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barney

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11 files

  1. Barney DOOM!

    This will change the pink Demons in DOOM to Barney! Ray Traced Barneys

    198 downloads

       (19 reviews)

    Submitted

  2. Barney Doom v0.062

    Although the version number is 0.062, this is only the third internet release, and so this is the third text file. This tells about some options for BARN.BAT, the reason for why its installed the way it is, the disclamer, and, the story.

    16 downloads

       (2 reviews)

    Submitted

  3. BARNEY 3: THE REVENGE

    This barney patch was designed by Alden Bates (alden@bates.wn.planet.gen.nz) The original ray traced patch was by: David Lobser (But don't complain to him)

    Barney was drawn using xpaint. He was not rendered using any ray tracing tools, also the author was working off a front only shot of the dino's mug, so he looks a little odd from the sides. He also looks slightly cartoonish.

    8 downloads

       (1 review)

    Submitted

  4. Barney, Energiser Bunny, Pac DOOM

    This is a bug correction to barney2.zip. the GOD mode sprite is now fixed. You can cheat again!

    10 downloads

       (0 reviews)

    Submitted

  5. Barney 3D

    Barney the Purple dinosaur (B'Harnee) replaces the Barons of Hell

    27 downloads

       (11 reviews)

    Submitted

  6. Barney Version 2.1

    I really didn't make many changes. I just added some commands to the .bat files. It now unzips all the Barney gifs in a dir called barn. It also deletes all files at end of execution so it won't leave stray files in your doom directory! (like so many other graphic patches do!!)

    Any questions you can e-mail me but I would suggest writting one of the other two fellas because they are the ones who did all the work!!

    7 downloads

       (1 review)

    Submitted

  7. Barney and Clinton Doom v1.0

    This version replaces the barons with the lovable dinosaur - Barney! and replaces the floating orange heads with the head of our fearless leader President Bill Clinton!
    There is over a 100 sound and graphic files that you will turn your standard game of doom into a revenge match! Finally shoot and kill the things that bug you the most!!!
    This patch was made from the combination of barn3d21.zip and clintn20.zip. It has a simple one line install and uninstall command! Check this one out it is worth the effort!!!!

    34 downloads

       (1 review)

    Submitted

  8. Barney II: Barney On Earth

    Barney was drawn using xpaint. He was not rendered using any ray tracing tools, also the author was working off a front only shot of the dino's mug, so he looks a little odd from the sides. He also looks slightly cartoonish.

    5 downloads

       (0 reviews)

    Submitted

  9. BARNEY'S DOOM II

    Here's a variation off of David Lobser's 3-D Barney add-on. I corrected color fading of his original Barney (althoug I think he already did that in 2.0) and modified the graphics to make his walk a charming waddle.

    Much of the input came from my 11 year old nephew, Joshua. He enjoyed seeing Barney blow up as well. My 3 year old niece didn't take too well to it. The doctor says she'll be ok in a couple of weeks and probably won't remember any of it...

    21 downloads

       (3 reviews)

    Submitted

  10. Barney Doom 3D version 2.0!

    This is just a klutz patch for the above wonderful addition to DOOM. Three of the GIF files were bad so I just copied the non-haloed (sp?) version to that file name so it would run. Will work til the actual author gets his fix uploaded. I love it! Barney in front of a twelve gauge. How about Sesame Street next, Bert and Ernie finally grow up as a New York street gang, Big Bird visits Flatbush.

    11 downloads

       (1 review)

    Submitted

  11. Barney DOOM!

    At last! the TRUE EVIL genius behind DOOM is revealed to be... Barney! and his Sponge Minions!

    51 downloads

       (0 reviews)

    Submitted

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  • File Reviews

    • By Ofisil · Posted
      Very inconsistent everywhere you look, from the overall feel of the megawad, to each individual level. The balance is all over the place, leading to levels having uber-easy regions mixed with insanely challenging, trial-and-error ambushes. The exploration is very hit and miss, mostly leaning towards miss. A couple of interesting places, but the wad just isn't that fun, even for those who have a high tolerance for old wads like me.    
    • By Havoc Crow · Posted
      An example of how not to make a map. Lots of ugly rooms filled with same types of enemies. The blue key room in particular has about ten hell knights and barons trapped on pillars, and you have only a super shotgun to fight them; thankfully, what _would_ have been a mind-numbingly boring fight is skippable because the blue key is right there for you to take. Errors large and small abound, such as the pass-through metal bars or the clumsy approach to detailing and shading.
      New music, in the form of a bad-sounding midi which barely has any rhythm.
    • By Havoc Crow · Posted
      Finished within 4 minutes or so A 2016 re-release of a 1994 level. The text file warns: "Bad, really bad 1994 quality", and is right; there's nothing whatsoever interesting about this level -- you enter one flat room after another and shoot at haphazardly spread out monsters. There is an "invisible teleporter" gimmick which, however, I have barely noticed in my playthrough. The exit isn't even hidden or locked in any way, and can be easily stumbled into accidentally. There's nothing to say.
    • By Havoc Crow · Posted
      The map feels very linear throughout, with you basically doing one thing in each room and moving on to the next. The rooms are very varied though, and there is actually something pleasant to uncovering the successive areas. There are some puzzles, one of which involves illusionary walls, with a zombie shooting at you from "nowhere" being the only hint; this is a clever puzzle but it could ruin the map if the player accidentally kills the zombie early and gets stuck. The spiderdemon hall near the end contains what is either a glitch or a really annoying "trick": columns that seem safe at first, but actually don't shield you from the spider's gunfire at all.   Almost finished, ~20 minutes; died to the spiderdemon.
    • By Havoc Crow · Posted
      (MAP03 review only)   Finished, ~20 minutes Yet another map which drops the ball in terms of difficulty. Health is provided in extreme abundance, and even when heftier enemies show up, their attacks are easy to dodge in the huge arenas (even the cyberdemon/spiderdemon fight at the end provides such ample cover that you need almost to be _trying_ to die -- as, uh, has happened to me). I've once read that, with the advent of modern source ports which streamlined mouse aiming, older Doom levels suddenly became very easy; this would explain why so many of these mid-90's maps feel so strangely unchallenging...
      The area beyond the yellow key door offers a more interesting fight, what with the corridor filled with lost souls. However, the map quickly loses momentum after that, wasting the player's time with the pointless room of six teleporters, which all turn out to lead to identical closets with medikits. Turns out, that room is just a red herring; the real way to progress is to open a door indistinguishable from a wall. Annoyingly, having to hump the walls to find the hidden door happens several times throughout the map.
      Powerups are scattered haphazardly, including a pointless invulnerability sphere, numerous invisibility spheres despite the total lack of hitscanner enemies (this is another 90's thing, it seems; did the people back then _really_ think invisibility spheres helped against projectile-throwing demons?), and a light-amplification visor despite a lack of dark areas where it'd be useful.
      The map topology is as basic as it gets: a small starting room with four doors, one initially open and three locked with keys, each door leading to a totally separate area housing the key to the next door over. Each area is distinct visually, although there's a lot of simplistic-looking, overly large rooms. There's fairly little interconnection between individual rooms within each area; mostly you just progress from room to room, and things like windows are rare. The map suffers from "symmetry syndrome", where the mapper goes out of his way to make every room symmetrical, without thinking if it improves the room or not (example: in the red door area, there's a side room housing an irritating slow-moving lift, not worth visiting except to get 100% kills... and this side room of course gets dutifully duplicated on the other side of the area).
      There is custom music in the form of a rock midi, not particularly well-made, but not overly grating either.
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