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Xfing

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About Xfing

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    Dank Marine

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  1. Xfing

    Strife questions

    I opened the conversion chapel level in Doombuilder for instance and it does let you select from among premade "actions", for instance the action that gives you health & stamina and many other things is assigned to the wall where the big switch to disable the converter is. What would it take to add more actions or edit the existing ones, though? Doombuilder definitely doesn't let you do that. I was thinking of modding the game for my personal use with disabling the final 3 automatic stat rewards by removing those portions of the events that grant them, and placing voucher pickups somewhere in the vicinity instead. That way it's possible to complete the medic's and arms trainer's dialogue. That said though, "Macil has authorized the implant for everyone" should probably be changed to "Richter" at that point, since the only humanly way you could get to seeing that piece of dialogue is when Macil's already dead. Unless I'm missing something, in that case it probably shouldn't be too difficult to assign this to Macil's "alive" flag and display the proper name depending on his status.
  2. Xfing

    Doom 1 or 2?

    It's impossible to overrate the gameplay additions that Doom 2 introduced, with the Super Shotgun, Megasphere and so many new monsters. In terms of texture choice and atmosphere though, both were way better in Doom 1. Not only did it have prettier looking textures and levels across the board, the atmosphere was better too. One possible exception might be level 28: The Spirit World, which felt much more disturbing and depressing than any hellish level from 1. Those felt welcoming by comparison, I'd even say. Which is not to say of course they were worse, just felt different, a more "friendly" Hell if you will, which I also appreciate very much. I really enjoy fanmade WADs in the style of Inferno, much more than any Hell on Earth inspired ones, in fact. And yeah, The Citadel was one of the best Doom II moments, precisely because of how Doom 1 it felt. It was clearly a repurposed leftover level and it shows.
  3. Xfing

    Strife questions

    1) Does the berserk power-up from having all 3 talismans in Veteran Edition stack with the stamina implant, or does it set your punch damage to a certain value that's not amped up further by the implant? 2) What would it take to mod the game to replace the instantaneous stat rewards you get in the late portion of the game with vouchers? There is dialogue with Gerard and Feris that's clearly still there and there are obvious further versions of the implant/more training lessons which you never get. I can undersand the devs wanted to minimize backtracking in the final portion of the game, but I think it'd be more immersive to get vouchers instead of automatic boosts - the only one that makes sense is the one from the training facility.
  4. As in, takign all the maps from Strife and gluing them together, just to see what we'd end up with. I'd quite like to see something like this.
  5. Xfing

    The Doom Confessional Booth

    I know right?
  6. Xfing

    The Doom Confessional Booth

    Until relatively recently, I thought Hell Knights and Barons were actually wearing pants. Medieval style, plain sackcloth pants, due to the tan/brown color of it. Turns out it's actually leg fur instead. still looks like pants, I say.
  7. Ahh gotcha, thanks. I must have missed that on /idgames, as it's not stated in any easy to read place.
  8. Hey, I've been playing this WAD, since I'm a sucker for WADs stylistically close to the first two games, and more recently I've developed a taste for Doom 1 episode replacements (DTWiD, NEIS, Deathless and more). But when playing 2022: ADO - episode 2 specifically - I've noticed that certain walls don't lower for me and certain switches that are supposed to work multiple times, work only once - leading to frequent soft locks. Is this a known issue in Crispy Doom? Should I be playing in a GZDoom-based port instead? Thanks
  9. Xfing

    The Doom Confessional Booth

    Nice, I thought that was just something a non-native speaker like myself would do. Looks like it's just pure, basic intuition to do so, after all :D
  10. Xfing

    The Doom Confessional Booth

    I used to pronounce UAC as "you ack" before I heard the proper way to pronounce it lol
  11. Been replaying KDiZD again for funsies, really liking it too. So I'm really hoping to see this thing eventually see the light of day too >_>
  12. Xfing

    Bullet weapon balance

    Yeah, either that or just add a slot 2 replacement pickup that works like the Eviternity pistol, or with an intermediate rate of fire between the pistol and the chaingun, and pinpoint accuracy. What really baffles me though, is that they had a much better shooting sound for bullet-based weapons back in the alpha, no idea why they went with the sound they used in the final game for the pistol/chaingun. Restoring the original assets could be a pretty nice way to go about this
  13. Xfing

    Bullet weapon balance

    That definitely sounds nice from a gameplay perspective, will mix things up a bit for sure! I'm personally interested in an expansionary approach, where you don't sacrifice anything, but I'm aware that sort of thing is only available using Decorate, so it'll only work wiht ZDoom-based source ports :(
  14. Well, I'm a complete noob when it comes to doom mapping, much less modding. But I'm still curious what it would entail to make a functional weapon, where are the stats and properties that are to be edited and how to put it all together. The monster and sphere behaviors can fortunately be traced directly from Skulltag, or in the monsters' case, they come with coded behaviors already when you download them from Realm667.
  15. Is adding stuff without the need for replacing anything currently only supported by ZDoom-based source ports, with the use of Decorate? That'd be a bit of a shame, but still better than nothing, I guess. ZDoom makes some alterations that break vanilla compatibility, after all... But since I'd like only expansion without altering anything, that'd pretty much have to be the way to go anyhow. After getting a better idea of additions made over the years, I think I'm getting closer to curating a list of additions that would feel natural and organic for a "Doom III", without being gratuitous/overwehelming. For now, this is what I'd do: Weapons: - Full Auto Gun - using the 0.4 beta machinegun pickup sprite and graphic, this could be the first upgrade to the pistol. Dropped by zombiemen, could work pretty much like the Eviternity pistol (or perhaps with a teensy bit higher RoF). Doom's bullet-based weapons would then finally match Wolf3d's equivalents - Precision Rifle - could work just like KDiZD's rifle, but use the 0.5 graphic instead, which is prettier. Peak sniping weapon for dispatching distant, heavy targets and crowd control alike Spheres: - I think only the Skulltag Doomsphere and Turbosphere are distinct enough in the way they work to warrant inclusion. All the other spheres from Skulltag feel superfluous, as they either improve or provide equivalent functions to those of the OG spheres. These two could really mix up the gameplay meaningfully though. Monsters: Since id themselves proved that they're not averse to recolors whatsoever, I can rest easy including recolored monsters. - the OG dark imp from Skulltag. Black with yellow eyes, twice the HP and a faster projectile. Long overdue, doom 64 and now also eternal already have improved imp recolors - Belphegor - since id themselves recolored the baron once, why not do it again, this time also providing a variation that's a bigger offensive threat? - Blood demon - the version with the metal spikes and legs, a rightful fan fav definitely - Bruiser - these guys would fill in the vacancy at the uppermost tier of monsters really nicely, since there's only the cyberdemon and the spider mastermind there at the moment, and this guy is the only custom monster meant for that tier that doesn't look like a frankenstein - One or maximum two extra classes of zombie, not sure which ones tho. Looking for a good mix of looks which aren't just a recolor and a matching combat role that isn't redundant with the original zombies. Would consider the rapid fire zombie that appeared in KDiZD and the new chaingunner, but both would tempt to add equivalent guns to go with them, and the number of bullet-based weapons is already enough at 3. Could move the drop of the full auto gun from the OG zombieman to the rapidfire zombie though, making it a shade rarer, solving this issue. Plasmagun zombies sound good on paper, but not sure if they've got a good enough looking sprite to use, plus we've got Arachnotrons already. - As for caco recolors, probably not needed. Pain Elementals were already meant to be improved cacos after all, for all intents and purposes. That said, I do second the belief of many posters here that some monster around the threat level of an archvile that can also fly would be a nice inclusion. Would be a bit tough to find one that's not a frankenstein and does fit in aesthetically, but I think it can be done. So yeah, that's all I can think of for now. But I believe this concise list of additions would make for a pretty fun, exciting and complete feeling base for megawads.
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