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  1. Past hour
  2. Caffeine Freak

    Hexen: Edge of Chaos Update

    The project was never *officially* cancelled, and it was never announced anywhere, but at this point I'd assume most people came to that conclusion, after more than three years with no updates. And it has nothing to do with Doom 3 being superseded by 4, or the Doom series in general. (We long ago converted our internal EOC build to standalone with the D3 GPL release, so Doom 3 wasn't a factor at all, even if we were to do another release.) The project halting has more to do with the fact that everybody gradually left, one by one. And when I say 'everybody', I mean every single person aside from myself and deadite, who was hosting the build and website. The project attracted a fresh batch of attention and talent with our demo release in November 2010, and we made some good progress for a while. Most of the new talent ended up being on the project for less than a year. They would do some work, add a few things to the project, and leave after maybe a max of six months. Which was fine, that's basically what you deal with in the modding world. We also had a (not peaceful, but needed) transition of ownership of the project from BR to deadite at the end of 2011. Anyway, coders and artists would join the project, but at the end of the day, I was still doing the majority of the map work. We had 4 additional maps planned for the second release, and as time went by and more mappers either departed or failed to commit any usable level work, I took on more and more responsibility for the levels, until we reached the point (I wanna say in late 2012 or maybe sometime in 2013) where I was in charge of ALL of the maps. That's seven maps total, when you count the stuff that needed to be revised on the first release. Keep in mind, I was working on Phobos as well, which I had joined in mid-2010, so it wasn't as though EOC was all I had on my plate. I seem to remember that by mid-2014, the team was down to myself, deadite, and a badass coder named Calavera. That was it. And I'm pretty sure that by the end of 2014, Calavera had left as well. I kept working on the project more or less on my own for another couple years. Here's the thing, though: the more skilled I became in design over the years, the more I realized how generally dissatisfied I was with so much of what was in the demo release. And that didn't just apply to level design, either. There was so many things about the monster animations and designs that I wanted to change but couldn't, simply because I'm not a creature modeller/animator. The weapons also needed to be entirely re-done, as they were egregiously over the reasonable limits of the engine. That was beyond me as well. With where I was in my design abilities back in 2010, I was fine with many of the things in our demo. Seven years later, hell no. But a lot of it was stuff I couldn't change. With all that in mind, coupled with the other things I had on my plate, I made a conscious decision sometime in 2017 to simply call it quits. So there you have it. I realize maybe you didn't ask for this detailed of an explanation, but it occurred to me that I've never said publicly what happened, so I figured why not now.
  3. Bryan T

    WADs with great music

    Valiant Resurgence Extreme Terror There's 3 that come to mind.
  4. Roofi

    WADs with great music

    Look on idgames. You will find wads which maybe have great music. What is great music for you?
  5. blank

    WADs with great music

    i am looking for WADs with great music
  6. Pegg

    What happens when you exit a map?

    They make more sense if you look at them as the alpha for check points in newer games. Most of them are supposed to represent transitioning to a new area regardless, even if it makes little logical sense and the majority of them are teleports or random doors that somehow lead to distant facilities.
  7. Mr. Freeze

    Who are your favorite Super Heroes?

    Not a fan of MAX I take it?
  8. Graf Zahl

    GZDoom - Problem on OpenGL, flashy textures and menu, etc

    That driver is ANCIENT. More importantly, it's from a time when AMD's OpenGL drivers were suffering from massive problems. There should definitely be something more recent that works better.
  9. Liberation

    1000 Line Community Project - Released

    @galileo31dos01 Probably a tad late for that, however if an update is required in the future then I will included it.
  10. i kept checking my discord to see if i got messages lol.. anyway it's nice to see some love for heretic, i hope you're doing well, jimmy!
  11. Today
  12. MajorRawne

    Early and unused DOOM 64 Level Designs

    Damn... looks like I got shafted then. A super-secret exit on the first map of the game? The final boss is much harder to kill without all the super secret levels, right? The gameplay is not difficult so far but can best be described as "a mean-spirited evolution of PSX Doom". There are traps you can't avoid the first time and the secrets are insane. Missing these secrets detracts from your experience, so you go through every map wondering if you just screwed yourself. You need to know everything in advance. Terraria has a riff on this where you get into a loop of having to kill a superboss to get the weapon to kill that superboss.
  13. Mk7_Centipede

    For The Love Of DOOM

    I thought the pictures looked decent and watched some of the stream. The secret level was really cool. This definitely reminded me a bit of some old school maps, which I am want to do. But your map layouts looks really cool. Very impressive in that regard. Thanks for posting.
  14. Just putting in my two-cents but personally i like the legacy archive. That's the one i use (i mean the newer one is broken to a certain degree). But yeah, DoomKid already mentioned how to vote on WAD's so i won't reiterate it here. It's kinda like when archive.org changed. I still can't stand how that site looks and it's harder for me to navigate it. I just like simplicity. If it ain't broke, don't fix it.
  15. Mk7_Centipede

    Land Of The Damned

    man, I can come up with 16 badass names on the spot if you ever want to call your wads something else. I mean, I really hope this doesnt get a sequel with the title Land of the Doomed. "Army of the Bottomless Pit" or "The Locks of Eternity" or "Spectral Initiation" or "Leaving a Blood-Soaked Trail" or "Hymns to the Damned" or "Sepulcher of 1000 Demons" or ... Anyhow, Good luck!
  16. Mk7_Centipede

    What is Doom Epidemic?

    So, do you have any wisdom to instill upon us? or have you simply come back to kill us in deathmatch?
  17. Pooh


    Yo dude thats too much dude thats like not okay dude dont do this to your brother dude
  18. Edward850


    Edit: oh that's just a wayback url. Ignore my post.
  19. Mk7_Centipede

    Sharing visual design / architecture tips

    If I see a wall I put Startan3 on it. ;)
  20. Mk7_Centipede


    its a really nifty trick I plan on exploiting to no end in my next pair of maps. No lie.
  21. Misty

    What engine should I target?

    Well, I personally would like to see more Eternity Engine maps, because it's damn underrated port and format. You can't go wrong with limit removing or boom format maps, if you care about demos and huge compatibility with various ports. Zdoom family ports are also good, but they will have a bit less attention(Gzdoom for example will only play demos on that specific version, only last version of zdoom is good for demos), but it's being worked on with projects like Elementalism or Refracted Reality.
  22. Egg Boy


    So are the OP and the first response the same person? Because before the, ahem, edits the response was praising the mapset for how cacoward worthy it is. I, myself, am curious about the original post.
  23. Dragonfly

    What engine should I target?

    If you personal goal is to target the largest playerbase, build for Boom or MBF (using the PrBoom+ engine on either complevel 9 for boom or 11 for MBF). Most successful megawads in the last 2 decades target these ports.
  24. foul_owl

    What engine should I target?

    What does the community appreciate more? Vanilla, limit removing, or zdoom compatible? Personally I do like the appeal of aiming for something vanilla or maybe limit removing compatible. However, there is a certain appeal to using an engine where you can rotate or translate flats. Is a certain engine target more popular or more appreciated?
  25. boris

    Sandy Peterson Board Game features Invading Hell

    Spider Mastermind "named and designed by Sandy in 1993 for the Doom VG"? According to the design was by Kevin Cloud.
  26. Walter confetti

    Land Of The Damned

    Looks really promising!
  27. JudgeDeadd


    For those curious, I Googled a little and the original title of this thread was apparently "Cant leave - 14 maps and mod (PSX theme)" referring to this mod.
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