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NightFright

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  1. NightFright

    Crispy Doom 5.3 (Update: August 12, 2018)

    Questions regarding Timidity support: 1) Does Timidity provided with Crispy Doom support soundfonts (SF2)? I think I read somewhere that the one from Chocolate Doom doesn't since it's and old version. 2) Does Timidity support zipfiles as indicated here (under "Syntax"/dir cmd)? I am asking this because I am trying to find a way to bypass the annoying issue of not being able to adjust music volume when using "Native MIDI" synth.
  2. NightFright

    Doom 64 for Doom II - /idgames link is up

    This is what'll happen.
  3. NightFright

    REKKR - V1.13

    A crushing ceiling in E4M3 seems to be missing a texture on the side. See screenshots.
  4. NightFright

    Doom 64 for Doom II - /idgames link is up

    As far as I am concerned, I am only satisfied with the new version when you are. Take your time until everything is the way you want it to be and then we'll have the polished release we all want and deserve. ^^ You can still wait a few days with the upload after you provide the update here, anyway. Some feedback cannot hurt.
  5. NightFright

    REKKR - V1.13

    Sure thing, but if you don't know it's hard and you just entered the secret level because you thought it's fun, you can't enjoy it since these puzzles prevent you from getting back to the regular maps. There should at least be a way to skip this, like an exit with a timed door (opens after a while) in the starting room which you can take if you don't want to collect the rewards for solving the puzzles.
  6. NightFright

    REKKR - V1.13

    I would say for the "final final" release, the puzzles should be toned down, at least in E2M9. I doubt anyone figured out all the rooms without walkthrough, and that's not a good sign. I'm kinda ok with the symbol puzzle in ep.1 with the teleporter to get a red key. You just need to be able to continue without help.
  7. NightFright

    REKKR - V1.13

    Well, you should have some kind of standard weapon, and the Soul Launcher can be that, without a doubt. I'd be careful about nerfing it. It's pretty much what the standard shotgun is in Doom. Ammo is maybe a bit too easy to find since two kinds of enemies drop ammo for it, if that's really an issue. Weapon firing speed and strength seemed OK to me. I see where you wanted to go with the other weapons. It's great that you want to look at the Holy Relic again at least.
  8. NightFright

    REKKR - V1.13

    Small typo in the ep.2 end screen text: "acheive" --> "achieve" I also think some of the weapons still need to be reworked. So far, I was mostly running around with the Soul Launcher - which is an indicator that something isn't right about the rest of the weaponry: 1) The Steelshot (shotgun replacement) is quite slow while reloading and I didn't feel like using it much, also because it lacked damage output. It should either fire faster or do higher damage. It's a bit like the Super Shotgun from Doom II, but weaker and with super slow motion reload. In Doom, shotguns used to be the workhorses in your arsenal. Guess it's not supposed to be like that any more? 2) The Rune Thrower or whatever it's called is far from being a satisfying rocket launcher replacement - it's more like a grenade launcher with timebombs. This turns it into a more strategic device which is fine I guess, however it quite sucks against floating enemies. I had wished for a more direct impact of its projectiles (you can hit enemies with the runes themselves before they explode, but that hardly seems to harm them). 3) As JohnnyTheWolf stated above, I also think the Holy Relic should be improved to deal more damage or increase firing speed. I would have imagined it more as a gun emitting a continuous (red?) light beam or something, which would also be a much more satisfying visual effect than the way it was realized. To sum it up: Weapons 4-6 kinda feel like most weapons in Heretic: Underpowered and only useful if you use a Tome of Power. Since there is no such artifact in REKKR and also no alt-fire mode, I would suggest to look at weapon balancing once more and try to do something there. Maybe it's supposed to be like this to make the game more challenging and I quite possibly try too much to compare this with Doom, but I just feel like it could/should be more satisfying to use these guns.
  9. NightFright

    REKKR - V1.13

    Widescreen statusbar for REKKR (wad, 6 KB) Looks best in GZDoom with statusbar scaling option of 4 or 5.
  10. NightFright

    REKKR - V1.13

    I am not using widescreen statusbars by myself any more, but if others want it, I can give it a shot. Maybe the author can also provide the base texture used for the statusbar background which would make the effort easier.
  11. NightFright

    REKKR - V1.13

    I have to praise the author for his creativity regarding how secret exits are hidden. The one to be found in ep.2 is a masterpiece. No idea how I managed to find what I needed to get to the secret exit, but it felt incredibly rewarding to figure it out without any help. You got to keep your eyes open and pay a lot of attention to small details. Seems like these small blue buttons are quite popular in general. Well done indeed!
  12. NightFright

    REKKR - V1.13

    I recommend adding this line to MAPINFO to have a Heretic/Hexen-style automap (fits better than the Doom version): automap { base = "raven" background = "00 00 00" ceilingdiffwallcolor = "2c 18 08" floordiffwallcolor = "4c 38 20" notseencolor = "48 48 48" wallcolor = "88 70 58" } In GZDoom, automap option "Allow map defined colors" must be set to "Yes" in the menu to make this work. *EDIT* Has anyone figured out yet how the puzzles in E2M9 work? It was already tricky enough to get to this level in the first place, but beating it is beyond me.
  13. NightFright

    Doom 64 for Doom II - /idgames link is up

    REKKR was also stickied, and since I think both mods are playing in similar leagues regarding the magnitude and importance of the project, the measure is pretty much justified. I cannot try this before next week, but once I am able to, I will surely give this a spin. How fortunate to have two highly anticipated projects getting released around the same time!
  14. NightFright

    REKKR - V1.13

    It should be possible, especially since that's one of the main reasons Freedoom was created (being able to play mods without original Doom 1/2 iwads). Some of the REKKR monsters look a bit like those from Freedoom, but I don't mind since the levels are full of atmosphere and the scenario is rather uncommon.
  15. NightFright

    REKKR - V1.13

    It requires Ultimate Doom 1.9, so it's a PWAD.
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