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Sergeek

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About Sergeek

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    Warming Up
  1. Sergeek

    Beautiful Doom

    For example, this one has two fire modes - pump and semi. It has more to do with reliability and to counter jamming, and such mechanics aren't present in DOOM, but you can improvise. Semi-auto shot is faster, but spread is huge, whilst pump-action shot is slower, but spread is smaller. Slower rate of fire - but faster projectile, when you aren't crowd-controlling, but fighting a single powerful target. You had that idea about akimbo style - though I can see how poorly it fits DOOM aesthetics. Go for burst fire to make an improvised shotgun? Semi-auto for pinpoint accuracy? Well it has its uses when you're trying to conserve ammo, but I concur. I switch back to shotgun only on some PWADs which offer distance, because of tighter spread. I understand you are trying to keep it faithful, but those ideas about alternative fire and silent fist you already had on your mind suggest that you do want to increase the utility of some mechanics, so why don't you increase the utility of things that need it the most? Plasma shotgun - NO, NO, DON'T REPORT ME, LISTEN! Most of the time when people are trying to work with this concept, they forget about the main advantage of plasma rifle - projectiles travel in predictable, straight pattern. Just make the gun to spit three plasma balls with fixed spread, just like our lovely mancubus does with his napalm - it fits DOOM balancing quite well. Though I also don't know what to do with BFG - tweaking fire rate and damage seems redundant because of plasma rifle. Thank you for returning to this project. Looking forward to further updates!
  2. Sergeek

    Beautiful Doom

    Loved your mod - offered the neat deal between looking good but keeping it balanced. That's why my 50 cents will be about mechanics, mainly alternative fire - don't do it at all, or do it for every weapon. It seems small, but it will grant additional tactical advantage to two weapons that really don't need the boost (SSG is the strongest choice already, single shot will render shotgun useless). Personally, I would like to have alternative fire for every piece in game, to strengthen the less popular guns. But I understand it will be a lot of work and isn't the main focus of your mod, so getting rid of this feature is also an option.
  3. Sergeek

    Port suggestion

    I just thought maybe it can be stretched, rescaled or something like that. It resets every time to default 90 when you're loading/reloading maps. This is sad, oh well. Thanks for elaborate answer! I'll try to experiment with those ports. Yeah, I know about custom huds, it's just some WADs have their own, so I can't use them all the time.
  4. Sergeek

    Port suggestion

    Greetings, fellow doomers! For the most of my demon-killing career I used GZDoom suite. Yet now, I grew frustrated because of some limitations, mainly: 1. Widescreen play - 14:9 ratio puts those ugly bricks on your status bar, black stripes over the splash screen 2. FoV - it is not a constant value, forcing me to bind it and restore to desired value every time 3. Dynamic lights bleeding - how I love the glow of lost souls, but this wall penetration is annoying So that's why I'm here - I want a source port that will offer the same level of eyecandy, modern features, but without those issues and still with support of most modern MODs/WADs. Can't you suggest something like that, please?
  5. Sergeek

    Soulcrusher 1.3 (Now a cacowards runner-up!)

    Great mod! Really enjoyed it, caught only few underworked details - shortage of secrets, final level's slaughter style mapping(goes in contrast with careful placement in previous maps) and small signle-player campaign (still is very solid keeping in mind that you did it almost by yourself). Nevertheless it's breathtaking because of it's style. There was a shooter exclusively for "Playstation One" called "Hybrid". It had similar cyber/bio-punk visuals and musical themes. Level design was also similar (although more simplistic and limited due to hardware) - large maps with lots of backtracking and multiple pathways, but only 10 stages in total. It was mediocre but the style redeemed it all. Bright yet grim graphics set neatly the whole tone of this game. I could never find something similar in this regard, but you, sir, made it possible. Too bad my gozzo freezes to death on the last boss :D Still hoping to see those lost levels and possibly a sequel, even if you think it won't bring any new features to the table.
  6. Sergeek

    Doom Expanded Final [RELEASE]

    Is it possible to run this with Zandronum? I always get the message Script error, "DEFinal.pk3:mapinfo" line 12: Intermission: Unknown top level keyword When I'm trying to play it.
  7. Sergeek

    Moderately enhanced Doom?

    Yeah, I'm using GZDoom for singplayer runs, but this one I want to try multi. It is sad, actually, Doom Expanded looks really nice, but even with skulltag data/actors trickery it doesn't work.
  8. Sergeek

    Moderately enhanced Doom?

    Greetings! I'm currently searching for gameplay mods improving arsenal/bestiary and mechanics, but only to some degree, keeping the classic style in place. Something not as radical as Brutal Doom, more like Beautiful Doom, but up to date. There is this project called Doom Expanded, but, unfortunately, it doesn't work with Zandronum. What can you suggest?
  9. Sergeek

    Brutal Doom version 18a

    Yeah, I see this in IWADs too, but for some reason those glitches are rare in originals, but happen very often in custom maps. Can't say about barrels, but sprite clipping, billboards, every option available in "dynamic lights" sections don't help with pickups at all.
  10. Sergeek

    Brutal Doom version 18a

    Excuse me for this annoying question, maybe it was discussed for dozen of times already, but still I couldn't find any solution and I'm not so proficient in technical side myself, so... I have some problems with light, more specifically - effects from pickups and some decorations. It appears that helmets and potions have "broken light clipping" - sprites just block the source of light effect. It's affected by distance and angle, so when getting close to an object, it works fine, but from side-view or distance - broken again. Almost non-existent in original PWADs, but always present in non-vanilla style IWADs. Messed with options in GZDoom(latest revision) - nothing helped.
  11. Sergeek

    Horror-themed wads?

    Thanks a lot! Happy Time Circus was good, not only in terms of atmosphere, but in terms of gameplay too. ZBlood was interesting, but somewhat raw, incomplete, and not as dark as original game - looking forward to ZBlood+. "Zombies" is just a mess, with choppy ugly sprites and bad monster placement (although, I can appreciate its devotion to film) Any other suggestions?
  12. Sergeek

    Horror-themed wads?

    Can you please name some? I already played: Cold As Hell Unloved Ghoul series The City Of The Damned(Both)
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