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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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Guest

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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Guest

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 NuMetalManiak · Posted
      cannonball is yet another mapper who will probably take some getting used to when it comes to his maps. I remember hating on Return to Hadron when I first played it, but after subsequent plays it got easier. the same can be said for a lot of his other wads.   while this is my first time playing through Sparta 2, I easily got into cannonball's playstyle. his architecture style is always the same, as are his usage of monsters, basically you'll be running around often in the heat of monsters; the space is wide enough to accomodate this kind of playstyle and you just gotta be quite wary of where projectiles are flying. even if the monster count is low the layouts make things rough. but overall, what I like most about cannonball's maps is how well they can be run through. sure, you're gonna be dealing with a fuckload of carnage in these maps, but they all are very speedrun-friendly which is a plus. notable maps include:   MAP08, which is probably the roughest start in the wad MAP12, which has a false sense of security with its monster count. the two slaughter finales which are both well done.
    • By Summer Deep · Posted
      I don't pretend to understand any of the promotional material accompanying this map, relating to wizards and the like, and it just seems like a typically unsubtle early offering, albeit on a grand scale. One of the reviews says you can't get out of the Cyberdemon arena once you've teleported into it near the start, but the bad news is that you can. The final room with the Spider Mastermind is quite lively and entertaining, if you persevere that far.   The version of this I played was a Doom 2 conversion, which ran in the MAP10 slot, with some Revenants, chaingunners and Pain Elementals, but if you download the one on this page you'll probably get the original wad.  
    • By elend · Posted
      I really like this palette edit. I am not sure about the "better visibility on CRT screens" part, since I find it a bit dark at times, but I do love the toned down colors. I don't play everything with this palette, but I noticed that some WADs definitely benefit from it.   Regarding the people who don't like it; Well, just check out the screenshots. If this looks cool to you, use it when you play Doom. If it looks crap to you, don't download this.
    • By Sasha · Posted
      Hard maps with good architecture. I enjoy this wad
    • By Rimantas · Posted
      It just mess up all colors very bad and makes Doom look terrible! If i want Doom look more like on CRT, i reduce brightness in video card settings. 0/5
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