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Eris Falling

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  1. Eris Falling

    Doom Wiki Month in Review (Issue #4 - Late Edition)

    One other thing: I'm not sure if it was being left for later or an oversight, but Final Doom still needs skeletons.
  2. Eris Falling

    Post Your Doom Picture (Part 2)

    Fun fact, in Duke and presumably other BUILD games, walls that exploded like that literally were rigged with explosives: you had to place canisters in mid-air where you wanted explosions to happen and then horizontally shrink them to 1px-wide so the unexploded canisters wouldn't appear.
  3. Eris Falling

    Doom Wiki Month in Review (Issue #4 - Late Edition)

    WantedPages report: 4,089 - down 356 from the last issue. I have it set to display up to 5000 entries on one page...load times have definitely been improving :) Unlike the main review this also includes this first half of August - though afair it's been about the same since the month began anyway.
  4. Eris Falling

    What is the best map you've ever made?

    I've never made a map that I can really look back on and say "that was a great map." I suppose my MAYhem Orange map is the best I've done but it was only ever supposed to be a small little opening map, I had more I wanted to do with the concept but was too slow to get anything more than that one map done. I hope in a year's time I could answer this question again with the map I'm making for Dragonfly's Eviternity, it should be the first to actually capture one of my bigger visions. And then I never have to make a map again.
  5. Eris Falling

    DOOM Eternal Gameplay Reveal Impressions

    Hello, winged imp thing
  6. Eris Falling

    Post Your Doom Picture (Part 2)

    Doom Eternal: A screenshot compilation edit: For more (and better quality) screenshots, check out this post by @Eligos https://www.doomworld.com/forum/post/1906455
  7. Eris Falling

    DOOM Eternal Gameplay Reveal Impressions

    I loved the look of Phobos. With no disrespect towards the original E1 at all, we now have a Doom game set on Phobos, and not "Phobos," the cave and mountains in China. I have no complaints, I love what I've seen today.
  8. #4 is Doom 2 Redux MAP21.
  9. Is exactly how not to do this because everything gets loaded onto a single MIDI channel - often causing an incomprehensible mess.
  10. Eris Falling

    Post Your Doom Picture (Part 2)

    @Agent6 Hm sounds like you haven't played the Master Levels set yet (in the real thing they came first, occupying the first 13 maps - TNT was levels 14-24, Plutonia was 25-30). edit: Nessus is the ninth level in the master levels episode so that's why I bring it up. I think the mastermind is technically present but the PSX was limited by how many types of monster you could have on a single map, due to memory limitations, and the mastermind's huge sprite meant that they would use up most of the available memory which is why there's only one other monster type (Barons) in Redemption Denied. As we found out when making The Lost Levels for the TC, revenants were also quite greedy with resources, so once you used them you didn't have as much room for other monster types as you'd like, especially other big users like the mancubus, and well..this is Final Doom :( While it was potentially not 100% accurate I guess, as a guideline for the LL conversions, Nuxius made a points system for this:
  11. Eris Falling

    Post Your Doom Picture (Part 2)

    Are you playing on UV? Nessus has mancubi, though I'm not sure about the lower skills. Now you mention it I can't think of any other times they show up in Final Doom, but it's been a long time. Cyberdemon, spoilered just in case And yes, mouse and keyboard makes PSX Doom trivial unfortunately - last time I played it like that I vowed I would try keyboard-only next time. The control scheme had it so your forward/backward and turn movements were all done with the left thumb - as a result, revenants could actually still be pretty nasty despite their huge nerfing, which naturally makes quite the difference in PSX Doom :) Movement puzzles were also sometimes daunting, the most notorious example being that last run in Tricks and Traps, I used to fall a lot there and without a proper save function it meant having to do the level all over again. By default, triangle was shoot but fortunately controls were configurable so I could change it to X. Not only was this in line with basically every other PS1 shooter, it also allowed to shoot and run at the same time with a right thumb position that wasn't ridiculous like it would have been with triangle :P
  12. Specifically, #11 is Mournful Dawn by Bauul, MAP47 of Skulldash EE. #12 is Eviternity MAP02.
  13. Eris Falling

    Post Your Doom Picture (Part 2)

    Yeah, I've said for years that TNT + PSX was like the perfect pairing. It cut the crap and blended perfectly with what was left. Same goes for the master levels really, a lot of my favourite maps as a kid came from Final Doom (Lunar Mining Project, Deepest Reaches, Geryon, Subspace, Paradox...)
  14. Eris Falling

    What are you listening to?

    Just stumbled upon this. Pretty good imo! @Mr. Freeze @Bucket
  15. Eris Falling

    Rule 34 SUCKS!

    There is porn of this thread somewhere.
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