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About riderr3

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  1. riderr3

    Final Doom The Way id Did

    Last room layout suspiciously looks similar like Abattoire's final room.
  2. riderr3

    Good to be back after 23 years

    Welcome back, marine! Check out the cacowards section at the top of the page. It's annual award ceremony honoring the year's top releases.
  3. riderr3

    what are you working on? I wanna see your wads.

    Nothing too fancy, just making vanilla map for 1000 lines project. Pipes, tunnels and some rocks.
  4. riderr3

    Is Doom Builder 2 Development Discontinued?

    I wonder did Romero still use DB2. His new mapset is on the way.
  5. riderr3

    Recommendations for E1 WADs to play

    https://www.realm667.com/index.php/en/texture-stock-mainmenu-152/607-doom-textures-for-doom-ii I think they removed them because it's not suited well for Doom 2.
  6. riderr3

    doom2's map01 quakestyle

    That's what brown sky from doom 2 is made for.
  7. Strangely enough, GZDB don't have such configs for Doom 1, so you have to add new configs based on Doom 2 but without mentioning Doom 2 things (GZDoom_DoomDoom.cfg and ZDoom_things.cfg). They are in the "configurations" and "includes" folders of GZDB.
  8. riderr3

    1000 Line Community Project - No map slots left

    Community project with limits? @Liberation please put me for E4. Also what about difficulty settings? I mean do we need setup things for different skills?
  9. To be correct, fire sky consume 4x less space in the VRAM space. But on another side if I apply fire skies, some big maps with enormous structures have "Z Malloc: failed allocation on *******" error or significant slowdowns (even if I remove some linedefs). I've encountered it by myself on Adm. Center just by changing static hell sky on fire sky. So the skies need to be chosen wisely. I think that's the cause in PSX Final doom maps Quarry and Lunar Mining Project have static inferno sky, because at the outside the slowdowns is already noticeable. Well, if the lost souls would not to be randomly stucked, there is less chances to beat this map 馃槒 Even a small redesigns would cause huge changes. And in this case it is need to check everything well.
  10. riderr3

    Doom Console Palettes

    Interestingly enough, PSX Final Doom have more palettes than PSX Doom. I realized that when use VRAM viewer cheat (found by myself) and saw some graphics which have wrong palette in FD VRAM viewer. Also because of that in FD 3rd sky from Doom2 have slightly orange tone. Different skies uses different palettes also.
  11. riderr3

    Came here for advice on whether I can...

    Clearly to say GZDoom TC which released couple of years ago even not connected to the PSX Doom engine (it's an imitation), there is even the format of the maps in the UDMF, not to mention the rest. Don't even think about improving graphics in PSX Doom (if you mean modding the game itself). Because this is beyond PSX capabilities and game is already slowing down in some heavy places. This game will best played on CRT screen. Also the GEC team made much accurate version "Master Edition" for PC also (because they hacked PSX Doom). Thankfully I have fat PS2 and CRT which very good to play old games.
  12. Just fix other bugs on this map and improve framerate on starting area. GEC will then check if this map really has a issue with animation, and they probably know how to fix that. Tomb of Malevolence is very small map, only have imps and one cyberdemon. Personally I'll handled much more complex and huge maps and never got into such dead ends.
  13. As already mentioned, the mapping for PSX Doom is not a walk in the park. T O M which in Beta 2 has a normal animation. It is possible that not only the map is damaged but also the tools. It is better to check just in case.
  14. riderr3

    what are you working on? I wanna see your wads.

    I'd say it's about the Urania level of difficulty, maybe a bit toned down in some places. And most maps are long enough and non-linear, especially MAP04 "Heavy Industry" and MAP15 "Pyromagic". Just more balanced in some terms, as example you will get more powerful weapon earlier on harder maps. The last maps especially will be harder and looks and plays like Urania ones. 15 maps are ready and less than 2 more to go. Anyways I need retexturing on some maps and dehacked clean-up. The progress is slow, but happening.
  15. riderr3

    what are you working on? I wanna see your wads.

    More progress for Adonis: Escape from Urania. I continue to work on the space station map. Screenies are very WIP so things can be changed. Some power plants inside. Your spaceship is docked. You leave Urania on it. Imagine a space station size. Red card protected by forcefield which should be turned off. Moreover you need to find a spacesuit for this area. 小inema. You can turn on the projector and open the secret place later. Some kind of waste storage at the west wing of space station. It needs more solar panels probably. You can see Urania on background.