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About axdoomer

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  1. axdoomer

    Cursed Doom Images

    This guy shoots at you but he has no magazine loaded on his gun... He also has no neck!
  2. axdoomer

    Cursed Doom Images

    This is the cringiest version of Doom, I like it.
  3. axdoomer

    Things about Doom you just found out

    I liked the 1.666 version of MAP02 better.
  4. axdoomer

    Cursed Doom Images

    Demons after they've eaten too many space marines
  5. axdoomer

    Ultimate Doom: How we saw '95 [CANCELLED]

    I think this is acceptable. I did this in my map because some areas become inaccessible due to linedef actions, and also because the map is too huge for deathmatch. I based my separate deathmatch arena off a specific area of the single-player map that had a great layout for deathmatch (so it still looks like the same map).
  6. axdoomer

    Cursed Doom Images

  7. axdoomer

    What do you hate most about doom?

    The Arch-vile creating ghost monsters from crushed corpses.
  8. That's true in vanilla Doom, except in source ports where there's one more pointer that monsters use to remember their previous target. In ZDoom, from my link above: target->lastenemy = target->target; // remember last enemy - killough Not sure what's the history behind this bug fix.
  9. Yes, monsters remember their previous target. It's an old feature added to ZDoom and Boom. I know you can toggle it on and off in PrBoom+'s compatibility menu. Here's a comment related to this feature in ZDoom's code (dated 2/15/98): https://github.com/rheit/zdoom/blob/master/src/p_interaction.cpp#L1553
  10. axdoomer

    Cursed Doom Images

  11. axdoomer

    Ultimate Doom: How we saw '95 [CANCELLED]

    I've been working on my map for a while now and it's 80% complete. The real wad size is about 3x times larger than the zip file, so it went over 500KB. The map includes a deathmatch arena, this alone accounts for ~20KB once compressed. Still, it will take a few more months to complete the whole thing.
  12. axdoomer

    Things about Doom you just found out

    Vanilla Doom, version 1.1. Shoot in a straight line, when the monsters walk along the wall, you'll hear them get hurt. If it doesn't work, try different distances from the wall. Holy cow, this broke the map! These lines have the action S1 floor lower to lowest floor, but their tag is 0.
  13. axdoomer

    Doomcute thread

    A red forklift-style vehicle with a rear-engine, equipped with a drilling rig strapped in front (Doom 1). Driver's perspective:
  14. axdoomer

    live on.wad-deathmatch

    Isn't shoot2.wad a far better mapset? The maps are way more original. I'd suggest taking inspiration from this one instead.
  15. axdoomer

    Things about Doom you just found out

    In Doom v1.1, you can't telefrag monsters. Also, linedefs actions that teleport monsters only didn't exist in this engine version. In all Doom versions: This door on the left has a tutti-frutti in the top (E3M5). It is never seen in-game because it's a door that opens but never closes and the player comes from the other side. On the same map, you can shoot plasma bullets on this wall (cyan) and it will damage/kill monsters on the other side. I would guess it's because collision detection is done on monsters first and plasma projectiles travel fast enough to bypass any collision test against the wall.