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Everything posted by Darch

  1. Darch

    Doom 1 or 2?

    Let's not forget the bulky imp with a rocket launcher.
  2. Darch

    Doom Levels That Influenced You

    Cannonball's "Thy flesh turned into a draft-excluder", especially open non linear exploratory maps like E4M3.
  3. Darch

    Weirdest damaging floors

    Well, you had your answer the whole time. I was just stating that you description matched exactly a inescapable pit, not saying it was good design at all.
  4. Darch

    Weirdest damaging floors

    That would be basically a inescapable pit.
  5. Darch

    Weirdest damaging floors

    There was a map where you got harmed for standing too close of those stock marbfaces textures. The damaging sector was brighter and maybe there were some candles, I don't remember well.
  6. Reuploaded this, since I found a major mistake in mapinfo: maps 02 and on would lead to themselves instead of next map, at every port other then PRBoom. I forgot to update the nextmap entries when adding MAP02. Here's the new link: http://www.confrariadacosta.com.br/doom/preacherv07b.zip
  7. Thank you sir! Hope you enjoy the other maps. Hahah I wonder how did even it got up there, which port were you running? I will do some tests with block monster lines to see if it doesn't get too much in the way of flying monsters.
  8. Thank you Keyboard Doomer!! Downloaded. That will be very much appreciated! Fixed, thank you again. Will do!
  9. Another map done: It runs on slot 2, it's very short. In fact, this pic is the whole map. Version 0.7 download link: http://www.confrariadacosta.com.br/doom/preacherv07.zip Any feedback is appreciated!
  10. When I read "casual on HMP", I started an FDA for this. Pieces of my ass are still lying on that lake at the first room. But nice job Fonze! I watched the demos, it's pretty good.
  11. Lots of sprites have been ripped already, this site is a great resource: https://www.spriters-resource.com/snes/superghoulsnghosts/ You probably will find more sprites searching for other versions of the game at this site, Ghosts n' Goblins, etc. Good luck on your project, and welcome to Doomworld.
  12. Here's an unsucessful FDA for MAP01: http://confrariadacosta.com.br/doom/cadarch.lmp I get 6% health, backtrack, get out of ammo, get lost, and die. This demo is quite long, watch it only if you're having sleeping troubles, it might help. I liked the map, by the way. I always get lost and die, any map.
  13. Darch

    Doom 1 or 2?

    And fast imp that doesn't shoot fireballs
  14. Darch

    Too lazy to make second version

    I keep changing everything forever until I upload it to the archive. And I take years to upload anything to the archive.
  15. I also missed the rocket launcher, but since I had many rockets and no ammo for other weapons, I went back and searched until I found it. I wouldn't tag it as secret, as it is almost mandatory to get it due ammo balance (at least it was for me). The rocket launcher itself is visible enough, the way to get it is that could me more noticeable.
  16. Just finished it on UV. Fantastic job! My favorite fight was the arch vile over the pillars. Architecture and visuals were superb, as already mentioned. Really creative use of stock resources. (like that 3 eyed two nosed golem :) I agree with Wilou that the final fight could be improved, as it was easier then some previous fights; I accidentally fell near the exit after picking the yellow key, skipping the most dangerous enemies. Just had to BFG some monsters near the exit teleporter and it was done. You asked about difficulty, it was just right for me. There are lots of ultra hard mapsets around, it's good when someone tunes difficulty for us average players :) Hats off!
  17. Darch

    ALIENS: Legacy

    Speaking of HUD, any chance of Sigourney Weaver on it? Heh, anyways, the red headband is a cool Aliens 2 reference. Lookin' good!
  18. Darch

    Damaged enemies sprite mod?

    Yes, this could be easily done with Zdoom's decorate using a check_health command. The real hard work would be the sprites themselves. This is a neat idea, would not be nice visually only, but also a way to indicate monsters health. I always thought that fighting games like Street Fighter should feature this.
  19. Finished this map recently:
  20. Oh boy, those multiplayer starts again :P I test single player 100 times and always leave those out. Thanks for pointing it. About how many more maps, I guess there will be only one or two more small maps at first slots. I'm aware that Romero can be shot with free look, it is intended to be played without modern features, but maybe I could change it a little bit to avoid this cheap way of killing him. I don't know, is it is bad design? We're in 2017, after all. And what's TNS, by the way? I'd like to tune properly this mapset for multiplayer. And here are the screenshots (with updated shots from previous maps):
  21. Played the first two maps. Really good looking, congrats. It also plays very well (I took a while to find the very first button to cross the bridge at MAP01, but I'm dumb). MAP02 was even better, with that open layout and monster mobility. There's enough space to run away from a battle, but monsters can also chase you back. Pretty awesome.
  22. Darch

    Dimension of the Boomed

    I played the first map and this is just incredible. Keep up the good work!
  23. Darch

    Working on a prison map. Any ideas?

    You could start in a cell with only a spoon and have to dig a tunnel behind a poster on the wall for three years.
  24. Darch

    Hocusdoom RELEASED (in /idgames)

    Great pics! I thought this project was on a break when I read the thread title, good to know there are new updates.