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Everything posted by Darch

  1. 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!
  2. 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.
  3. 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.
  4. 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.
  5. Darch

    Doom 1 or 2?

    And fast imp that doesn't shoot fireballs
  6. 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.
  7. 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.
  8. 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!
  9. 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!
  10. 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.
  11. Finished this map recently:
  12. 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):
  13. 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.
  14. Darch

    Dimension of the Boomed

    I played the first map and this is just incredible. Keep up the good work!
  15. 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.
  16. 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.
  17. Thanks Altazimuth! Some wav files were weird indeed, they played at half speed, I recall having to change their speeds. Glad you could fix it at Eternity's end, PRBoom and ZDoom didn't show this problem. Ok, so here's Preacher version 0.6: confrariadacosta.com.br/doom/preacherv06.zip Major updates: - A new map (slot 06); - No more death exits; I tried to balance it for both continuous and pistol start game modes, and ammo has been drastically reduced due to this; - Those Poor Bastards music is back, but not along the maps; - New sprite edits (Zombies and some itens (TX Ezepov!)); - New sounds and maniac laughs for our sick hero; - Map names, new hud (still sucks), etc. I tried to do everything from my "to do" list, in case I disappear again :) MAP06 lags on ZDoom, but IDK, my computer is crap. PRBoom runs fine. There are some screeshots at the top of this page, I'm going to get some new ones, but it didn't change much.
  18. Thanks Memphis, well I couldn't figure out either what it is. Guess I won't waste more time on it since I suppose everybody is using the latest PRBoom version. What bugs me more is that I still have an older version with this exact sky working properly, but I've made too many changes since then that I won't recall. BTW the new map is almost done, I'll post it in a few days.
  19. Darch

    What has Doom taught you?

    I've learned basic graphic editing while modding for Doom and that has been quite useful for many other things, even work :)
  20. Thanks Aquanet, graphically it sure does look like this, but the strange thing is that it happens with any texture I use to replace sky, so IDK. It always tiles with that weird colored line. I´ve also tried tagging every sector in this map with the right sky tag (to check if I missed some sector) but the bug is still there. Weird.
  21. I'm having this tile issue with a transferred sky: Have someone seen something like this before? I could't find the problem by myself. This only happens in PRBoom 1.3. ZDoom and PRBoom 1.4 display it fine. But I had it working normally in previous versions of this map, even with PRBoom 1.3, so I probably screwed it at some point. Things I already tried: - deleted the sky graphic and imported it again; - deleted this texture and patch at TEXTURES lump, and added again; - deleted, as a test, the sky texture from the upper sidedefs that transferred it, and got this: - untagged some sky transfer sectors to see the result, and it was quite different: Thanks in advance!
  22. Darch

    Doom Turns 23: No End in Sight

    Yay, Cacowards! Congrats to all the winners! The 11th Cacoward was a perfect solution for the dilemma.
  23. Darch

    How do you make your music decisions?

    Yes. This is the first site that popped when I googled "game midi". There might be something that fits there: http://www.vgmusic.com
  24. Darch

    Things about Doom you just found out

    Picking Super Shotgun doesn't light up slot 3 in the hud (PRBoom+)
  25. Darch

    Any Good Spooky Horror WADs for Halloween?

    I've made this some years ago: Not so good in gameplay department, but certainly fits the spooky spot. wad link: https://www.doomworld.com/idgames/levels/doom2/Ports/d-f/deadhere