking gun (e.g. an increase in some limit). The error messages from the various programs aren't much of a help either.

Old Post 04-10-08 15:31 #
Grazza is online now Profile || Blog || PM || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
gggmork
Banned


Posts: 1790
Registered: 06-07


This is great. Map 10: start with iddqd/idclip. Walk forward until you're on an upper platform with barons. Left are some stairs. Later a wall appears right about there or something and is missing a texture (pretty obvious, only appears later).
Also map 10 one part might be particularly hard in zdoom. When you have to hit a switch, turn around and immediately pass 2 caged arch viles and hit another switch to lower a platform, in zdoom the arches resurrect that mancubus right on top of your head, so he stands right on top of you and fires at you.
I think trees block projectiles in zdoom only so that gameplay might be different, but seemed fine for me.

Old Post 04-10-08 18:30 #
gggmork is offline Profile || Blog || PM || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Death-Destiny
Forum Regular


Posts: 932
Registered: 12-07


So here's what I'm hearing:

-The yellow door on map 2 opened fine on Eternity v3.33.33's default settings, so I believe Grazza is right that it's a compatibility setting issue.

-On map10 with the arch-viles, Boom, for which this WAD is designed, makes enemies and the player an infinite height, which will clue in Doom that you're standing in the same spot as the corpse even if the heights are changing, so I think setting the Zdoom compatibility to "Actors are infinitely tall -> Yes" will prevent this. Those who like the Zdoom Z-axis can change it back after this part.

-As for the untextured wall on the same map, there is a linedef action that you will walk over in regular gameplay to set the control sectors properly that will lower this sector into the floor with those surrounding it. I assume you were IDCLIP-ing just for the test though. ;)

-Map06 worries me. I got it to run fine on PrBoomv2.1.1, but Eternity v3.33.33 would abort immediately after initializing the midi with this error: "Segmentation Fault: SDL Parachute Deployed." I'm only vaguely fimiliar with this error and I actually thought it was a setup error, but since it crashes lower versions of Boom, there's probably more to it. Does anyone know anything about this? =S

Old Post 04-10-08 21:22 #
Death-Destiny is offline Profile || Blog || PM || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Patrick
someone employed to clean and maintain a building


Posts: 2005
Registered: 02-07


hey, I actually have time to finish my map for this today. is there still any need for my map?

Old Post 04-10-08 22:24 #
Patrick is offline Profile || Blog || Search || Add Buddy IP || Edit/Delete || Quote
Grazza
Super Moderator


Posts: 11332
Registered: 07-02


Map06 exceeds Boom's segs limit (by quite a lot: 40543 compared to the limit of 32768). So as it stands, this map needs to be described as for "a Boom-compatible port that further extends limits", or something like that. Assuming there aren't other issues too, that is.

Old Post 04-10-08 22:37 #
Grazza is online now Profile || Blog || PM || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
All times are GMT. The time now is 20:39. Post New Thread    Post A Reply
Pages (11): « First ... « 7 8 9 [10] 11 »  
Doomworld Forums : Powered by vBulletin version 2.2.5 Doomworld Forums > Classic Doom > WADs & Mods > [Community Project] Untitled New Years CP.

Show Printable Version | Email this Page | Subscribe to this Thread

 

Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is OFF
vB code is ON
Smilies are OFF
[IMG] code is ON
 

< Contact Us - Doomworld >

Powered by: vBulletin Version 2.2.5
Copyright ©2000, 2001, Jelsoft Enterprises Limited.

Forums Directory