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About NightFright

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  1. NightFright

    Dimension of the Boomed (Release Candidate 2)

    I wonder how OSJC's Quake weapons he made for Heretic would fit into this project... Anyway, this is a great release and certainly Cacoward material. I'd still like to see reduced enemy amounts for lower difficulties implemented eventually, but it's quite possible to beat it even for a rather modestly skilled player like me. ^^
  2. NightFright

    Doom, but everything is fucked up.

    Man, with this shiat activated, I wouldn't ever make it out of the first room in Entryway. Not without puking all over my screen, keyboard, tower... Now all that's missing for the perfect experience is to check this out in VR. If any of you manages to play through the whole Doom 2 campaign like that, I guess a new category of insanity needs to be invented.
  3. NightFright

    Dimension of the Boomed (Release Candidate 2)

    There seems to be some issue with the DEHACKED of RC1. GZDoom gives this error message: Frame 750: Incompatible code pointer 'RandomJump' Not a showstopper, but I'd like to know what's causing this... *Edit* I see that the issue had already been reported, with a different frame number, though (705).
  4. NightFright

    Dimension of the Boomed (Release Candidate 2)

    They look quite good here, actually.
  5. NightFright

    Ultimate Doom Redux v1.0 [GZDoom]

    There is a secret exit in map31? I may have a glitch in the mapinfo file, then. I always pointed both map exit defs to the next map (in case of map31, 32/32 instead of 16/32). But not 100% sure. Gotta check it.
  6. NightFright

    Dimension of the Boomed (Release Candidate 2)

    Will there be keycards in the game? Until now I have only seen keys. The cards only appeared in the first levels of each episode (the gateway maps) IIRC.
  7. NightFright

    Ultimate Doom Redux v1.0 [GZDoom]

    I would also love to see difficulty levels implemented eventually. I can do UV but I'd like to explore the maps in a more relaxed way without this insane slaughter going on. I'd say reduce monster count for ITYTD and HNTR by 50% and HMP by 25%.
  8. NightFright

    Ultimate Doom Redux v1.0 [GZDoom]

    I guess it's much later than map02, actually. Probably map07, just cannot check it right now. The end is based on E1M7 (Computer Station) and I guess it uses the map07 special (once you kill the mancubi outside, a small pillar with a soulsphere or something lowers). You need to go outside to reach the exit door which requires all keys. To reach that area, you have to lower a lift in the room where the exit in the original map used to be. This lift is the one I mean. Once it takes you down and you leave it, I didn't find a way to lower it again. Effectively, this gets you stuck in the outdoor exit area. Unless there is a switch or something I did not see.
  9. NightFright

    Ultimate Doom Redux v1.0 [GZDoom]

    I dunno if it's the same thing cornchips reported, but when you reach the outdoor area in map02 going for the exit door, you cannot return to the indoor area since the lift won't activate from the outside. For me it sucked because I didn't have all the keys to leave and had to go back.
  10. NightFright

    Dimension of the Boomed (Release Candidate 2)

    Dunno if it was noticed already, but some doors and objects still refer to the skull keys instead of the gold/silver/blood keys, e.g.: You need a yellow skull to activate this object The appropriate keys to add to DEHACKED are PD_YELLOWSO PD_REDSO PD_BLUESO If you also want to cover the entries that ask for yellow/blue/red key: PD_YELLOWK PD_BLUEK PD_REDK Yellow/blue/red card: PD_YELLOWCO PD_BLUECO PD_REDCO Other than that, awesome maps which totally nail the Quake atmosphere! Everything looks and feels totally polished. This is basically the Doom/Quake conversion I had always dreamed of. Thank you so much for creating this, it's amazing!
  11. NightFright

    Ultimate Doom Redux v1.0 [GZDoom]

    Glad that the mapinfo was of some use to you. It's really a nice addition to have a bit of the Ultimate Doom structure in the menu and the levels, isn't it? I need to get started with episode 2 soon! ^^
  12. NightFright

    Ultimate Doom Redux v1.0 [GZDoom]

    It's a pity you didn't implement difficulty settings in this one since I am not a fan of Ultra Violence gameplay. But well, at least you get the benefits of ITYTD if you choose the lowest difficulty (2x ammo, 0.5x damage taken). Still helps to some degree. Anyway, I couldn't resist making a MAPINFO for this one. What it does: - Lets you select Map01, Map09 and Map31 as Doom 1 episodes: Knee-Deep in the Dead, The Shores of Hell, Inferno - Episodes end with Map08, Map15 and Map20 - Episode ending texts from Doom 1 - Level names from Doom 1 - Skies assigned to levels according to Doom 1 (Map01-08: SKY1, Map09-15: SKY2, Map16-20/31-32: SKY3) This should give a nice extra touch to this project. Hope you like it! mapinfo_udr.zip
  13. It's going to remain a controverse discussion. To glow or not to glow, that's the question! Anyway, my edition will always have them. Maybe it's not "vanilla", but it looks cool, at least if you ask me. If you don't like it, feel free to change it for yourself, that's quite alright. Everybody is going to be happy!
  14. NightFright

    H.P. Lovecraft themed wads

    As stated above: Rylayeh. It can hardly get any more Lovecraftian than that. Link: https://www.doomworld.com/idgames/levels/doom2/Ports/p-r/rylayeh
  15. Well, you can try. As I stated earlier, you can turn off texture brightmaps in current releases by simply commenting out the texture lines in the definitions. If you do that, you are basically half-way there already.