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Ichor

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Posts posted by Ichor


  1. A large, flying gargoyle type enemy would have been nice. He could shoot huge fireballs at you from far away, and use a sword (obviously bloody) for melee attacks.
    A chainsaw guy would have been nice, but he would have to be either very fast or very tough for him to be effective.
    Or maybe a different kind of imp or Hell Knight. Instead of throwing fireballs, some kind of tentacle or something comes out of his hands and goes into the ground. About a second later very large and very sharp spikes shoot up from the ground right about where you are.


  2. Apparently, there's two things that he didn't understand.

    1 - Hell is eternal. Once he goes there, he can't change his mind and decide he wants to spend some time in the Alps to cool off for a bit and go skiing.
    2 - Not five minutes after he arrives (actually, no one is really in Hell, or the Lake of Fire, yet) he will be far blacker than anyone he may have hated when he was alive.


  3. That sort of thing can only be possible by C++ coding. Besides, the only that this would be good for are boss type monsters like the Cyberdemon. If you really want to replace an enemy with Majin Buu, it will take a lot more work than simply making a monster with the ability to heal himself. For this, you will need to know something about his behavior. For instance, he doesn't just heal himself, he heals himself completely. You could unload every single rocket you have and use up every single plasma shot to get him down to 50 HP, and if given the chance, he will restore himself to his full health (somewhere in the thousands maybe?). For this reason, using this in Doom is not a good idea. I could say more, but I don't want to spoil the rest of the series if Final Atonement is the last episode you've seen.


  4. The maze was a a good place to practice using the Berserk (and grab some extra shells in the process), since all that were there were shotgun guys, demons, and spectres. I never did manage to figure out how to get that computer map on the ledge, but then again, I never really bothered to look for it.
    To those who don't expect it, the plasma gun trap is a good way to really surprise someone. Just make sure to kill most of the enemies outside first, or you might end up with a major problem.


  5. Strange... I've been working on something for Hexen, and I gave an old version of it to a couple of people to test it. One of them had Windows XP and although he could play normal JHexen on it, he couldn't play mine. DeuSF would not work on his computer. It was only after he was able to use DeuSF on another computer, one with Windows 98, and merge it with the iwad and load the new iwad onto the XP computer, did he manage to get it to work right.


  6. Well, I put all my wadfiles for Doom in the main Doom directory, all the Doom 2 wadfiles in the main Doom 2 directory, all the Hexen wadfiles in the main Hexen directory, etc. They don't all go into one enormous directory, regardless of what game it's for. That would be confusing and a bit silly.


  7. I guess it's because it basically a big square with a small pillar in the middle and a few odd rooms on the side. Once you walk into the middle of the courtyard, do a 360. You've just explored two thirds of the map. Still, it it's a good one. I'd say around 80 - 85%.


  8. Ok, if that's all the analysis for map 17...

    Once all the enemies outside kill each other off, this map is quite easy, except maybe the teleport into the Cacodemon room with tons of those health bonuses. I didn't like that much how you had to shoot the door to open, which meant that every time you shoot the enemies just outside, it makes that loud switch sound. Other than that, nice map. It seems like it would be good for deathmatch (haven't actually played it on deathmatch).


  9. The music in E2m6 made that map that much spookier, especially in the dark areas. The same with E3M7. I know it's the same as E2m7, but it just seems to work better on Limbo. I've always liked that map. The confusing teleporters, the enemies (the shotgun guys at the beginning didn't seem to fit though), and the general theme of that map made it seem like a place that isn't even a nice place to visit.

    As for Quake, probably the most annoying, but not scary, are those (insert colorful metaphor here) Spawns that explode in your face if you kill them, and jump all over you if you don't. The scariest would have to be the Shambler, with the Fiend a close second. The zombies were scary until I figured out how to kill them. Now they're just fun to blow up.


  10. I'm not sure about the other ones (although I do use DCK constantly), but I do know about that problem with WadAuthor. For one thing, it doesn't zoom in close enough for me to use microsectors (2x2, etc) at all. However, if you're having problems selecting certain sectors, try hitting the 'S' key. This changes to sector mode, meaning it will only highlight sectors and not things or lines. To change modes, just hit 'L' for line mode, 'T' for thing mode, and 'N' for normal mode (can select anything).


  11. I first saw it when I tried to enter that room that needed some sort of hacking device. Unfortunately, I ran into it in higher levels. Also, once you get to map 3, the savegames always end up corrupted. I think the problem may have something to do with Legacy and not Nimrod. Perhaps an earier version might work.


  12. Rockets are fun when you have a crowd of human enemies, especially on a high and narrow ledge. Those that aren't turned into smudges on the wall or gooey paste are sent flying halfway across the room. Try to hit an enemy near the back so that more will fly off, heheh. It can be done with imps, but they don't seem to go quite as far.

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