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Oh, God... It's happening again...
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OUCHFACE lasting longer than 1 tic in vanilla, but only occasionally?
NoWits replied to Doomkid's topic in Doom General
Fancy that! I'm pretty sure the first time I saw the Ouch face as a wee lad, it was on screen for a good second or so. Definitely enough time for me to register this most unusual expression. I just figured the Doom guy was surprised that he picked up a health pack at such low health. -
What would the Episode 2 levels in Deimos look like if Hell hadn't begun to corrupt them?
NoWits replied to iUsuallyDie's topic in Doom General
check the doom alphas Probably a bit like that. -
I disagree with this statement. There is nothing random about hating on burning barrels. In fact, it's one of the most logical things in Doom to hate on. All it does is sit there, its static, non-interactive ass almost gloating about just how much jack shit it does when shot. Hey, check it out guys! New for Doom 2, it's like the explosive barrels we all know and love, except it's ON FIRE! I can't want to see what kind of chaos I can cause by pumping some lead into one of these bad boys! Imagine my sheer disappointment (and, I'm sure, the collective disappointment of Doomers around the world) when we found out that the answer to that question is: sweet F.A. They just sit there as if your buckshot was play-doh! You can't even knock them over; they don't even hurt you when you get close (you know, like a fire would); their sole purpose for existence is to get in your way. It's like if they introduced the Super Shotgun in Doom 2, only for you to find out that it's a non-functioning antique replica that you can only look at and admire before switching to another weapon. How much of a letdown would that have been? And yet the burning barrel somehow manages to escape the same perfectly justified criticism as something which logic and intuition dictate is very obviously a more powerful upgrade of an existing game object, but in practice contributes nothing beyond being yet another rehash of one of the most uninteresting objects in the game: a static obstacle. I'll say it once more for those in the back: Fuck Burning Barrels.
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I'm curious, how were custom monsters etc. added in ZDoom before DECORATE came about? Was it just through use of DEHACKED like other source ports or was there something ZDoom-specific that was 'in between' the levels of DEHACKED and DECORATE in terms of advanced-ness?
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The Origin of SP_DUDE and the Hanging Victim Sprites
NoWits replied to Count651's topic in Doom General
This is my favourite hypothesis. And from how frequently this topic is brought up and discussed, I'd say it worked! -
I dunno, man, I'd say Batman Doom is pretty much perfect in every aspect. In fact, the one complaint I have about the majority of pwads out there is that they're not enough like Batman Doom.
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Ooh, that reminds me of another fun fact: In Doom v0.99 at least, it's 'you need a red keycard to open this door'. https://www.youtube.com/watch?v=3UBFrbBnU1
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That animal is probably thinking "What the fuck is going on? Is this food?"
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OK, this is something I've known about Doom for a while now, but it's something YOU just found out: The 4th demo of Ultimate Doom, DEMO4, isn't preceded by a credits roll or any other sort of intermission text. It just goes straight from DEMO3 to DEMO4. In previous versions of Doom, after the final demo (DEMO3), it would go straight back to the title screen before cycling the demo sequence again. They didn't bother to add in an extra credits screen after DEMO3. - In other words: Title screen DEMO1 (e1m5) Credits screen DEMO2 (e2m2) Credits screen DEMO3 (e3m5) DEMO4 (e4m2) Title screen This just adds to the whole feeling that Episode 4 was a hastily tacked-on afterthought.
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DEHEXTRA discussion (split from Pr+ UMAPINFO thread)
NoWits replied to Altazimuth's topic in Source Ports
If DEHEXTRA includes and supports MBF thing flags (which it does), then those source ports that claim to be DEHEXTRA-compatible should implement those thing flags. -
DEHEXTRA discussion (split from Pr+ UMAPINFO thread)
NoWits replied to Altazimuth's topic in Source Ports
No, it does not, and neither does Doom Retro. I made a video to demonstrate: Example .BEX file attached, plus in the video description. Not sure if there are plans to implement these or fix for MBF compatibility, but it means if you want to use these features then the only popular source port your WAD will work on is PrBoom+, which kinda defeats the purpose of using DeHackEd/BEX over something port-specific like DECORATE or EDF. (On a side note, the Mushroom codepointer only works properly in PrBoom+ with -complevel 11. On default settings the speed and angle parameters are ignored, so the mushroom fireballs always shoot straight up.) BouncyNotWork.bex.zip -
Ah yes, classic realm667... doh! Probably where I downloaded all the other custom weapons I have kicking around too... Nice one, massive thanks!
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I want to use it in a project but can't for the life of me remember where I got it from. It was YEARS ago I downloaded it (or whatever wad it came with). Anyone perchance know where it's from and whether it's free to use (and who to give credit to if so)?
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Anyone else prefer to play with older graphics in the original 300x200 res?
NoWits replied to I_Am_Doom_Man's topic in Doom General
sometimes I do for the chunky retro effect but then I can't see shit in the distance so I switch it back to hi-res again software 4 life though, fuqq texture filtering