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Scypek2

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About Scypek2

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  1. Scypek2

    The Doom Confessional Booth

    I made a 60-level wolf3d mod about fighting an organization that uses the ersatz-swastika from E1M4 as its emblem. (by the way, this is unrelated to Doom but the thing on the left is an exploding dove. Because war is peace.)
  2. Scypek2

    Any Doom-related dreams?

    Last night I had a dream, or more like a rerun of a dream, about a non-existent secret at the beginning of Batman Doom's map01. It was really easy to miss and required the player to backtrack from the very first rooftop. It apparently contained an entire mini-scenario within it, about apprehending some burglar who broke into a house. And it was ridiculously elaborate too, with police coming and escorting him later. In addition, the devs already used up all the available dehacked magic on the main levels, So they had to implement that whole scenario in pure vanilla. And they did, somehow, even though it looked all janky. Speaking of dreams, does anyone else find Batman Doom's map04 eerie? Aka part 2 of Killer Croc's mission. Part 1 ends with you emerging back into a city, while part 2 starts in a... tiny town? With just a few blocks, enclosed within a fence and no other buildings in sight, besides the ones making up a panorama. There's no entrance or anything behind you, as if you jumped over the brick fence to get there. Right away I got a vibe that I'm about to fight the boss, and I'm gonna kill them and subsequently end the level before I can explore most of it. But no, the level keeps going, you take a road to nowhere and after one more trip back and forth you drop into some more sewers, leaving the weird town behind forever. Then you emerge once more, and you're... at a lakeside, I guess. I feel like Croc just moved on to live in a hut away from everyone, but you barged in to interrupt his retirement. Maybe I'm missing some comic lore.
  3. Scypek2

    Things about Doom you just found out

    Wow, and I thought this was egregious.
  4. A Doom Odyssey 2: Much ADO About Nothing
  5. Scypek2

    Post Your Doom Picture (Part 2)

    I'd shift the height of the window back there if I were you, so that it aligns with the bricks. With textures like GSTONE it tends to be more hassle than it's worth (especially in a basic vanilla style map), but it should be much less of an issue here and it'd make it look much better.
  6. Scypek2

    Annie: Episode 1 released!

    The dusty spaces look cool! It seems to me like using different fade colors became a lot more uncommon once the novelty wore off (so, a long time ago). But if selected well, it can be a great and simple way to make a place look distinct!
  7. We could fill a whole another thread with Go 4 It puns. Maybe someone should make "Go √-1 it". It could just be "go imagine it" on the automap. It would have to be a slaughtermap with gameplay at least as weird as The Sky May Be, or it wouldn't do the name justice.
  8. Scypek2

    The "stupid mod idea" thread

    Doom the way Doom The Way Id Did Did: notice style differences between IWAD maps and Doom The Way Id Did maps, then extrapolate from them and make a new mapset out of that. Repeat with the resulting mapset to make a sequel, and keep it up like a big game of telephone. Inspired by this.
  9. Scypek2

    The "stupid mod idea" thread

    Nah, not as an option, just make every weapon and monster swear in a different language.
  10. Scypek2

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

    Sounds like Pompous Seed's Nature's Call mod, but less sublime.
  11. Yeah, occasional puzzles in doom maps are fun. Especially if they just lead to extra stuff, like both of those in the IWADs. I added a classic rising bridge puzzle to my Infernew contribution!
  12. My issue was too severe to blame solely on being too close for the revenant's missile attack, but it seems like removing the revenant's melee attack messes with its head! I just gave it a "melee" attack that just points to the ranged attack, and now it works as it should, fixing the issue regardless of distance! I still don't know why it wasn't even shooting when far away, but the issue is fixed now.
  13. I made two dehacked monsters. One replaces the hell knight, but functions pretty much like the zombieman. The other one replaces the revenant, and functions pretty much like the shotgun guy. The two enemies are extremely similar, their states are laid out pretty much identically aside from the attack sequence (which, by itself, works just right for both enemies), their thing properties are very similar too. Which is why it's so baffling that the quasi-zombieman works perfectly in every way, but the quasi-shotgunner never ever tries to attack on its own, despite noticing the player and chasing them just fine, and only attacks when hurt by the player (only one attack, then goes right back to harmlessly chasing). Is this some hardcoded gimmick specific to the Revenant? That's the only hypothesis I have at this point, but why would it make an enemy so non-aggressive?
  14. It's the same action as in the rising bridge puzzles in E2M2 and MAP12. It changes the effect (to the one in front of the trigger linedef), and leaves blinking lights intact since they're their own thing after the map's initialized. Exactly as I intended.
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