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  1. Past hour
  2. Maser

    Skateboarding

    I haven't been into it since I was 15.
  3. vanilla_d00m

    Skateboarding

    LOL but that talent! If I had ever gotten to that level and if life got in the way... i would try to find a way somehow to skate, even if it is just for 5 minutes in the living room carpet doing stationary tricks late at night. If i didnt get sponsored, then it can be a hobby and a way to burn some calories.
  4. MasterExploder

    Splashy Blood Mod

    Gotta love how these are doom forums yet you cant upload any doom related files unless you compress them... and why do you have to compress doom files? they take up almost zero space.
  5. R4L

    Skateboarding

    Nope, not sponsored. He's a regular guy now working a full time job with kids. I do t think he skates anymore... That video is pretty old.
  6. MasterExploder

    Splashy Blood Mod

    Link: Splashy Blood.rar Simple blood mod taken from LAKTUL's Starship Troopers Doom Mod. Enjoy, nerds. Btw i'm working on a map ^
  7. Gunrock

    k8VaVoom: no good thing ever dies!

    Not really. I never really cared for Vavoom's md2 model packs
  8. vanilla_d00m

    The Doom Confessional Booth

    I wen't to some places on the internet and read stuff I shouldn't be reading. I regret everything I learned... but learning makes you smarter right??
  9. Today
  10. Razgriz

    The Slaughter Spectrum - RC1 Release

    I like the way the maps look but I'm quite surprised at how you handled what looks like the official post of your project pk3-wise. I don't understand really how it seemed like a good idea to release almost the entire resource of another project while at the same time bloating your own. I see that you do plan on cleaning it up but that's not really something you do at the back end on situations like this - that's really what you do before you show the world your piece of work (unless it is an rc you have been showing and building from the beginning to the rc stage). I know this isn't really a built from ground up type of project resource-wise so I don't see why it had to be hastily sent out in this state when you aren't racing to a particular deadline. In any case I look forward to seeing the final release of this in a pristine shape.
  11. kb1

    k8VaVoom: no good thing ever dies!

    That too! You're probably right. Very easy to trap via window handler, and reacquire context. But you're not running Windows, right?
  12. Smight

    Memento Mori 1 Map 28 aka Beast Wad

    The one after 28? Seriously?
  13. MegaBlast

    Doom Streams

    Playing some Golden Souls 2 https://www.twitch.tv/megablast
  14. leodoom85

    The Slaughter Spectrum - RC1 Release

    He's the new Tormentor667 Well, his maps are superb visually and can be hard to progress...so, props to him.
  15. What if !surprise! the boss of the Doom Eternal is actually the Mother Demon or something similar. Icon of Sin seemed pretty dead to me in Doom16. It also could be something completely new.
  16. ShadesMaster

    Community Project - Switcheretic

    Yep. That's because Heretic and DOOM had their 'hell' episodes reversed. So since Heretic's 'hell' was episode 2, those levels become E3 of DOOM. It's ironic since I find that doing this aligns the levels quite nicely, naming and otherwise. Imagine D'Sparil's Keep, but with the green pillars as found in the cyberdemon level. And the start area has 4 teleporters, not unlike the 4 doors of DOOM'S E2M8!
  17. There I go reinventing the wheel again. Still, WadC is the big boss applesauce, as far as Doom scripting goes. I've been trying to devise a way to bring WadC mainstream for a few years now. I've always felt like it's just a bit too "cerebral" for many people. Tying it into a GUI that everyone knows and loves might be the catalyst I've been looking for. Two refined tools that specialize in map creation...seems like an inevitable conclusion to me. Such a tool would help someone like me, who's NOT artistically inclined, build a map mathematically, yet retain all the graphical tools to bring it together. Just a thought. My goal was to solve the "inexplicable" health adjustments you might see as a result of getting the voodoo doll to move via explosion. My thoughts are that, you can get away with giving the voodoo doll a stimpak right at the beginning of a level. The player expects to pistol-start at 100% health, and 100% is the only number you can guarantee that you'll land on successfully, after a stimpak adjustment. If you can pull it off, you can immediately do the explosion and the stimpak adjustment, fully concealing that either one occurred, with the added benefit of being able to delay the conveyor indefinitely. What a convoluted setup! But, it looks like it can actually be made reliable, which is pretty amazing! Nice trick! (Still teaching the old dog new tricks, eh?) Source ports should really do their best to emulate this - it's too powerful to write off as a "cheap vanilla trick". This trick is ready to become mainstream!
  18. Rayziik

    Post Your Doom Picture (Part 2)

    Time for purple.
  19. Scotty

    The DWmegawad Club plays: ESP 2

    Well, i did say i was rubbish at keeping up with these and so the prophecy has been fulfilled. Anyway, i sat down and enjoyed a few more of these maps today. I did enjoy the Time of Plays video last week, thanks for posting it :D MAP05 - NH666v2 MAP02 A generally more slow paced affair here in comparison to map04, clearing out every room as you go is the order of the day thanks to the many Revenants waiting around the map to inevitably nail you with 80hp damage rolls. I appreciated this layout massively, with the map progressively unfolding into a larger area and lots of nice recycling of rooms. The water staircase trap was neat as was the following rev swarm - i don't think rocketing a bunch of revs with ever get old for me. Once i realised what was happening with the final vile rush i elected to just beeline it to the exit rather than trying to deal with that mess, as ammo was in short supply at that point. MAP06 - NH7v4 MAP01 One map i have actually previously played before here. To call this one difficult would be an understatement - i never managed to get out of the first onslaught with over 20hp which made the rest of the map rather tricky, particularly the later SM/vile attacks. I was perhaps a bit less of a fan of this map because of how pivotal the very first section is upon the rest of the map. Still, i remain impressed at ToD's ability to cram a load of action in one small combat arena. MAP07 - NH7v4 MAP02 So this map picks up where we leave off, a trend set for the rest of the NH7 section of maps. This one was a bit more run-and-gun thanks to more spacious combat areas and hitscan that was easier to take cover from - i feel that i had a bit more fun with proceedings thanks to that. The vile/rev pincer attack was probably the trickest part due to all the chaingunner corpses littering the battlefield. Some satisfying BFG action on hand here too, i always enjoy rushing two viles and trying to get the two-for-one shot. MAP08 - NH7v4 MAP03 Onwards with NH7, and here we get the BFG super quickly - and a nice test of BFG skill where you have to ration cell use by maximising the effectiveness of your shots. A nice section to practice getting good with the BFG :) Following this is a nice little encounter with some more enemy diversity, having to try to prioritise targets correctly being the goal here. The back-and-forth corridor section was kinda whatever, very easy to deal with the revs and the vile rush and the end of the corridor one of those where you'll die once then do it easily second time round. The very final vile rush of the map is where you'll be glad you saved a couple of cells beforehand, as things can quickly spiral out of control there. MAP09 - NH7v4 MAP04 I liked the music track here, visceral and aggressive and the short loop was palatable thanks to the fairly short map length. Here you are given the choice of grabbing the SSG first or ignoring it, getting the RL and then returning to that area. I felt like the combat was getting kinda samey at this point in NH7 so it is probably for the best that the set ends on this map - not that i found the combat boring really. I was glad i only used one BFG shot on the first cyb here and saved the second for the PE's. And so rounds off NH7. A super fun quartet of maps overall. It would be cool to see a D2All of NH7 actually, certainly something that isn't a completely unrealistic task for a top player although probably beyond my skill and patience levels. As an aside i feel like ToD's "beat your own map" philosophy - something that was derided in last year's megaproject by a few people - has gone a very long way towards making gameplay (certainly within the context of the maps i have played so far in ESP2 anyway) always feel fair and skillful to beat with the right strategy, something that is so important to having a fun experience in my book, and can often feel lost in difficult maps.
  20. Playthrough of the first level, but I didn't save so I died a few times. Will have a sucessfull playthrough - with SAVES - in the near future!
  21. Rhebiz

    Community Project - Switcheretic

    So for Babels Keep I use the layout of E3M8?
  22. Payload4367

    The Slaughter Spectrum - RC1 Release

    The maps are beautiful and game play is not too bad, though not my taste. With your talent, you could make nice looking maps with half the sectors. Please do this;) Then I could enjoy them with a solid 60 or more. js Still, great job.
  23. Rhebiz

    Community Project - Switcheretic

    Thanks!
  24. ShadesMaster

    Community Project - Switcheretic

    There are absolutely spots open, I'll put you down!
  25. And one more reason to recall my old abandoned map ...
  26. Nirvana

    The Slaughter Spectrum - RC1 Release

    *hits blunt* cool man *hits blunt*
  27. Interesting. I've been asking questions to narrow down the possible culprits. It seems to occur when watching demos, so it's not playing the game that causes motion sickness. And, aparently, motion sickness doesn't happen with action movies, so it's not specifically the fact that there's high-speed movement. One thing that I've noticed over the years is that, if you watch an action movie, frame by frame, moving bjects can become extremely blurry, but this is not noticed at full speed. In contrast, in high-frame-rate video games, moving objects are perfectly clear when the playback is paused, which is unnatural. Based on this, if I had to make a guess, I'd say that vanilla_d00m suffers from having extremely fast vision, with low persistence. If that's true, the issue could be reduced by: even faster frame rates simulating motion blur Now, I know that some modern games fake motion blur, by simply oversampling, and actually blurring objects, by drawing them over themselves translucently at slight offsets. But, proper motion blur requires more: The effect must follow the trajectory of the movement, be linear, and be split along primary colors. The eyes have a different persistence for red vs. green, for example. You might be able to see this effect: Make this image large, and "quiver" as you look at it, or move your eyes so the image is quickly within your FOV. Some people can see the red dots "quiver": I'm pretty sure this is due to the red having a longer persistence in the eyes. I think if motion blur took this into account, motion sickness could be reduced. It's just a theory, though.
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