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NoWits

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  1. NoWits

    <G> - what does it mean?

    <G> or <g> seems prevalent in 90s internet slang. From the context of its usage, it looks like the equivalent of where people would use 'lol' today (or some kinda laughing emoji etc), but I'd be interested to learn more about its history and meaning (such as what the 'G' stands for). A Google search for "<G>" is predictably useless. Plenty of examples in Maximum Doom readmes... DOOM1/1_ON_1.TXT: > * Where to get this WAD * Duh, looks like you already have it. <g> DOOM1/DMPITS.TXT: > ONCE YOU DISCOVER THE METHOD TO MY MADNESS YOU'LL ONLY HAVE TO DEAL WITH THE RANDOM VARIABLES AND LOSING YOUR GRIP ON THE MOUSE OR JOYSTICK <G>. DOOM1/MANIAC.TXT: > Single Player: Yes, but you can't get out, so it's kinda pointless.<G> > Known Bugs: Some misc texture mis-alignments(Stemming from EXTREME laziness.<G>) > You may do whatever you want with this file. Although if you're planning on modifying it, it would be nice if you gave proper credit. (I'll be VERY pissed off if I find otherwise.<G>) DOOM1/RALPHNEW.TXT: > Additional Credits: ... Terry C. Ramey and Sebastian Kirke for BETA critiques and other witty and useful suggestions (I didn't use any of 'em <g>) DOOM1/RECANT11.TXT: > Additional Credits: ... Shawn Green for kind words<g> > ... the tower in the lava pit gave me nightmares with the texture alignment (all done manually, folks<g>). DOOM2/2DIE.TXT: > Arachnotron ... (goes with new music <g>) DOOM2/ACHERON2.TXT (and DOOM1/RALPHNEW.TXT, incidentally): > Known Bugs: Rush Limbaugh <g> (none that I know of) DOOM2/DETHGO32.TXT: > This file provided by Dr Sleep, who is not affiliated with the author of DETH 2.3, but did beta test the thing, so I think I know what I'm talking about<g>. DOOM2/FULOLED.TXT: > P.S. I would absolutely love to see a *.lmp of a game played on this level, especially if it is a 3 or 4 player game! Please! Please! <g> DOOM2/MKFRGTME.TXT (interestingly one of the few (if not only) WAD(s) in Maximum DOOM that has a custom palette): > New Graphics: Yes (A few wall textures. A cool new status bar, and a shameless plug <g>) DOOM2/REDDOG2.TXT: > Misc. Author Info: avid doomer....spends WAY too much time deathmatching <g> DOOM2/VORTPAK.TXT: > Additional Credits to: Matt Lea for helping design map04 over the phone while waiting to play it. <g> DOOM2/WHATSNEW.TXT: > Mancubus now fires chicken's inside of those flame balls or whatever you want to call them <g> It works very good actually, and is fun to watch :-) > I think you'll especially love the Cyberdemon graphics <g> I'd hate to run into this dude playing DOOM deathmatch at 3 in the morning <g>
  2. Comfy Doom deserves a mention.
  3. NoWits

    Is this real?

    I tried this easter egg at my cousins house once and the game kept crashing and every time we had to unplug it from the wall and we found out that before the start room u have to turn counterclockwise in 3 times (i cant tell u where in the level else ill get banned foreverially) then i went to press the generator switch and my cousin was hiding behind me and we were so scared then this ultra realistic dead freddy fazbear appeared on the screen with the loudest scream i ever heard and said "nothin personnel kid..." in the evil jon romero voice and then a skeleton popped out of the monitor and all the power went out in the house and my aunt and uncle ran into the room and said what the hell is going on in here? then they saw the skeleton and literally died of shock but when they got better we were grounded for like 6 years they were so mad
  4. NoWits

    Rocchetta Plin Plin SoundFont V 2.03

    1.3 gigabytes? This better be worth it... See you tomorrow morning...
  5. NoWits

    rate my custom title

    ten out of title
  6. TL;DR - My favourite is IDBEST.wad (see below for a pic of the map). What's yours from somewhere other than Plutonia or Maximum Doom? I've always been a fan of WADs with modified versions of the maps from the original IWADs. Especially those that add extra bits that connect different parts of the map together. I used to (and still do) have recurring dreams of finding extra rooms or hidden passageways in places I know in real life. Maybe that ties into it on a subconscious level or some bollocks like that. Anyhoo, I know this is somewhat of a taboo subject on the old Doomworld because of the IWADs being copyrighted content or whatever. I know at least that modded IWAD maps are purged from idgames, so can be less than easy to find. For this reason, most of the ones I know of are from Maximum Doom (which isn't too difficult to find an archive of online buy an authentic CD copy of, if you're so inclined). It seems most of them are based on E1M1 or MAP01, usually for deathmatch purposes (they're the first map that most people see, and are fun and tight DM levels after all). It's cool running through the old familiar levels you know inside and out and coming across new passageways or unfamiliar twists and takes. Some are, of course, better executed than others. One that immediately springs to mind is SUPER1.wad, better known as the first map of DWANGO1.wad: There are plenty of others in the same vein - LEV01EXT.wad ("Level 01, The extended version"), the rather crude BILL.wad (MAP01 of DWANGO2), HELLYEAH.wad, FIGHT.wad, MEGA!.wad (MAP07 of DWANGO4), and last but not least MAP01 of #1DWANGO.wad. This last one in particular felt notably cosy to me somehow, not only connecting the two courtyards of MAP01 with an additional room, but its reskin of MAP01 from green 'n' brown American-McGee-base to Episode-1-COMPbase and cuddly major-chord-laden rendition of Head Like A Hole. Anyway... there's also that clinically insane rendition of map01 from gothic99 (which is more a whole new level that just happens to retain a similar shape to map01), plus GO2IT from Plutonia and that one from dwango5 that everyone knows about. It's interesting to see each author's take on the extra bits to be added to the humble MAP01. Some of them differ extravagantly, while some of them are remarkably similar - in particular, several of them feature an extra copy of the 'health bonus room' branching off left from the hallway after the initial triangular stairway ('fun' fact, I played so many of these MAP01 mods back in the day that I forgot the original actual real MAP01 didn't even have that branch in the hallway. Doi!). On the E1M1 side... we of course have the old classic E3M9: Warrens. The id guys already knew of the excitement and wonder that comes from extra bits being revealed in areas where you thought you'd already seen it all. Apart from that, the only examples I know are, once again, from Maximum Doom. There are plenty of e1m1 'remixes' not worth mentioning, where they just change the textures and things (possibly before node editors were invented) - apart from one, E1M1OSKU.wad, where you start from the exit and have to make your way to the entrance. Wacky! Out of the proper Doom 1 remixes, there are at least a couple that are actually for Doom 2 - MAP05 from #1DWANGO, with a few extra rooms and passageways here and there, and the imaginatively named E1M1.wad, with quite the same. Oh yeah, this one doesn't really count but I thought I'd include it for '''''completeness''''' - MAP32 of Doom 2 X-TREME, a conglomerate of all the final levels from Doom 1. A boss battle clipshow, if you will. I'll get these ones out of the way, as they were a curiosity for single-digit-age Nowits but really no more than that... RIP4 and RIP6, which feature Two Clones of E1M1 and E3M1 respectively, again with a hidden passageway connecting the two (the readme indicates these are an anti-screenpeeking measure, as when you're playing deathmatch against your 'buddy' sitting next to you, if either of you glances at the other's screen to see where he is, you won't know which copy of the map they're on! Oh, the thrills that ensue! I suppose people were more easily amused in 1994, but really we shouldn't tease - it must've been jolly good fun at the time). Then there's the more imaginative - the slightly extended E2M9 from GGDEATH!.wad, the very curious MOO.wad and the cyberdemon-laden RALPHII.wad (MAP03 from DWANGO2). I've saved the best for last... as a modified IWAD map lover, when I came across this on the old Maximum Doom CD I thought I'd hit the jackpot. IDBEST.wad, an ingenious conglomeration of E1M1, E1M2, E1M3, E1M4 and E1M5! That's right: Now, with all the nostrilgic ranting out of the way, let's look towards the future (and by future, I mean the past beyond 1995). Anyone have any more modern examples of modified or extended versions of levels from the original DOOM? Perhaps you know of or have made an unholy mergation of all or some of the maps from Episode(s) 2 and/or 3? Maybe you've come across a level in Maximum Doom that's even crazier than the ones I've mentioned above, or some WAD on the internet that extends the infamous Tricks and Traps from the ordinary octagon to a devilish dodeachedron? Whatever your favourite takes are on the IWAD classics, post 'em here!
  7. Do them in this order: map32 map08 map13 map28 map30 map17 map21 map11 map24 map12 map16 map02 map10 map19 map15 map18 map26 map27 map01 map25 map04 map31 map14 map20 map22 map06 map05 map07 map03 map29 map09 map23
  8. NoWits

    Enemy theme songs

    Revenant: obviously Between Levels (D_BETWEE / MAP04 / The Focus). It's almost as jaunty and funky as the Revenant itself!
  9. NoWits

    ITYTD without double ammo

    Ah, right. I wonder if setting the Reaction Time in Dehacked of all the monsters to 0 to make them shoot instantly would emulate Nightmare fast monsters more accurately.
  10. NoWits

    Burdens of Mortality

    The struggle is real. Eating is effort. Shitting is effort. I'm too proud and egotistical to stoop to the depths of Quake 3 Arena advertisement lifestyle. And so it goes on. But such is life: chop wood carry water. It's a small price to pay for some of the rest of it.
  11. NoWits

    ITYTD without double ammo

    You can get this in all versions of doom with the -fast parameter.
  12. Go on, you gotta tell us... wtf is THAT thing?!
  13. NoWits

    Ultimate Doom or Doom 1

    Ultimate Doom is obviously gooder. It has one whole more episode! (And support for Doom 2 zippy doors and all that jazz!) But I've always felt like it was kinda sellotaped onto the original product, so to speak. This might be a bit of a pedantic point, but have you noticed how the credits screen doesn't show after the end of DEMO3 (the third demo showing E3M5) like it does after DEMO1 and DEMO2? That's because it originally was supposed to wrap back round to the title screen. But Ultimate Doom shows up, and is like 'oh btw, here's this extra DEMO4'. An utterly trivial observation I'm aware, but pretty jarring once you notice it. Like the arrow in the FedEx logo, or how your tongue doesn't really have a default position in your mouth. Similarly, the way Episode 3 ends with 'THE END!' and Episode 4 ends with 'oh btw, this stuff happened w/ the spider mastermind'. Followed by the exact same image from the ending of the last episode with a new pic of Doomguy pritt-sticked on top. I could give more examples of how Episode 4 felt like not much more than just an afterthought, but I wouldn't want anyone here to think I was THAT much into picking nits. As I've grown older though, I've realised: who cares? It WAS kind of an afterthought in the nicest sense of the word, a cool extra bonus for the retail version of the game. Plus a cute freebie for those who went the original edgy send-us-some-money-in-an-envelope way of getting the full Doom experience back in the day, contrary to what PC Zone magazine would have you believe with its 'thy cash consumed' hysteria. The differences were like 12.5% annoying for me when playing through all the doom 1 wads that expected you to have only 3 episodes on Maximum Doom. But really, who plays those any more? Certainly not me. Honest.
  14. I don't know if the language/library you're using supports it, but you could loop through all sectors on the map, and for each sector, check if it has a liquid floor texture. If it does, and it's a 'damaging-looking' liquid texture (e.g. NUKAGE1), and the sector's special type is not a damaging floor type, change the floor texture to a non-damaging-looking one (e.g. FWATER1). If the sector's floor texture is a non-damaging-looking liquid texture and the sector's special type is a damaging floor type, change the sector's floor texture to one that looks damaging. Repeat for all sectors in the map (using a for-each loop or similar, depending on the features of the language you're using).
  15. If you're that embarrassed about your posts, you could perhaps create a new account or change your account's name. Drastic measure I know, but you seem that adamant on erasing your history. There will always be traces here and there though (I should know, this account was once under a different name). Generally, as time goes by, if someone does happen to stumble upon a cringe post by you, they'll see it's from years back and that you'll likely have grown since then. If anyone's delving through your post history, that says more about them. (Huh, I swear I had my own 'I sincerely apologise to anyone who knew me in 2008, please delete all my posts' thread under this account. Maybe ironically it was the only one that did get deleted.)
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