Argent Agent

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About Argent Agent

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  1. Yeah watch out Decay is going to challenge you for Iron Chef
  2. Going to have to second Decay on this; I've seen wads that made vanilla's texture limitations look okay. This isn't one of them; most of map is empty and void of any detail, with questionable brick walls and rocks scattered outside and an underwhelming base inside (the player apparently starts at a giant toilet too). I ended up having to use the automap for most of the map because nothing looks defined in this map of hallways and large, empty rooms, and ended up spending about a third of the time just trying to find a weapon.
  3. Pretty generic, particularly for maps that are just shooting rockets from a box into a smaller box with a boss brain in it (the original MAP30 was shitty as it is). I don't mind the monster spawners if used appropriately (fuck telefragging).
  4. I think Jdagenet said he wanted someone to make a rap about him; he said he'd also do a rap in return. :)
  5. No. Just, No.
  6. Fist is bad (along with berserk fist) with vanilla/compat emulation settings because the fist can't even hit fat enemies. Otherwise berserk fist is okay, but the fist will always suck.
  7. Yeah I never really cared for this; I'd also pair it with the lack of freelook as well. Also: -Archvile ignoring Z-Height. -Archviles resurrecting Barons of Hell. -Items getting crushed by doors. -"Old Weapon Switch" (automatically switching weapons upon pickup between ANY weapon - problem solved by most source ports, though some people apparently think this feature is necessary) -Both the limit of 256 colors and Doom/Doom II's original palette - It's pretty tiring seeing the same awful colors in the palette. -Generic Projectile Monsters (Imp/Cacodemon/Hell Knight/Baron of Hell/Revenant (when firing non-homing missiles)) that could use more interesting behavior -Wide Damage Ranges over Small Damage Ranges (10 to 80 instead of 20/30 to 60) -Slow Projectiles
  8. Had some fun for a few days modifying some textures; pretty happy with the results and am finally getting on to making a map...
  9. Yeah dwango has not aged very well like a moldy bread (same goes for terrible dm sets like gothic) - in fact getting people to play dm is sometimes like pulling teeth. Better off with packs like Exec, DBAB (yeah I'm a shill), or Eon.
  10. I think Complex DooM is better than both of them; it's even better than vanilla.
  11. People still giving terrywads attention? No wonder they aren't dead yet.
  12. I mainly learned through trial and error. Later on I looked at different maps for examples on how to do certain things and went from there. I didn't really rely too much on tutorials, though there were some things like transfer heights and the boom functions where explaining & showing how they actually worked helped out a lot.
  13. Transformation Palace A castle/dungeon map that you have to build through in order to progress to the top that progressively gets more difficult. Ceilings aren't as detailed as the floors because I don't feel like making a million billion dummy sectors and no one should be looking at the ceiling (until the Cacos and Pain Elementals appear of couse). 272 Things (including 16 Player Start things). Music: Chex Quest III: E3M5.
  14. Depends on the mapset for me. Easy mapsets like CQ1 through CQ3 can be done on Skill 5 no questions asked. Usually though when Nightmare is too difficult I just end up switching fast monsters on.
  15. Sign me up. Glad there's that extra week - this upcoming week is already going to be pretty busy, but I plan on working on a layout (as well as other things) after this upcoming week.