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valkiriforce

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About valkiriforce

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  1. valkiriforce

    Cool M_DOOM graphics thread

    I want to talk about the cool menu graphics people have come up with - specifically titles, logos or otherwise. Share some you thought looked cool or some that you made on your own. Any other discussion about them is welcome of course. Some I thought looked cool: Some I put together:
  2. I challenge the above poster to play MAYhem 2018: Orange Edition - MAP06: Rushed. If that's too simple, then go for MAP09: Sun Blows Up Today - and play with saves!
  3. valkiriforce

    DOOM Retro v4.2.3 (updated September 19, 2021)

    I double-checked just to be sure, and the strafing issue only appears in 4.2 and above - it wasn't present in the 4.1.3 release or before it.
  4. valkiriforce

    DOOM Retro v4.2.3 (updated September 19, 2021)

    Unfortunately, I still get the same issues while strafing in the latest release - for some reason it stops registering on my end if I switch too quickly. Still holding out hope for a smooth 35 FPS as well - I don't mean to be pushy about it, it just felt really nice that way.
  5. valkiriforce

    Arrow keys or WASD for movement?

    Keyboard arrow user here - however on the few occasions I have used a mouse and keyboard for controls I use the right-click for forward movement, A & S for strafing left and right, and Z for moving backwards.
  6. valkiriforce

    DOOM Retro v4.2.3 (updated September 19, 2021)

    Hey Brad, I wanted to ask you something about the version 4.1.3 release and above where this particular change applies: Would it be possible for that same disabled interpolation to be a config option so it can replicate previous DOOM Retro releases? I'm still using 4.1.2, as the current 35 fps feels a bit too choppy on my end, and raising the framerate ventures too much into the dead zone inputs I tend to experience. Or, if there's any other way to replicate how it felt previously I'd be happy to know what options are available besides relying on an older release. One other issue I experienced with the newer Retro release is I had an odd instance of a keyboard input that wouldn't register if I switched too quickly between strafing left and right. Either one of those keys would fail to input and the player would stop in place. I've tested this again on the latest release just to be sure, and I get the same results.
  7. come baaaAAAaaaAAAaaack

  8. valkiriforce

    Doom Pictures Thread 2021

  9. valkiriforce

    The best megawad ever made?

    Painfully typical as it might seem, my vote goes between Memento Mori and Eternal Doom.
  10. valkiriforce

    Do profile pictures change your perception of a user?

    I suppose anime characters do live in a flat world. It's made of paper.
  11. valkiriforce

    Doom Pictures Thread 2021

    Not exactly - although I guess you could consider this first level somewhat of a sequel to it.
  12. valkiriforce

    Doomcute thread

    A truck trailer I made for Akeldama MAP11.
  13. valkiriforce

    a Dean of Doom series companion thread

    I never understood the hate for Hell Revealed 2; granted, I've never been that big on either of them, but I still find both of them fun to play on different occasions. I got halfway through HR2 on HMP before I was tired of dealing with the mobs of monsters, so I switched to the lowest setting by MAP16 and was able to have fun with the set as it is. I will say I think both HR & HR2 are especially great for co-op play. I do agree that Jonas Feragen's maps were some of the highlights for me, as I liked his quick explosive gameplay in the early maps as well as some of the cool tricks he pulled in vanilla Doom 2 - especially MAP19. There were highs and lows like any other megawad, and some maps did feel a little unpolished or not that interesting in layout - I'm thinking specifically of maps 6 and 11, but I never felt it was as bad as many seem to make it out to be.
  14. valkiriforce

    Wads/mods that feel like experiences

    Definitely Eternal Doom for me - huge gothic castles with a cool soundtrack and some new graphics, including a new HUD Doomguy. Everything about it still blows me away to this day. That anybody managed to create such gigantic maps for the original doom2.exe - especially with the older editors of the time, is quite a feat. Though the more puzzling elements are an acquired taste, they add a new dimension to the action for me.
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