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  1. Past hour
  2. 3saster

    Things in modern gaming that you dislike

    That's precisely why graphics settings exist :P I will complain about games with poor optimization/graphics options though. People love to throw around Crysis as a benchmark tool, but the only reason it is a benchmark tool is because it's horribly optimized. I'm very glad DOOM 2016 did not follow this example; if you have a powerful system, the game looks amazing and uses everything it can; if you have a weaker system, it still runs well on lower settings while not looking like minecraft. I hope DOOM Eternal follows suite. As for my own complaints, the strongest ones I have: 1 - Every game having half-assed RPG or Crafting mechanics. The former is often a thing added to just to stretch the game length, the latter because it can be advertised without having much in game consequences. 2 - Every game being open world for the sake of being open world. Even many good games (like Spider-Man or Red Dead 2) are open world when they dont need to be, and would benefit from being more linear. If you want to make a game open world, it should be designed from the ground up in this way (like Morrowind or The Witcher 3). It is possible to make a game "open" without being open world; The Dark Souls series is the perfect modern realization of this idea, and more games should copy it to avoid linearity without being open world. 3 - Not giving enough creative control to the developers. It seems like too many games have their vision hurt because the publisher meddles too much to appeal to everyone (see open world point above). In that respect, more games should follow Sekiro: Shadows Die Twice; Activision gave FromSoft full creative control, and it was all the better for it. It has its problems, but none of them feel like it they were trying to fulfill an obligation. The game sold extremely well, so I hope other publishers take notice. 4 Trying to use video games to imitate movies too much. Even Metal Gear Solid, the game that arguably started this trend, is still very much a game. Games like Uncharted should really have been a movie or TV show/mini-series. Even if you want a strong narrative focus in your game, use the unique advantages of video games as a medium; games like Half-Life and Silent Hill 2 are good examples of this. 5 - Trying to rush a game out to meet a deadline. I'd rather have a solid, complete game in 1 year than an incomplete game now. Breath of the Wild was a delayed a year or so IIRC, and it came out all the better for it. 6 - Lack of new IPs. Not every game or idea needs to be shoe-horned into a pre-existing IP. Experiment with new ones more! 7 - Games that have to be released every year, like Assassin's Creed or Call of Duty.
  3. some guy who made a wad

    new wads

    con's lab is a map pack for doom 2 with six maps. water ways to toxic bases try not to die. freelook is on,no custom guns or monsters. con's lab (wip).zip
  4. almostmatt1

    Eviternity demos [-complevel 11]

    Thanks for the reply ukiro. You are correct, I actually didn't know that! Thanks for bringing it to my attention, that'll surely save a bit of time. Looks like your theoretical route is largely the same as what I've taken (great minds think alike?), with a couple of differences. That first invuln in your route is something I hadn't considered before. I thought that grabbing that before going to the blue key area would take a lot more time than the way I'm going about it, but I just tested it and it doesn't take nearly as long as I thought it might. And now, dammit, I really don't know which way would be better haha. Your way also has the advantage of me being able to run to the elevator just outside the orange area on my way to the soulsphere (secret 5 in what you've written) after grabbing the megasphere in the caves - if not for that I think my way would be faster, but considering that, yeah, I'm unsure. Apparently I have some testing to do. I also found two improvements since posting the 8:04, as well as the one with climbing out of the Yellow Key area faster as you mentioned. 1. After grabbing the megasphere after the Blue Key, instead of dropping down to the path that overlooks to the lava to the right to run towards the caves and subsequent Yellow Key area, you can backtrack a little through the Blue Key area, hop across a pillar, and wind up in the caves a few seconds faster. 2. In those same caves, after you grab the Yellow Key and drop down to the megasphere, you could run right in the lava and climb the stairs that hug the cliff instead of running left and taking the lift (assuming I continue on the route through the orange area like I initially had, and don't change it to what I discussed above). I HAD been taking the lift to the left to then hit those three switches and raise those 3 huge pillars to run across. I then realised while routing that those 3 switches were not necessarily, but it didn't click that going to that spot at all wasn't necessary until now. My biggest concern at this stage is the red key area, I'm sure there's a better way of doing it than the way I'm doing it. I'll mess around with it a bit and see what I come up with.
  5. HAK3180

    I'm Also Looking to Play and Record Your Maps

    @Magicana Doomworld forum topic It’s gone in a different direction than a lot of first wads. It’s definitely focused on action, the dynamics of map itself and the encounters, more than strict visual beauty. It’s definitely not pretty, but there definitely seem to be some well thought moments in here. This video was -cl2, so there were some problems. I did go back and play it -cl9, which made a lot more sense and took care of the early ammo issue. I also found the secret. Bottom line: It’s a first effort, and if it’s any indicator, Magicana may make some somewhat unique maps before all is said and done.
  6. Armaetus

    Making Doom realistic

    Cough ObAddon Cough Occasionally you'll find toilet based fabs on maps.
  7. noisebloom

    Delta Touch on Android

    So I owned D-Touch and now I have Delta Touch... I'm using Delta Touch with GZDoom, and while doom2.wad loads just fine, doom.wad crashes it. Anyone experiencing this? Prboom+ and Zandronum work just fine.
  8. Zulk RS

    UV Continuous Play vs HMP All Pistol Start

    Stronghold's maps are mostly "Invasion" style maps with purchasable upgrades and power-ups in between maps. Gateway Experiments does the Metroidvania thing well. The only thing I have problem with is that I can't figure out how to "Use" the computer.
  9. Demon of the Well

    The DWmegawad Club plays: SIGIL & Nihility & Back to Basics

    unholy shit it lives! Here is a full set of .lmps recorded of my first playthrough of Sigil, which uses sigil_compat.wad from version 1.1 of the WAD: ~ You can't seal ME ~ I played on skill 4 as usual, using the midi soundtrack. This was a blind experience for all practical intents and purposes--I never watched any of the demo/showcase streams or anything of that sort--though being that it's an episode by John Romero it has understandably been basically impossible to not hear a lot about it secondhand without resigning oneself to true hermitude. So, I'd heard about an allegedly stingy balance, lots of catwalks, some infamous crusher segment, and something about a pair of Barons at the top of a lift in one of the maps which some parties evidently consider to be a bona fide hate crime, things of that nature. IIRC I only died once (bumbling with the crushers in m4), and found the secret exit to m9 naturally, though I missed many other secrets, to varying degrees of impact on the experience. I also went out of my way to kill all of the cyberdemons, secrets or no, mainly out of cheek, which leads to some variously entertaining and/or demented scenarios. Blame it on that first one, who is so satisfying to telefrag. E5M1: Baphomet's Demesne Sigil as a whole is rather short, comprised chiefly of small (if imposing) levels which play out as a much more linear A-to-B journey than any of the other four official episodes, and so it behooves its introductory level to showcase all of its core design elements in a very concise/condensed fashion, which it does very capably. No other m1 in Doom reads as more of a 'crash course', and while it doesn't quite have that pointblank face-punch charm of E4M1, it's certainly not light on the sass, with Doomguy spawning into an ambush that's already taking place as soon as the game begins and an immediate and consistent emphasis on fighting in claustrophobic conditions, an impression maintained even where the environment is more open by dint of the ubiquitous catwalks and rail-less bridges over smoldering pitch. I hadn't initially noticed, but as other posters have pointed out, in service of furthering the sense of hostility/oppression there's evidently no healing to be found outside of the hidden soulsphere, which, coupled with its view into the Qlippothic void, makes for a very striking first secret of the game (something which unfortunately largely fails to develop into a thread within the episode as a whole, IMO). On that note, the much-talked-about "red cracks", seen here accompanied by glowing pentacle symbols, strike me as more than just Romero's first aesthetic fetish to take root as he (re)discovers the possibilities of the limit-removing idtech1 format (though this is likely how they got their start!), serving as both a visual and thematic motif for the episode. The episode as a whole shows a particularly dark, decaying, and damaged-looking take on the classic Doom infernal setting, seeming to take place in the veritable asscrack (or "basement" if you prefer) of Hell, all of its environs mined with these signs of dimensional damage or seep, with the occult sigils (from which the episode presumably takes its name) never far away. To my interpretation, this recurring motif represents a sort of seal, in the arcane sense; a desperate bid at damage-control on the part of Hell's harried middle management to keep the Doomguy contained to a backwater part of The Pit. The ubiquitous Evil Eyes, which we spend the episode unceremoniously defiling, could likewise be read as representing the watchful presence and will of whatever demonic power has been charged with maintaining that seal. Talk about blind optimism, eh? E5M2: Sheol A dismal little scrap of a thing, "Sheol" gives the impression of basically being a neglected and long-forgotten otherworldly prison of sorts, austere stone guard towers slowly crumbling into the endless netherworld sea of fire with the passing of countless eternities. As a level, it continues the themes soundly established in the preceding map, and to me reads as "introduction part 2", the main design point here introduced being a cyberdemon which functions as much or more as an environmental hazard than as an enemy in the usual sense. This cyberdemon, like almost all of its brethren throughout the episode, is not really intended to be fought conventionally, but rather acts as a complicating/stifling situational factor meant to be evaded, circumvented, or taken out with guile rather than through direct single combat. The message--and it delights me to see one of the game's forefathers convey it!--is that sometimes you need to use your wits and better judgement and not necessarily just default to mindlessly attacking everything as it first appears. While its placement makes it less effective as a threat than many of those to follow in later maps (I agree with the sentiment that giving it better/more sightlines might've spiced up the map considerably), I do feel that it's the most fun/satisfying of them all to actually dispose of, baiting it into a spot where it can be telefragged being a clever test of the average player's Doom IQ and situational awareness, whereas as eliminating many of the later cybies is more a matter of budgeting enough ammo to kill them via a more direct war of attrition. This level also features some of the set's most clearly/cleverly teased secrets, ironic in that none of them are particularly crucial for the level, whereas some of the later and much more obscure secrets can swing the balance of the levels in which they appear in a very pronounced way. Incidentally, because I was still enjoying the effects of the secret soulsphere upon reaching the map's conclusion, I didn't initially pick up the unhidden soulsphere in a corner of the skin-screen micro-maze, which is a necessary step in level progression. Broadly speaking I find I don't agree with assertions that progression in Sigil is obtuse--indeed, 95% of the time, it's clearcut and arrow-straight (arguably occasionally even to a fault)--but this was certainly an exception. Using powerups as progression-widgets is always dicey in any situation where it's possible a player may not need them, particularly when there is no other visual signifier that they represent anything other than an item in the usual sense. E5M3: Cages of the Damned A little more heavily populated, this (still very short) level is also a little more spacious than most of the others, and is probably the closest thing the episode has to a 'breather' map, further underscored by a more gloomy/downbeat BGM track from Jimmy (also my favorite of his tracks to appear in Sigil, fwiw) and perhaps also that this is one of only a couple or so instances in the entire episode where we get to see the sky. In a blind/initial playthrough I reckon this is likely to be one of the less memorable parts of the journey, though its thing placement aptly betokens how much thought has gone into Sigil's design from a balance and 'affordance' perspective. For example, the rocket launcher, introduced late in the level, is a natural fit for handily disposing of the caged imps encountered much earlier (for which the level is presumably named), underscoring how differently and even flexibly these small and seemingly straightforward maps can be approached by players who've discovered and explored the ins and outs of their various secrets and subtleties. E5M4: Paths of Wretchedness Bit of an odd one, this is a much more overtly 'video game-y' level than the others, providing what is clearly a choice of three totally different/divergent paths from the outset, each eventually terminating on a wooden landing revealing one of those hey-hey-fun 'three keys, but in any order you want!' setups familiar to most Doom players (though, thinking on it, these are *vastly* more common, even by proportion, in PWADs than in IWADs...?). I don't reckon the order you play them in matters all that much as regards the feel/balance of the level as a whole, though the middle/YK path is probably more of a to-do if you go there first before you have much weaponry, and the righthand/BK path is certainly the most perilous regardless of where it happens to fall in the running order. The righthand 'crusher' segment has already become one of the most infamous parts of Sigil, to wit. Small wonder, I suppose--almost all of the crushers appear to be of the 'slow' type, which is the single most lethal hazard in Doom save perhaps for inescapable pits (and really fringe risks like telefrag or barrel-trap scenarios I guess), and many players, through complacency or whatever other reason, are not accustomed to watching out for crushers which are not already in motion at the time of first encounter. I'm personally not very sympathetic to these complaints--just because you hardly ever have to change a tire doesn't mean you shouldn't know how or what to look for, yeah?--and feel that the first appearance of the crushers here is more than adequately telegraphed, considering how damn sketchy that apparent 'dead end' looks when you first happen by. Knowing they're there is only a small part of the challenge in this case, by the by--I spotted them but still got squished once being too careless/clumsy--as emphasized by the deeper reaches of the path, which tests your patience and sense of timing rather than your awareness. I'm not sure how crucial the weird little stop/start switches in the odd flesh room are for safely making it out of the segment, but it worked out well for me, and I got more of a sense of playfulness from this map (and this segment in particular) than from most of the rest of the usually deadpan serious Sigil, lethality or no. E5M5: Abaddon's Void It's Sheol Again, Only for Real This Time. Another squalid collection of teetering towers surrounded by a sea of fire, I do agree that this initially looks and feels like more of a Sandy-style Hell map (which I mean as a sincere compliment!), though of course it's certainly less stylistically anomalous when one considers who the author of maps like "Industrial Zone" and "Gotcha!" happens to be. :) While it may look like something of a sandbox (a very grim and bloodstained one, granted), ala "Mt. Erebus", it's really not--apart from what appears to be an optional/dubiously valuable(?) diversion into the green marble building on the southeast corner of the island, progression is again very linear, each edifice breached, cleared and conquered in a very set order, as gated by a sequence of keys. While there remains an element of traversing narrow bridges/catwalks at play, this level is much more defined by straight combat in the context of a *very* tight ammo/thing balance. Each of the towers is positively infested with flesheating monstrosities, which ooze out of the woodwork in concerted waves as the deceptively uncanny geometries of these tight spaces unfold, almost always in a way which allows them to get right in your face in mere seconds, putting space management and situational awareness at a premium. Conventional ammo (shells and bullets) is balanced on a razor's edge, and relying on the shotgun (no chaingun for the pistol-starter, as is conspicuously often the case with these maps) will leave you perpetually almost out of ammo, basically a walking appetizer, which lends proceedings a memorable tension. While there is an early RL hidden in a secret to afford you some extra firepower (which I didn't find in my initial playthrough), and a berserk pack to give you the opportunity to build up some stock by punching your way through the not-maze in the BK building (which I did make use of, albeit rather clumsily), the nature of these weapons ensures that the elements of claustrophobia and tension persist throughout, demonstrating a keen awareness on Romero's part of the so-coined "agility as defense" principle which has been so fundamental to encounter design for so many of the game's best PWADs--no wedging your ass into a corner and camping out behind your gun, you need to be either proactive or insightful here (or preferably, both) or You Gonna Get Ate. I accidentally exited without meaning to in the FDA, tripped over the exit line while ineptly trying to fisticuffs the last baron (something I was consistently horrible at doing in this playthrough). This is vaguely bothersome (and the potential is there for the same thing to happen in a lot of the other maps), though not enough so to outweigh the art/aesthetic value of the episode having this signature exit type, IMO. E5M6: Unspeakable Persecution This map and m7 are in contention for being my favorite from the set, I reckon. M7's maybe a little less heavy-handedly restrictive and a little more 'playable' than this one, but "Unspeakable Persecution" surely does have a delightfully creepy/oppressive mood going for it, Sigil's environment and theme at its most menacing and disorienting, much of it soaked in heavy darkness and featuring more vertical interplay between different layers of the environment than any other level. As with m5, the thing balance here is really tight, but by dint of offering a plasma rifle at the start it has a distinctly different flavor to it--the plasma rifle is often the go-to 'panic button' weapon, perhaps even moreso in cases where austerity is the order of the day, but in this case it's your lifeblood, which you've little choice but to use judiciously even as its batteries rapidly run dry. Incidentally, I reckon that this level is probably more prone to be dramatically impacted as an experience than any other in the set by which secrets the player does or doesn't find. In my FDA, the only one I find is the bulk cell early on--no BFG (which is very simple to get, but also brilliantly concealed by the weird visual tableau of light/shadow and seams between layers in the area it's concealed in) is a big matter indeed, and if there's a rocket launcher I never found it. Without that bulk cell, then, the playthrough would've been defined very noticeably by evasion rather than combat, and even with that extra bit of ammo en tow there were still instances where I felt discretion to be the better part of valor--no other map in the set more fully captures the impression that you're under a supernatural form of lockdown, that you're really not supposed to make it out this time, which plays off cleverly against the 'minotaur and the maze' reference found later in the level. Are you trapped with him, or is he trapped with you? Maybe a bit of both? Incidentally, I insisted on killing that cyberdemon, mostly to see if I could. Well, it took almost all of my ammo, but I could indeed do it, which I think speaks more or less favorably of the skillful thing balancing, once again--but without *any* of the secrets, I certainly wouldn't have even begun to consider attempting it, cheeky disposition or no. Secret exit concealment is clever enough--hey, we haven't seen one of those eyes in a while, are those still a thing OH THERE'S ONE etc. etc.--though it's somewhat baffling it's not flagged as 'secret.' E5M9: Realm of Iblis In true IWAD secret level tradition, this level is more than a little quirky, with its janky progression flow and its smattering of weird little crushing 'poles' which appear in seemingly random places and function much more as an aesthetic feature than as a real environmental hazard (though, hilariously, these also all appear to be slow-crushers, and thus are theoretically super-lethal). Also in true IWAD secret level tradition, it's kind of.....lame? Arguably moreso, even, since at least E2M9, E3M9, and even E4M9 all had some kind of notable gimmick to lend them gravitas for at least the first visit, whereas "Realm of Iblis" mostly reads as something that was not entirely finished before release, or perhaps alternatively a collection of small ideas which John ended up not working into other levels (which are mostly very coherent, even where they are most concept-driven). Progression here is somewhat scatterbrained, with the YK's bit in particular seeming half-baked, and a BK which is again tied to a somewhat dicey pickup of an unrelated item. This latter is less of a point of criticism for me than the deal with the soulsphere in m2, since it's pretty obvious that "something" is going to happen when you go into that lava-room with the vest and berserk pack even if you don't need/want to take them right away, but whether you go there first or go elsewhere to look for a radsuit (there isn't one) significantly impacts the smoothness of level flow, which requires a lot of ungainly/repetitive traversal until the very end (when some gross-looking "fire stairs" mercifully rise to give easy access to the YK door). Most notable aspect is again the cyberdemon in his little Kmart bluelight-special citadel, which I once again insisted on killing, leading to an engagement I can only describe as 'retarded' -- a rather embarrassing showing on both my part and his. Incidentally, the secret I didn't find, apart from containing a set of goggles for.....reasons (seriously, wtf John?).....also contains not a BFG or cellpack or something one might reasonably expect to help eliminate him given its placement, but rather a humble carton of shotshells, making it clear that cheesing him out from on high is indeed The Official Way (TM) to eliminate him! Joy! E5M7: Nightmare Underworld The longest level in the episode sees another return to the surface and has a slight bit more of an 'adventure' feel to it (being able to see the raised string of marble 'checkpoint' kiosks well before you actually climb up there, etc.), though in truth it is once again more or less totally linear. This far into the episode I reckon I'd have liked to see something a little more genuinely open by now, just to change things up a bit, but nevertheless this level continues to do what the mapset has done well this to point. Like the secret level before, "Nightmare Underworld" gives the impression of a collection of one-off ideas, but it's tied together in a more engaging way. Essentially, while traversing the aforementioned raised walkway, the marine periodically trips something like a series of magical failsafes, and is flash-warped to other parts of the level, some of which are shifted/repopulated versions of places already visited, and some of which are a fresh hell. To me, many of these areas read like callbacks to visual/design themes of levels earlier in the episode, though perhaps I'm reading too much into it on this point. You tend to be more heavily armed in this level than in any of the others (though pistol-starters *still* go without a chaingun), and save for a brief paucity of shells in the first couple of minutes never really have to worry about ammo, provided you don't insist on trying to kill those first three barons at first blush (they are pretty easy to juke, just mind they don't catch you out if you end up having to go back to the 'crumbling wall' room), which lends it a slightly more cathartic endgame feel. There is still a persistent element of tension, however, as healing remains very scarce, especially considering the level's size, unless you find the arguably overpowered second soulsphere secret at the midpoint (the other secret soulsphere, right at the start, tends to wither away rapidly because you go without armor for a while). As it was in the beginning, so it is at the end, and success often involves being aware of your surroundings and working in a tight space without panicking and backing off of a ledge or whatnot. The best choice in some cases may be to tank a hit in order to continue your offense, and in that regard, I reckon there's a reasonable argument that maybe healing in the level is a little *too* sparse given its comparatively protracted length, though I seem to have lucked out myself in this regard (inept shotgunner gives away the last big caco ambush, very unaggressive enemies in the little vine-canyon in my run, etc.). Incidentally, the Hate Crime Barons (TM) are presumably the two behind the last locked door....? All I can say is, and this goes for whatever WAD you play, on whatever skill level and with whatever playstyle, don't ever assume you've won until you're on the tally screen. And perhaps more importantly, don't ever convince yourself you've won because you "deserve" to win by your own reckoning. ;) E5M8: Halls of Perdition Also in keeping with IWAD tradition, the final confrontation is sadly also something of a letdown, to say the least. All that time Romero spent having us fight in claustrophobic conditions and thinking tactically about our surroundings, and here we're just asked to hose down a spider with a sudden flash-flood of cell ammo, and then fight one last cyberdemon in a long, featureless corridor which gives plenty of time and space for dealing with him for all but the greenest player. Now, if that corridor were a lot shorter, meaning he had to be burned down much faster or risk getting cornered/smashed into a pitiful stain, we might've been onto something, but alas.... Leaving aside this sad little fart of a final battle, there are aspects of the level as a whole that I appreciate, mind. The opening does a good job of instilling a sense of vague, directionless urgency, maybe even bordering on not-quite-panic as more is revealed, which is a good boost of adrenaline to propel you forward on what eventually amounts to a victory lap. The visuals of the level play into this quite well too, a deceptively complex space with features and creatures appearing in striking silhouette against a starkly varying and initially disorienting backdrop of light and shadow.
  10. xvertigox

    Evolution of the WAD - a show about Doom mapping

    I'm bumping this old thread to express my appreciation for Evolution of the WAD, it's easily one of my favorite shows (podcasts?). Listening to people talk about Doom while playing Doom is a fantastic combo. I'd be stoked on life if there were more eps.
  11. Today
  12. lirui1001

    Slaughterfest 2011 demos [-complevel 9]

    Map05 UV Max in 7:41-sf1105-741.zip
  13. Sector 147

    Nomonster speedrunning

    Doom E2M7 NoMo in 0:15 e2m7o015.zip
  14. Sector 147

    Nomonster speedrunning

    Doom E2M6 Nomo in 0:25 e2m6o025.zip
  15. For what I've seen so far a couple of traps seem not to work on prboom, you can hear the noise of something lowering, I'll take care of it, also that plasma platform which do not lower entirely. EDIT: on Telesto Lab I'll prevent specters to go into the lift at the East and I'll also prevent straferunning into that secret ledge with health by rising it a bit. EDIT2: everything works on my prboom @gaspe what configuration are you using? What seemed to fail at least in two occasions was "W1 floor lower 8 units above higher floor"
  16. DuckReconMajor

    Slade3 drawing tool not working?

    Thanks so much!
  17. hardcore_gamer

    Original Xbox co-op dialog differences?

    The original Xbox version of Doom 3 had a co-op mode where the cutscenes and dialog were actually altered to take it into account that there were 2 players playing the game instead of just 1. Is there some way to find out what was different compared to the original PC version? I have the xbox versions but the co-op was online only so I can't actually access it.
  18. Epyo

    SIGIL - New Romero megawad [released!]

    That was a really fun read, thanks for pointing it out!
  19. Novaseer

    The Music...

    I wouldn't listen to it standalone, but it fits the game very well.
  20. FractalBeast

    Things in modern gaming that you dislike

    System Shock 1 tho bro. "Lemme crouch sidestrafe left while hanging to the right..."
  21. unpleasantmarine

    ENDOOM to WAD?

    Make sure the size is set to 80 columns 25 rows
  22. Yesterday
  23. unpleasantmarine

    Slade3 drawing tool not working?

    the default brush is invisible for some reason, try selecting a brush from this dropdown
  24. TheOrganGrinder

    The Wayfarer: A 9-map Episode for Heretic (/idgames!)

    I believe it was the most up-to-date build available when I grabbed it however many years ago I grabbed it, possibly a beta? In any event updating to 2.8.1 has resolved the conflict. :)
  25. Shadow Hog

    "UMAPINFO" discussion

    Honestly, it might be better to get feature suggestions out now while discussion's active rather than holding your peace. I know I still want NoCrouch and NoJump, although given the discussion on an enhanced format standard brought up a theoretical "JumpStrength = x" variable (because apparently, but understandably, the jump height isn't consistent across all Doom source ports that implement it), that might be preferred (with "NoJump" being superceded by "JumpStrength = 0", or maybe it'd be better to override JumpStrength entirely with NoJump? IDK.).
  26. Altazimuth

    "UMAPINFO" discussion

    Speaking of I have a feature suggestion I'll save for the moment, but I just wanna say don't hard-code any defaults too hard.
  27. Worked. Life-saver, man! Thank you.
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