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Gokuma

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About Gokuma

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    picnic bench lord

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  1. Gokuma

    Playing Doom 64: Absolution (Outcast levels) in 2019

    Excuse me, Halls of the Damned Monitor, Mr Edward, may I please go to the bathroom?
  2. Thinking about updating again. The current version is fine but here's what I would do if I updated: PSX Doom has the hard ambush Shotguy at 2464,-2432 changed to a Chaingunner. I would change the Shotguy to medium and place the hard ambush Chaingunner on the same spot. Change the texture x offsets from 2 to -10 to match the other side of the stepladder and look best. Set the top line of the top teleporter to Not Shown on Automap as well as the four lines surrounding the blue keycard. Maybe replace a few more sounds. Maybe do colored lighting like PSX Doom.
  3. Gokuma

    Things about Doom you just found out

    https://forum.zdoom.org/viewtopic.php?f=43&t=45046 Designed for GZDoom but it seems to only work for the GZDoom v1.9.1 in Delta Touch, or Zandronum 3.0. Pretty sweet stuff!
  4. Gokuma

    Camels and llamas unite!

    Doom is not a game. It's a black disc with eggs on it.
  5. Gokuma

    Favorite avant-garde doom wad?

    Not the most original stuff but a good trip... Essorg and 1m1e. I don't think the makers were aware of each other's work. https://www.wad-archive.com/wad/Essorg-that-is-Grosse-reversed-for-you-slow-people https://www.wad-archive.com/wad/1m1e-Unlimited-Edition-Pit-of-Hell-Exclusive http://www.mediafire.com/file/bbd49pl3s1zxtwb/1m1e.zip/file
  6. This was last updated 11/17/2019 7:46 AM Eastern US time so redownload if you got it before then. Several versions of E1M1 and MAP01 mixed together... Combined rather seemlessly and staying true to offical version parts. It is composed of... Doom BFG edition E1M1 + Early July '94 version of Map01 from d2temp-cleansed.wad + some of v1.9 Map01 + some of Plutonia map32 (thing placement toned down) + one thing placement from PSXDoom Hangar (Doom 1 Map01) + one stimpack placement from v1.1 E1M1 + minimal architecture to facilitate combination and minimal things in new sectors. http://www.mediafire.com/file/58c21j1vqloh7dz/enthangr.zip/file map01 = ZDoom Hexen format, more features, items, decor map02 = better v1.666 Underhalls, added more starts. map33 = vanilla version map34 = ZDoom Hexen, looks closest to original E1M1 (even leaving the outside startan3 unaligned) For Doom 2 with ZDoom based port (but map33 version with textures might work in any Doom 2, after you delete player starts 5-8) Zandronum makes multiplayer things appear in single player deathmatch mode if you want to try that but turn monsters on. Map33 and map34 are mainly for editors who want to use it but don't like something about map01, but they're fully playable. There's one tiny line in map01 I missed setting Not Shown on Automap but not fixing that unless I have a better reason to update now. I hereby demand some version of this map is stuffed somewhere into every deathmatch level pack for every game from now on. Lots of graphics and unused midis from the zips Romero uploaded. Includes the textures of an old defunct project in order to have Doom 1 & 2 textures. A quite glorious txt file. If you want a chopped up, rearranged mix of E1M1+Map01, check out map01 of dwango7.wad, Best of Both Worlds by MrBlonde https://www.wad-archive.com/wad/82170841f48367ad87f6e81cb5ce58bc It's also map02 of dwango9.wad. Although looking at the automap, it's not that ambitious and mostly substitutes two map01 rooms for two of E1M1, and a version of E1M1 before Ultimate DooM was used. It's nice looking though. Here's a really ambitious merger of E1 Missions 1,2,3,4,&5, but not Doom 2 map01. https://www.doomworld.com/idgames/levels/doom/deathmatch/g-i/idbest Here's some boring screenshots without spoiling too much.
  7. This is awesome and deserves a bump back up to the front. I want to do this but don't know how much time I have this month and I'm not exactly a speedmapper. Does it have to be a new map from scratch or can it be based on the beginnings of an unreleased map with a cool concept I started to make many years ago?
  8. Gokuma

    Camels and llamas unite!

    For those unaware, apparently at the time there was some running jokes about llamas vs camels. Some possibly annoying or not very good players were called llamas. There was one funny guy that used a llama head on the Doomguy as his avatar. Listen to Mark Klem's song, "Llamas Incorporated" for more info. I don't know if the wayback archive can bring it up but I guess I linked an article about mad scientists cloning some chimera from llamas and camels, involving three parents total. Just wait til you read about the wonders of Gokumothermal energy...
  9. Gokuma

    My personal website updated

    We DooMers always had an advantage with the brushed metal, having our properly tiling shawn2 and flat23.
  10. Gokuma

    Things about Doom you just found out

    In Plutonia map32, they turned the blue room of Doom 2 map01 into a smiling monkey face.
  11. Gokuma

    Plasma rifle, or plasma gun?

    I finally clicked on this thread with the intention of just posting "Blue Toaster." I've always said Plasma Rifle but today I quick said Plasma Gun probably cause I've gotten so used to what GZDoom Builder calls it, or maybe the actor definitions call it that. I've always said Chaingun and Skulltag established a different but similiar Minigun. Machine gun I think as something skinnier like in Wolfenstein, Strife, and probably Rise of the Triad, usually colored more black.
  12. Gokuma

    Things about Doom you just found out

    Map25 Bloodfalls has three BFG's placed in it of which not a single one appears in Ultra Violence single player on which one secret room with it is empty and pointless. That room's BFG is easy/medium while the cellpacks are multi only. In the central courtyard, one BFG is multi only while another BFG, 3 medikits, a pool of blood, and box of shells are not flagged to appear on any difficulty. Do map analysis mode in Doom Builder and you'll find this stuff quick. EDIT: Went and quick looked at all the v1.9 maps plus update notes. If I didn't list a stuck thing, it's because some monsters are not stuck despite being placed within each other's dimensions. v1.9 Thing errors (Unused means not flagged to appear on any difficulty): Map02 Barrel and ShotgunGuy stuck in walls (v1.666 map02 is best) Map04 unused Demon Map05 Two hard Lost Souls on same spot. DM start stuck in Zombieman. Map06 Two DM starts unused! (Fortunately four are used, but all six MIGHT function.) Map07 DM start stuck in Player 1 start (Might be a problem if any port resorts to using another mode's starts for higher amounts of players). Map09 DM start stuck in Hell Knight. Map11 Multi-only CellPack way outside map. Map15 Might not be an error - v1.666 Zombieman facing west at 1472,-1600 deleted since v1.7 Map17 DM start stuck in Arachnotron. Map22 All FIVE DM starts unused! Apparently the game ignores their difficulty settings. Map25 unused BFG, 3 medikits, pool of blood, box of shells Map26 DM start stuck in Mancubus. Map28 Fortunately fixed - v1.666 only had 2 DM starts. Map29 DM start stuck in Mancubus. (At least it's not missing Co-op starts like in v1.666) Map31 Everyone knows the two hard Demons on one spot. But also Five unused Large Brown Trees, two of them on same spot. And double placed tall red pillar, short green pillar w/ heart, and burning barrel. Map32 Two of its five DM starts on same spot. And you're stuck on this map with No Monsters set unless a frag or time limit is set in a port since you need the Keens to open the exit. I've noticed a port defaulting to No Monsters for deathmatch. No Monsters being set has no effect on Map30's boss and it spawning monsters (EDIT: Didn't mean to imply this one was an error). Not getting into map structure and texture errors, though missing textures may be intentional in maps25,28,31.
  13. I thought it would be smart to like the edit of your post when it was just single period. (Here recreated in its entirety: " . " ) That's good too though.
  14. Gokuma

    After 'Final Doom'??

    I'm sadly missing my manuals though I still have my old Ultimate Doom, Doom 2, Final Doom, and Master Levels discs and their big boxes. Here's a good download of digital manuals: https://archive.org/details/DoomManualPC/page/n2 The zip contains regular Doom, Ultimate Doom, Doom 2, and Final Doom. It's been years since I played through TNT Evilution, but I wonder if anyone has attempted to make something like the demonic space ship described in this part of its story: Don't know if "irised open" is a typo or it means opening like an eye or rather expanding like an iris. On a side note, anyone know if the Heretic+Hexen collection on steam contains any such goodies? Besides upgraded & expanded Doom 3, Doom 3 BFG edition doesn't except for having the new Doom 2 episode, "No Rest For the Living." I have a digital version of Heretic's manual and physical of Hexen and Hexen II's, though Hexen II's physical doesn't tell much while there's loads of good html form stuff on it or its addon's disc. Like Master Levels, I don't remember Deathkings having much of a manual, but not sure. I would apologize in advance in for the slight derail, but I'm not sorry! EDIT: Also wondering for that collection includes the rare Hexen95.exe only found in one physical collection pack years ago.
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