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SansCarcass v1.0

   (10 reviews)
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About This File

Adds an empty TNT1 sprite after the last frame of monster and player death sequences, thus making the dead bodies invisible. Intended for Invasion games where hundreds of bodies clutter the floor.


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Guest

Unknown date

  
it is not able to run in Zdoom 2.5.0

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Guest

Unknown date

  
This wad is sheer dumbassery made by an asshat who doesn't actually know how the engine he's modding for works.

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Guest

Unknown date

  
Great idea. I don't know if it works, haven't tried it. Using lost soul death frame (or other similar) for all monsters really helps performance and visible sprite limit for vanilla doom. All maps should use that method (or similar) for monsters that don't get revived by archvile (make duplicate monsters out of decorations and use disappearing death frame), if map has low-fps and/or exceeds vis sprite limit.

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Unknown date

  
If you used A_FadeOut the corpses would fade away in a pleasing manner, and the actors themselves would be removed from the game...

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Guest

Unknown date

  
First off, seeing hundreds of the bodies that you killed and gloating over them is awesome. Second, since this is for zdoom, it is useless. With zdoom, you can just set the "queuecorpse" cvar to a lower number in the console and even the corpses of new monsters that aren't covered by this mod will dissapear. This is retarded beyond comprehension.

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Unknown date

  
I am morbidly dissapointed by both of the above reviewers. This literally does nothing to save CPU cycles unless you consider rendering an invisible sprite a gigantic load off your processor. The monsters are all still there and they are all still being handled by the engine like nothing ever happened, they just don't appear to the player because of a bullshit extra frame. Literally nothing else is changed.

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Unknown date

  
You do know that making an extra "invisible" sprite won't actually make the game go any faster at all, right? The game is still going to loop through the enemy in its logic code and it is still going to pass over it in it's drawing code. The lesson you need to learn here is: before you make a modification to a game to optimize it, make sure you know how the game works so you can do it properly. This wad is worthless.

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Unknown date

  
5/5 for saving CPU cycles. P.S. sv_corpsequeuesize cvar and the A_QueueCorpse and A_DeQueueCorpse functions (which must be set per actor via death state) _are hexen only_ (*coughnoobcough*). On that note, too bad this only included Doom/Doom 2 actors.

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  • File Reviews

    • By Player Lin · Posted
      Doesn't like the layout and monster replacements, I didn't found RL until got the yellow key and found a lot of rockets, the location where RL is confusing me, and it also not fun when you get kicked down from the cliffs by Revenants, Mancubus and Archviles after the way to Blue key door, the way to the teleporter just far enough to kill you if not killed by monsters which kicked you down. Final timed puzzle room just nasty as the cyberdemon and archvile fights in the same place, not sure why make the level so big but can't make the fights with them also on bigger place too?   It's not bad level but I'm sure the frustration level is sky high, and not sure the slopes from ZDooM do anything good to this level too.
    • By Player Lin · Posted
      Normally, I don't like DooM (1 or UD) WADs because I tired shooting baddies with shotgun as most of them tend put a lot of shotgun guys/ammo and I have shot those full of shotty shit...well, this one can't escaped from that but I found author's tricky as I didn't found many of them(or they placed when I needed to use shotty), also the monster placements(with middle-tier ones) in this megawad helped too, even E1 doesn't suffers low-tier ammo-droping-fest unlike IWAD and most PWADs.   Level layouts and theme are interesting, some E3 levels just a little mazed but I feel okay, never get lost...many levels I feel plays like IWAD but better and larger, you'll found middle-tier monsters in E1 levels and it helps the gameplay, unlike the IWAD you'll have too much ammo in every level even pistol start, if you wasted too much and will out of ammo for sure(at least in UV).   All I can say about this megawad is...fun,  vanilla fun. Except E3M8, the yellow key area with platforming when all enemies + 4 cyberdemons are try to kill me and battles-of-deal-with-4-cyberdemons-or/and-other-powerful-monsters are nasty to me, on top of them, the final "BOSS"...I feel trolled...really? IoS-style?? IT'S ****ING DOOM, NOT DOOM 2 WHY USE IOS-STYLE AS FINAL BOSS?!  :P (At least there is no respawning monster cubes just annoying cyberdemons and barons...but they're still give me a lot of headaches as the battle area isn't very huge and a little cramped I think...)   But at least IDMUS11 helps me dealt with those problems all, for some reasons I feel the main theme of Power Ranger does fit DooM...don't know why but I keep switch to the theme with IDMUS11 cheat if I don't like the level's music, helps me blast through this megawad and the nasty E3M8. :P
    • By Doomkid · Posted
      Download the REAL file here (rd1.zip is NOT correct) https://www.doomworld.com/idgames/levels/doom2/megawads/d64d2   Shocked to see so many negative reviews. I had an absolute blast with this one, and I'm not sure what Nems was talking about with the Boom stuff as this runs in Doom2.exe with no trouble. In fact, there is a TON of impressive vanilla stuff going on here. I guess it was so well done that it tricked him.   This deserves a high score. It's a lot of fun.
    • By Rimantas · Posted
      It definitely makes Doom look darker, but also slightly changes colors (it reminds me PSX Doom). I prefer original Doom colors and miss how it looked on CRT (almost same colors as with modern monitors, but less brightness and maybe more contrast).
    • By Hypпotiк · Posted
      Great spirit/item placements, and also nice trap placements. Textures are georgeous and scream "1980's sci-fi action movie".
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