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  1. Past hour
  2. Megalyth

    Post Your Doom Picture (Part 2)

    It has some grey rock textures, but I haven't played it in so long that I don't really remember what they all look like.
  3. Capellan

    UV Continuous Play vs HMP All Pistol Start

    Other. There is no one true way to play Doom, other than "the way that is most fun for you personally".
  4. Yesterday
  5. For a wad I'm making I'm giving a strong melee attack to the shotgun. I'm trying to see if there's any way I can make the melee attack have the ShotgunMelee damagetype while the hitscans have a normal damagetype.
  6. The only classic doom monster that deserves to be hated is the player, particularly those camping with SSGs near spawn points in DM. How can anyone hate Lost Souls? They are pretty slow, you can stun lock them with a single shot while they are charging at you and they slowly glide backwards while in their charge animation, they don't have a melee attack like Heretic's gargoyle, they are not homing at you, they don't have a suicide attack, the only real damage that they can do at the player is if they charge at you while you are using the RL. They are no more than an annoyance, Archies on the other hand...
  7. I hate lost souls with a passion so the Pain Elemental can eat my ass
  8. Master O

    Post Your Doom Picture (Part 2)

    Doesn't Wolfenstein 3D have a rock texture like that, too?
  9. scalliano

    Video game songs that sound similar to real songs?

    Getting the obvious one out of the way.
  10. xvertigox

    WAD Progression for Skill Improvement

    This is a thought I've had before. I think there will be a second version of the list with more concise progression order, I'll probably do that in the second post I have in the thread. I wondered about making a placeholder post so I could have the first two and in retrospect I definitely should have done so..
  11. Capellan

    WAD Progression for Skill Improvement

    If the purpose of the list is to remain "skill improvement", then I would be careful about having it grow too much, or it will just turn into "here's a bunch of lost of WADs in roughly ascending difficulty order". 15-20 items is probably all you need, at the most, as a skill development chain. Alternatively, maybe maintain a few lists: the uber-compressed 3-5 WADs one, a "general purpose" 15-20 items one, and then a "here's everything" one :)
  12. Nine Inch Heels

    WAD Progression for Skill Improvement

    I wouldn't take it into account yet, personally.
  13. Bauul

    The Definitive DOOM run.

    I don't think Doom 3 should be left out. It's an important part of Doom history: in fact I think id Software felt more comfortable going all-action in Doom 2016 specifically because they had already fully explored the horror-approach in Doom 3.
  14. Snikle

    WAD Progression for Skill Improvement

    One more from me: Struggle - Antaresian Legacy. Probably the best megawad of 2018, and it's got a lot of fun new stuff to play with. I'd say it would go somewhere between Valiant and Stardate 20X6 (Probably closer to Valiant), but again, I'm not sure exactly where, since I haven't played some of the stuff in there. I look forward to the updated list!
  15. dew

    "UMAPINFO" discussion

    Just so you know... Romero seems to want a 1.2 of Sigil and I've been cooperating with a few guys on patches. Including UMAPINFO seems like a logical choice, but it needs to be... presentable. Get that shit straightened out, please.
  16. There was a guy who made a map for his newborn, if I recall correctly. Why don't you try something like that? Congrats, by the way.
  17. xvertigox

    WAD Progression for Skill Improvement

    Thanks for the info, I moved Stardate. I fully freeballed with that one as I've yet to play it. Anyone else able to comment on Sunder's placement taking the new maps into account? For me the placement makes sense but if others disagree I'll move it. For people with other wad suggestions, I'll avoid replying to each and every post to not bump/spam the thread unnecessarily, I'll do my next round of additions this weekend so keep em coming.
  18. scalliano

    Things in modern gaming that you dislike

    Doesn't the first point contradict the second? I thought sexy women were fanservice? Suffice to say that while I will always defend artistic direction in and of itself, I find it laughable when, just as an example I pulled out of my arse here, we hear NetherRealm wax lyrical about how the female costumes in MK11 are "more realistic" and then we see ponytails swining everywhere, all sorts of layers and belts and ribbons that can be grabbed onto during a fight, armour that STILL doesn't cover the important things in life and Kitana walking on sand in a pair of killer heels like she's on a marble floor. Bang up job there, guys. Clearly, none of you have ever watched a womens' MMA bout. Meanwhile, a lot of the male characters are still as half butt-ass-naked as always, but you know, consistency is for losers, eh?
  19. Spectre01

    WAD Progression for Skill Improvement

    What's with that Stardate 20x6 placement? It's way too high up. Should either be before or after Sunlust. Sunder is honestly way too low as well, unless the new maps are significantly more hardcore than the old release, although length may play a factor in that.
  20. Snikle

    WAD Progression for Skill Improvement

    How about Going Down? One of the most fun megawads I've played, and one of the best looking (mostly) vanilla-textured ones too. I'd say maybe harder than Valiant but not as hard as any Ribbiks stuff, but I haven't played it in a long time. It might be easier than I remember, because it was one of the first modern mapsets I played, and it was back when I played keyboard only.
  21. FractalBeast

    Quake/Doom/Doom2 made out CARDBOARD

    That's a great find, mate.
  22. Are you using the original version? If so, don't, as it's not made for other mods. If you DO want to play UTNT with HXRTC, there should be the supportive edition.
  23. Pegleg

    The Modest Mapping Challenge

    I'd like to claim Map 11. I'm interested to see what comes out of this project.
  24. Sui Generis

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

    Nihility - Prboom+ UV continuous E2M6 - “Blutfabrik” (Blood factory) This is a gentler paced map compared with the secret level and somewhat less remarkable too, with a much more room-by-room, smaller scale approach. This level is more like a rabbit-warren punctuated by a few larger areas and hot blood, which acts as a unifying theme. Consequently there is less room for monsters and we have smaller encounters, but the environment instead takes up some of the slack as a hazard, with the aforementioned blood and then memorably, the crushing floor area in the spiral section. Like E2M3, I don't have quite so much to say about this map - it certainly has a better layout than M3 did and has more memorable features, but otherwise after the cavernous secret map and the strong showing of M4 and M5, this one is rather less like the norm. It's good as a break map I guess. Incidentally, this is the map where I lost my 100% streak on secrets, as in spite of a late rush of getting virtually all of them after the map was cleared, I couldn't find what the switch in the "NO LIFE" room did. I decided to call it quits. E2M7 - “Kloneteildienst” (Clones facility...?) Although in some ways, this is in line with much of the episode, with a good part of it being room by room, I think this map was more of an outlier in that it felt closer in texturing and lighting to what a typical E2 replacement wad would. There are darker areas and still good use of contrasting light sources, this overall seems brighter and more 'conventionally E2' than the rest of the wad so far. In it's own way I found this quite refreshing. Also in contrast to the previous map (which in many ways could've fit into an iwad E3 style episode imo) this one was more open. Although it's mostly not a patch on the great empty spaces of the secret map or the wide openness of M3, it does feature more of the individually large areas - in particular the low down 'channel' area in the middle of the map leading to the key gates and exit comes to mind along with some others. In a sense that part is also reminiscent of iwad E1M7 too, with it's windowed corridors looking across slime channels. The reduced claustrophobia compared with M6, plus the windows providing various overlooks of yet to be visited areas serve to make this map easier to navigate than the rabbit warren of M6, in my opinion. Plus, the green marble area is an element of traditional iwad E2 which has been largely toned down in Nihility. It's return in this map also helps differentiate it a little more from the rest of the pack. Combat-wise, this map turns up the dial - I was first surprised (but I really shouldn't have been) by the lighting change in the low-ceilinged crate area; "Oh the lights have changed, I guess something will happen now" I thought - I did not bank on quite that many wraiths teleporting in so close though! Still, having already been punished for being too casual with weapon switching all the way back on E2M3, I belatedly took out my machine gun and limited my losses to having my cherished 200% health armour that I was jealously conserving from M6 being halved. After that and another wraith surprise whilst admiring the cool scrolling alpha texture in the medical area immediately after, I resolved to take ominous looking sections more seriously and made good on the baron trap at the key in the flooded infirmary. There are still places that can trip up the player, in particular the suicide zombies sneaking around the corner in the green marble area and the aforementioned central area, but otherwise careful play and consideration of the new monster's abilities should see you through. I broadly like this map, in part because of it's positioning in the episode to slightly counter the feel of the earlier maps, but also I find it more varied, better integrated with the foreshadowing and easier to navigate. I did not however find that many secrets and will suffer to make do with just 4/8. In particular I never figured out what a couple of switches did in the latter part of the map near the second crate area. One final note of disappointment is that the final area (vaguely reminiscent of iwad E1M4) feels anti-climactic, like it needed a good trap, so as to acknowledge the build-up of what you have been working through the map towards. Surely a warp in of grey rapid fire imps on the ledges, along with a bunch of wraiths and demons coming from behind has gone astray here! As it is, the ending feels like something of a damp squib to me, and not what the combat in the central area led me to believe I was working towards. But otherwise, jolly good.
  25. I tried this mod for a while and i like the idea of it, but i got some questions. * Was this inspired by Colorfull Hell but with the idea of it being less OP compared to CH? * Did you made this with weapons mods in mind? I mixed your mod with Dakka for example and its berserk replacing power up was gone. (i got regular berserk when Dakka had its own berserk replacement) * Have you ever thought of an options menu for the mod? Like whether or not someone wants enemies replacing props or new power ups or even costumization for the overall difficulty. (like messing around with spawn chances for example) * In case you couldn't figure out how to do options/CVARs, is that why you made alternative versions of the mod?
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