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valkiriforce

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About valkiriforce

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    etrnyour.wad

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  1. valkiriforce

    Unusual request, but, are there any "relaxing" wads?

    Try Oceanside - it's based on my hometown and mostly uses pop/rock midis.
  2. valkiriforce

    This is Woof! 10.3.0 (Sep 23, 2022) [Updated WinMBF]

    @Lila Feuer Those skulls aren't actually shootable switches, they were just decorations. The red switch unlocks one of the northern buildings over the waters which holds the red key.
  3. Hopefully that STEPTOP texture gets fixed as well - it can always be replaced with something else since it tiled vertically on my map.
  4. valkiriforce

    What are you listening to?

  5. valkiriforce

    TNT 2: Devilution (Second beta released)

    Some more feedback - sorry I've been out of the loop. Played MAP12 in the first beta and switched to beta 2 afterwards because I forgot about the updates. Continued on HNTR. MAP12: No problems here - almost thought the arch-vile was a bit much until I spotted the rocket launcher hidden behind the nearby pillars. Only spotted a bleeding texture in a couple of sectors (sectors 75 & 76 - sorry if this has already been addressed in beta 2): MAP13: Almost felt there were too many Pain Elementals on easy, but given the large amount of rocket and shotgun ammo it made things much more manageable. The two arch-viles near the blue key were a bit of a scare, but thankfully block lines made them easier than they appeared to be. I don't think I have any real complaints about this one. MAP14: It seems cruel to have two arch-viles (sector 813) teleport into the nukage pools for easy players; I would either just have one or none appear on the lowest difficulty. I might cut back slightly on the revenant usage for easy players.
  6. valkiriforce

    DOOM Retro v4.6.2 (updated September 1, 2022)

    Hey Brad, nice update! I do seem to have a problem with it mysteriously crashing on me - it's somehow related to changing the r_ditheredlighting option. I was able to play just fine at first with it turned on, but turning it off would cause the game to crash upon choosing a difficulty setting.
  7. Idgames link is live - I hope you all enjoy it!
  8. valkiriforce

    TNT 2: Devilution (Second beta released)

    I continue my HNTR (easy) playthrough: MAP07: I might take at least one mancubus out and maybe replace the pain elemental with a cacodemon on HNTR. MAP08: I was getting chewed to bits with all the chaingunners - I would definitely tone it down for the easier setting. Also, the chaingunners on the ledges near the yellow key area should probably have block monster lines, as I was able to push them off the platforms with chaingun shots. MAP09: I honestly feel the cyberdemon was a bit too much on HNTR - I would replace it with something else for a casual playthrough. Maybe a couple less pain elementals as well. MAP10: This one had an even worse cyberdemon, as it's literally just left of the player as you exit a teleporter platform area in sector 444. This one felt like a lite-slaughtermap, so it's kind of hard to say just what should be toned down and where, but I definitely would give something like the invulnerability much sooner given how hostile that area is with the cyberdemon. The map honestly felt like an ultra-violence experience playing it on HNTR. I also found that baron/hell knight hallway in sector 159 pretty tight for a casual playthrough, so I'd take at least some barons out of there on easy or replace them with easier monsters. MAP11: Just a few small changes: I would make the steps leading out of the water in the eastern area have a different rock texture to make it easier to find your way out. I definitely think the chaingunner in sector 126 should be removed, as it's much too malicious upon climbing up those steps - not a very good decision on my part. I would also remove a handful of imps in the starting open area and a few hitscan enemies in the eastern water cave area as well. I think most of it wasn't bad difficulty-wise, although quite a huge shift from the previous map's difficulty.
  9. Hey, I decided to finally release it yesterday - Idgames link is pending, but there is Doomshack and ModDB available in the meantime - enjoy!
  10. I would like to mention Anomaly Report can now be added to the list.
  11. RC3 is now available. There are quite a few small changes that I've made throughout this month. -Added slightly more health and ammo throughout a number of maps -Slight difficulty changes made -Added linedef triggers on MAP13 for when navigating around the red key area to release a monster ambush -Changed green armor to mega armor in a secret area on MAP14 -Fixed the computer area secret on MAP14 so GZDoom players can't get stuck -Added another secret on MAP16 -Fixed a softlock on MAP18 when jumping out the window in the northern outdoor area -Changed the soulsphere powerup on MAP20 to a megasphere -Resized the outer ring of the spider mastermind arena on MAP20 and fixed some texture misalignments -Added an extra powerup on MAP21 -Changed teleport destinations for monsters on MAP23 so the ambush is more spread out -Added multiplayer cyberdemon on MAP24 -Slight change to teleport destination on MAP26 -Slight change in monster behavior on MAP28 by adding the deaf flag for monsters guarding the plasma rifle -Added secret effect to the soulsphere area of MAP29 and changed the teleport destination -Linedef action change for a secret on MAP31 This may be the last update before I eventually upload this to Idgames - that is unless anyone reports any other bugs or has any other suggestions to make. I'll let it sit on RC3 for a while before then. [EDIT] Oh yeah, and I made sure to package this with the widescreen status bar from NightFright and the DeHackEd patch from OpenRift this time!
  12. If you enlarge the window with the + key and go back to showing the HUD the numbers have this sort of block around it for some reason. It's a minor thing though but I'm not sure why it happens exactly.
  13. Yeah, not sure what this is about - I think I've had it kind of glitch on me as well through chocolate Doom with the weapon numbers, usually from changing the HUD visibility. @galileo31dos01 Any idea what might be causing this?
  14. valkiriforce

    TNT 2: Devilution (Second beta released)

    More feedback - once again on HNTR. MAP05: I felt like the revenant on the ledge (thing 92) was a bit much on easy, as I was already dealing with a crowd of imps on the staircase while being careful to dodge rockets. The lines on sector 286 should block monsters, as I was able to bump the revenants to the edge where they were stuck. I feel like the invulnerability in the sector 299 area gimps the fight with the arch-vile and revenants, even though I know the point is to make it easier for players. It could either be left as-is with the invulnerability or you could place easier monster encounters for the lower difficulty. MAP06: Surprisingly not much to bring up about this one...I almost felt the arch-vile dropping down in sector 934 might be a bit much, but I realized almost anything else dropping down could prove to be more deadly, since the arch-vile doesn't have much room to move around in once he's revealed. Once again, excellent maps so far!
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