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xvertigox

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Everything posted by xvertigox

  1. SKILL PROGRESSION Concept I'm looking to make a generally agreed upon list of WADs for players to improve their skill. I've been doing this in my own head for a little while now while trying to improve and figured we could work together and create some sort of framework for progression for players at any skill level. I think each entry should be a reasonable increase in difficulty from the previous one, we don't need to try to rate all WADs due to tiny increments in perceived difficulty. I'll edit this post as people provide input (I've added just a few wads to get it started). How to Play The list assumes that you aren't save scumming. Save scumming involves quicksaving very often (especially during fights) allowing you to rely on RNG/luck to survive rather than actual skill. Saves can be useful when practicing a map if you intend to do a saveless run afterwards. If the mapset is roughly on par with your skill level then playing it saveless and blind 'can be a good way to improve nerves, reactions, on-the-fly strategy, 'reading' an area to anticipate what fights might happen, and so on.' (Thanks @rd.)  I recommend playing all maps from a pistol start - essentially all maps are balanced around pistol starts. Continuous play will make maps either too easy or too hard, depending on which state you finished the previous map in. The list below is reasonably comprehensive so if your goal is to improve your skill as quickly as possible then the ideal WAD order would be: Doom 2 Speed of Doom Sunlust Doom (doom.wad) - Playthrough Example Fava Beans (fava.wad) - Playthrough Example Doom 2 (doom2.wad) - Playthrough Example Final Doom - TNT: Evilution (tnt.wad) - Playthrough Example Base Ganymede (bgcomp.wad) - Playthrough Example SIGIL (sigil.wad) - Playthrough Example Moonblood (moonbld.wad) - Playthrough Example Memento Mori (mm.wad) - Playthrough Example Final Doom - The Plutonia Experiment (plutonia.wad) - Playthrough Example Scythe (scythe.wad) - Playthrough Example Rush (rush.wad) - Playthrough Example Ancient Aliens (aaliens.wad) - Playthrough Example Valiant (valiant.wad) - Playthrough Example Alien Vendetta (av.wad) - Playthrough Example Hell Revealed (hr.wad) - Playthrough Example Speed of Doom (sodfinal.wad) - Playthrough Example Scythe 2 (scythe2.wad) - Playthrough Example Combat Shock 2 (c-shock2.wad) - Playthrough Example Sunder (sunder 21813.wad) - Playthrough Example Stardate 20X6 (stardate20X6.wad) - Playthrough Example Deus Vult II (dvii-1i.wad) - Playthrough Example Sunlust (sunlust.wad) - Playthrough Example Flotsam (flotsam.wad) - Playthrough Example No Chance (nochance.wad) - Playthrough Example Italo Doom (italo.wad) - Playthrough Example Dimensions (dmnsns.wad) - Playthrough Example
  2. xvertigox

    PSX Doom is actually really good

    That might sound like a "duh" statement but I've finally sat down to play some PSX Doom and I love it. I expected it to worth playing purely for novelty but it's surprised me with how good the gameplay actually is. I'm playing it on my Xbox Series X via emulator but the controls feel so much nicer than the Unity port. It might be the fact that I'm using the dpad and always run is off so I'll have to test that in the new port. I was disappointed with the dialed back Jaguar maps but the colored lighting adds a lot of depth and emphasizes the purposeful texture work of American McGee. The animated sky helps set the dark atmospheric tone of this port. The tone is compounded exponentially by the far darker twisted ambient soundtrack (one of the last maps I was playing had babies crying in the background...). The chiller music is balanced by the punchier Doom 64 monster and weapon sounds. The shotgun sounds especially beefy. It's not just the difference in the map architecture that holds my curiosity, it's the gameplay as well. Having the whole of Ultimate Doom be one big continuous series of maps makes me much more invested in the playthrough. One large experience gets my buy-in a lot more than bite-sized episodes. It also means the balancing can change as suddenly with E2M1 you've got an episodes worth of weapons and need the monsters to compensate. Doom 2 monsters in Doom 1 on Ultra Violence was a big surprise as was E2M8 being in E3M8 slot complete with mancubii. I'm looking forward to see what Final Doom has in store for me. There's no real point to this post other than to say after all these years I really enjoy and appreciate PSX Doom. It'd be a fine way to experience the game for the first time.
  3. xvertigox

    Chasm: The Rift

    Get the game here - works shockingly well in Dosbox and is complete with CD Audio and bonus levels I've known about Chasm for quite a while and have played it for a few minutes here and there but today I finally sat down to play through it properly. The first thing I noticed was the attention to detail in the first map - an open window blowing in the wind, the table inside having papers also fluttering as they hang off the table. This realism continues throughout the game with 3D modeled beds, tables etc. The world feels a lot more literal than what you see in Quake (if you think Quake is brown you haven't seen shit yet). One thing I did notice is the game doesn't appear to be true 3D, you see midtextures being used to fake RoR like you would in Doom. The presence of an automap also shows that it's not true 3D. This window moves back and forth in the wind These pillows look exceptionally uncomfortable. The quality of the atmosphere really surprised me. The CD audio music is quite ambient and droning. It meshes well with the bleak and dreary world you inhabit. The combat is fairly dynamic, one of the first enemies you meet has a jetpack and fires a two rocket volley at you. A notable feature is being able to dismember enemies - a headshot sends their head flying and their neck spurting blood - an armshot blows off the whole arm at the shoulder and forces the grunt to try to punch as his gun is gone. Typical grunt enemy called a 'Mong' Look Ma! No arm! Spooky (p.s i love gore) There is a more involved story than say, Quake. Each mission starts with a briefing that looks surprisingly well made. The voice acting isn't the best but that adds to the charm. I'll be honest, I skipped all the briefings bar the very first one. I just want to kill shit and I don't care why. "Blah blah blah blah" Using the Volcano (chaingun) to kill a 'Stratos' Choppin' heads with barely animated BladeGun Game Progression I'm quite enjoying my Chasm playthrough. The weapons are satisfying, the enemy models look great and the dynamic music adds it's own flare. I have a deep respect for shooters released in the 90s so that helps smooth over some minor issues with the game (so far). My biggest complaint would be the progression being unclear at times due to door textures being similar to walls and just blending in. There's mapping issues too, a few HOMs here and there in the corner etc but nothing major. If you haven't played Chasm it's worth a jam. What are other people's thoughts on the game? I'd be particularly interested to see what people who have played through several times have to say but any input is great :) I'll edit this post once I finish the game with a small summary.
  4. UPDATE: The mod is now in it's compiling and map approval stage. I'm aiming to get RC1 ready early/mid March. You can track progress via this google sheet - DIY STATUS REPORT. Welcome to my first CP on DW! I've run a few but this is my first one here on DW. (DIY) is a bold, bright and colorful MBF21 community project that is open to any and all mappers, regardless of skill. Submission deadline is 16/02/2022 (roughly 6 weeks). So what's this CP all about? I was inspired by @Spendoragon's speedmaps 1 Bad Wad, big big props to him for the original concept. I loved how believable and interesting the environments were with these simple colors. I expanded on 1 Bad Wad by adding a dark shade to each color for textures and flats as well as midtextures (MIDWHT, MIDBLK, MIDGRY). I also drastically changed every sprite in the game too. There's a huge range of possibilities with having plain colors, you can make believable locations like a city or completely abstract and mind-bending worlds. Below are a few screenshots I took from 1Bad Wad to give you an idea and maybe even some inspiration. You can make a believable city street with very minimal detailing You can be as detailed as you like The doomcute is off the chain Strikingly abstract I have expanded this limited color concept from textures to all other assets. Gameplay is unaltered and running under MBF21. MBF21 gives the familiarity of Boom but also new map features and more control. All decorations and UI elements have been visually changed too. The monsters have a very dark and strange feel to them IMO. I have included a small demo map just to see some of item changes (not all). Weapon sounds have been changed to their PSX equivalents. The map format and target port is MBF21 so you can do all sorts of voodoo doll shenanigans (check this video for some highlights of MBF21). The build time is roughly 6 weeks because I want this project to be low stress for anyone mapping. There's no map slots, I will instead create a hub map using UMAPINFO. Please provide your own midis, I can provide one if needed but I can't imagine why someone wouldn't want to choose their own track. Go for whatever midi you feel fits your map. I've been looking into early point and click titles like Space Quest and King's Quest for music and we also have a lot of great musicians in our community. I will make sure everyone's map gets playtested and will leave feedback as I play through them. I'm very excited to see what sorts of things people come up with, I expect there will be a large variety. If you have any questions or comments, feedback etc just shout out. Let's make some groovy Doom maps~ Mappers Rules and Technical Details Deadline Resources DIY resources v1.5 (fixed by @dmdr) Old versions Changelog
  5. xvertigox

    PowerSlave Exhumed Released

    The day has finally come, Nightdive Studio's version of PowerSlave/Exhumed has been released! The game was originally released on PC, Sega Saturn and PSX. This new version by Nightdive strives to combine all the versions into a more feature rich and balanced game. It also has options that allow you to approximate the look of the original (including fixed point geometry for those wiggly polys) if you don't want the shiny modern look. If you want more info on the game you can check out it's store pages or the review below. Purchase from GOG Purchase from Steam Nintendo Switch PlayStation 4/5 US & PlayStation 4/5 EU Xbox One/Series
  6. Hey guys - sorry, I've been real sick (chronic issue) and have been in hospital for a bit. I'm out now and doing better. Sorry about not being able to update, Murphy's law dictated it was the perfect time for my phone to fuck out too. I'm recouping still this week but this weekend I'll be able to smash a whole bunch of work out, I want to get through as much of the approvals as I possibly can so keep your eyes peeled. I'll do the updates to spreadsheet and all that then too. Sorry again for the delay, looking forward to getting this into everyone's hands.
  7. Anyone else getting this? It'd be cooler if it wasn't for Switch but tbh, the games are the least important things here IMO.
  8. xvertigox

    Limited Run: Doom Switch Physical Collector's Box

    @durian That's awesome that you got yours already! I'm eagerly awaiting mine after getting the shipping info a while back. I'm a bit sad about the comic, like you I expected it be basically a reprint of the original but oh well. The manuals would have been nice too. Are you gonna get the posters framed? I've ordered the Quake Switch ultra collectors too and I'll put both it and the Doom pieces on a small display table. Did you guys get T&Ts for your orders? I got an email saying update your address by Feb 17th but no subsequent dispatched or T&T emails?
  9. I really enjoyed mapping for Nightmare in DBP25, I'm definitely keen to contribute to ep 2 or 3. I'll check out ep 1 in the mean time. Good work on getting the first release out, the sceens look mint.
  10. xvertigox

    Nugget Doom 3.0.0 (updated March 17th, '24)

    Hm, I had to use 'fast' as a cheat code to get it to work on that session. I tried it with and without loading directly into a map and it then worked both times so yeah disregard my previous bug. Thanks for the prompt reply. I love these extra cheat codes, it would be great to have a list of them in-game, maybe on the HELP screen or even it's own dedicated menu option?
  11. xvertigox

    Nugget Doom 3.0.0 (updated March 17th, '24)

    After using Nugget Doom for a couple of months now it is definitely my favorite source port. It's exactly what I want, software render with support for all the new fancy standards. I really love the extras you've included. Gibbing with ssg feels so good. Thanks so much for all the hard work. I have a question though, I'm playing the lastest freedoom2 svn with -fast but the monsters and projectiles move at regular speeds. Is there a different command? I looked in the menus and didn't see any options but I could have missed it. Actually, I just tested it with doom2.wad as the iwad and -fast works so it looks to be a bug with freedoom 2? It might even just be that the imp fireballs aren't sped up.
  12. xvertigox

    What is the Best Weapon From Any Doom Mod?

    Final Doomer has massive variety as it has multiple classes with totally unique weapons. What I highly, HIGHLY recommend is this setup: Final Doomer + Compendium + Shades of Doom + Vanilla Essence. Below is my setup, ignore the 'blankforlauncher4' and 'mapsofchaos'. The zips with number prefixes are all part of Shades of Doom. What this setup gives you is: 9 unique weapon sets from Final Doomer 54 (!!) megawads to choose from a hub map Hotkey toggle to go to software rendering, no mlook, low res etc with Vanilla Essence. Perfect for classic megawads. Unique monster sets for each megawad. There is a menu option for Shades of Doom that locks the current monster replacements (you can have it 100% random for each map if you prefer). This means you can lock it on map01 and keep the same monsters for the whole megawad. When you finish it/get bored you can turn off the lock and get a fresh set of monsters and then jump into a new megawad. I seriously love this weapon mod setup, the variety you get from changing to a different megawad with different weapons and monsters is massive. There are so many combinations, including using and not using Vanilla Essence, that make it feel like a different game. I'll make a thread about this sometime because I really love this setup. Same goes for Doom Launcher. I can explain my 'blank4launcher' in that thread too.
  13. Yup, feel free to use the textures from my resources. It's not every color but I included a dark shade and a light shade for each. You can use the monsters too but I just ask that if you use the sprites that you wait a bit until DIY is released and release it after. You could also try to make a map for DIY, I've still got a bit of work ahead of me so you've got a bit of time. If you're an experienced mapper you could squeeze a map in, if you want to just mess with the textures go ahead :)
  14. xvertigox

    Texure Mapping Issue

    Nice work, glad you got it sorted by yourself! I knew that wasn't what was causing the error but I knew it was something to do the with sloppiness ;p A good cleanup fixes most issues.
  15. This could be the best mapset for GMOTA ever. I'm trying it now, curious to see if anything will be broken. I picked up the staff at the beginning and can switch to it so I think it'll be all good.
  16. xvertigox

    Half-Life: Field Intensity [HL1 MOD]

    I love HL1 and it's mods so cheers for the heads up. OpFor is definitely my favorite of the 3 or 4 official campaigns but it's always way too short (don't get me started on BS). I'll check this out now and hopefully it could be fit in nicely after an OpFor run. This sold me.
  17. Woo, new Wadzine day is the best day!I bought a new tablet (Galaxy Tab S7+) specifically for reading comics and mags and the Wadzine looks so fkn crisp on it. I've got all 17 issues so far zipped up and named appropriately from transferring it to my tablet so I've uploaded it here for any new readers that want to download all issues in one archive.
  18. xvertigox

    Texure Mapping Issue

    Ok, I had another look at the wad and yeah man, this wad is extremely messy. Have a look at this screenshot: You can see you have patch markers: P_START and P_END - your graphic 'DMQRVTU' needs to be within those markers. You also need to make sure you add it to TEXTURE1 too. The way Doom works is that each texture is built from patches. Patches are defined in the patch table 'PNAMES' lump. In the TEXTURE1 lump you use those patches to make textures that you can then use in your map. If you want to just use a single image as a texture, like DMQRVTU, then you need to make sure its within the P markers and then right click on it > Graphic > Add to TEXTUREx. With how messy this wad is I would recommend making a new one. Take a look at DOOM2.WAD and see how that is laid out and then emulate that. Currently, you have maps then sprites then another map then more sprites etc. I'd also recommend adding version numbers so you can keep track of the latest version without having to copy paste it all the time. If you link me to the wads that have the custom textures, sprites etc you want to use in your maps I can compile it for you quickly into an example wad so you can see how it all works and how to lay it out nicely. Edit: @maxmanium is right which is why I think the texture half works (shows in editor but not in game). Thanks for the clarification.
  19. xvertigox

    Texure Mapping Issue

    Sweet, thanks. What's the texture name? Also, are you modifying an IWAD or something? This wad looks to have all the vanilla doom2.wad assets in it. The wad structure also looks wrong, you don't have makers for your sprites and you've got your textures mixed in with your sprites. What exactly are you wanting to do with this wad? Presumably, it's a resource wad for the map you're making. Which custom assets are you wanting to include? I can help you create a clean and functional resource wad if that's what you're after.
  20. xvertigox

    Texure Mapping Issue

    Which format is your map in (UDMF?)? Can you please post the wad with the texture?
  21. Some interesting insights into Sigil 2, I expected it to be just limit removing, not Boom. This is a cool idea, I purchased a copy of the map and as corny as it sounds it does feel nice to help in some small way.
  22. xvertigox

    Shadow Warrior 3

    Shadow Warrior 3 has released and holy shit, is so fucking good. I expected it to be decent but it's far surpassed my expectations. I love that it's not just arena combat, it has the incidental combat along the way. Anyone else here playing it? I'm actually playing it on PC with a controller and it works so mint. Curious to hear what other people think 'cause I think this is gonna make some big waves. The gunplay and resource management feel like they looked at Doom Eternal's loop and made it super nice to use player (dash constantly, no cooldown, health and ammo drop super easily and without glory kills). And man, the glory kills. Playing through the game I'm so excited to see each new enemy type to see what the glory kill 'does'.. Loving the game so far (3hr in)!
  23. xvertigox

    [RELEASED!] The Bikini Bottom Massacre

    The thing is to post it on r/games. I've found that after posting cool Doom mods there they get media attention. This will be the third one I've posted that got articles written subsequently. It could be they found it elsewhere (moddb probably), who knows.
  24. @Gothic Box @SCF Awesome, thanks guys. I've updated the sheet to include your latest versions. @Thelokk Sorry man, my bad, I totally missed it. I've pm'd you now.
  25. xvertigox

    [RELEASED!] The Bikini Bottom Massacre

    Fuck man, this looks so god damn mint. I'm a sucker for licensed games and spend an inordinate amount of time play roms of such games so I'm fucking buzzin to play this! The work on the sprites looks fantastic, I'm gonna go check them out now. I'm jotting down some feedback while I play, hope you don't mind the unsolicited feedback.
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