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Xindage

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Everything posted by Xindage

  1. well i dont ever know what to say, if i did something wrong or my english was bad, but for my first topic around here and got this reply well make me a bit more scary of posting things around :( (i was trying to be the most serious possible)
  2. Xindage

    Conflicts with DEHACKED replacing the strings in ZDoom

    my sincere opinion i think of this need to be "linked" to zdoom foruns, so the developers can see a best way to apply this feature/fix.
  3. well look closer there's 2 marines in the cover, 1 is john romero and the other is still unknow so probably that other marine killed john romero in the end? it was not a suicide mission after all, maybe romero joined to hell legion after ger caught and... killed?
  4. Xindage

    Chainsaw pickup in e2m3

    well in zdoom devirated ports chainsaw cacos are easy, but in vannila is other history, anyway what port you did it?
  5. Xindage

    Freedoom Phase 1 E3M4 Refresh

    sweet pick, i'll give more details when i play it since atm i cant download anything.
  6. Xindage

    (deleted)

    seen a very cool map pack, i liked the jumpmaze (the old versions only) but i was ever missing the monsters, finnaly a map bringing both.
  7. Xindage

    How far have you made it in Plutonia?

    I have beated it once in offline, but online i did it couple of times. i usualy listed here all my megawads finished in "survival" mode whitout diening of begin to end online and plutonia is on it, aside whit tnt, av, hr, pl2, btsx and few others, plutonia is very easy too. danm this high ping in map07, brazil...
  8. Xindage

    Phase 1 Ch 2 > Dev Thread (Bonus Map11)

    That upper side of map near red area is unreachable because its for dm and well it dont looks like a secret at all, since it has nothing there, most of actual mods have unreachable scenary for decoaration (BTSX), and secrets show the item to make the player look for it. note: Also i'm going to use more unreachable scenary near the beggining so the player can fell it getting common for this episode.
  9. Xindage

    What do you think about Strife?

    You dont REALLY need to buy to know how strife, there is a demo version for free. Actualy you need to stole chalice in demo for win to win it. For me the game is good and very hard, aside it it introduces a very diferent gameplay, but if you like constant action like doom, you can try few mods in doomworld for strife it make it very like doom gameplay.
  10. Xindage

    Phase 1 Ch 2 > Dev Thread (Bonus Map11)

    Well since my last edit posted there i dont worked in e2m1 yet, but soon i'll begin on it, but i want to ask @Voros if he have a suggestion to add in list, well my next plan is. > Make the spawn point coming from a cave in outside. > Add more in scenary and decorations in outside. > Make the map more linear, so blocking the left path forcing player go to left or front to get the red key to open the blocked path also remove that wall spliting the 2 sides. > Give a new underground basement mostly shitdown and dirty whit a "hint" of a fake teleport teleporting an blue key to somewhere else. (this is possible in vannila using non-textured walls) > Put some blue key hints in wall near the destination of key. -- For Deathmatch. > Make usage of upper side > Remove the 2 original teleports presnt. > Use a teleport to move from one side to other of map. > Move plasma out of the middle, its unbalanced.
  11. Xindage

    Phase 1 Ch 2 > Dev Thread (Bonus Map11)

    everything is just plain because its not done yet, i'm not even sure if i'll keep the outside, seens hard to keep that place cool. about the fireblue teleports i'm looking to keep them all in all maps begining, like quake like if you're really exiting from the teleport (maybe add some metal bars blocking help it), only e2m1 dont have it due you coming from other source e1m8. Note: i dont know how to make my maps looks less boxy... i dont like much doing so curved walls maybe,
  12. Xindage

    Phase 1 Ch 2 > Dev Thread (Bonus Map11)

    what i have done in e2m1 was nothing so big yet just a random monster balancing in main area and few extra areas added to beggining but nothing so "done" but since you want, take a look it is still playable. http://www.geocities.ws/protox/FreeDoom/FreeDoom1/e2m1_beta.wad Changes: (this is not final just my work so far requested by @Voros) New better outside in the beggining. Some explosion effects. Reworked (Partly) the dificult. I detected a heavy radiance in the sector. Outiside switch to reveal blue key reworked. Exit was moved to an underground section
  13. Xindage

    Phase 1 Ch 2 > Dev Thread (Bonus Map11)

    Hardcore gameplay for you? Try it whit a touch of Complex Doom + LCA on hard + netplay. i have played both, of them Kama sutra dont please me so much in the initial maps but the later ones save it, The Darkening 2 is epic the 1 too. Looks like less corridors and more open places seens the way.
  14. Xindage

    Phase 1 Ch 2 > Dev Thread (Bonus Map11)

    hey @Graf Zahl just a bit off topic question so, what your favorite wad? if i can look at it i can have more ideas about good gameplay, to say the truth my fav is hell revealed and alien vendetta. (and few slaughtfest wads)
  15. Xindage

    Phase 1 Ch 2 > Dev Thread (Bonus Map11)

    I was about to release the re-edited e2m1 but something floated ouver my head after playing episode 2, e2m5 is a zoc map (i think), and its a good map, i dont know if this map is going to be removed by being from zoc or not but if this map is going to be keep i'm going to re-re-edit e2m1 and make all the episode follow the zoc thematic. e2m5 has a major diference in gameplay and theme, so anyone has any idea of what is better to do?
  16. i never finished doom2 in a single run counting saving the game, its very boring, about playlist i already did it before mixing plutonia and doom 1 map pack using a mapinfo file in zdoom, added a great touch in gameplay, like using ssg in e1m9 for example. Plutonia is the best of them great music and gameplay so Doom is the next great mapping and episode 4 rocks in dificult, very awsome, tnt is not that fun but the musics help on it and few maps really save this, doom 2 meh
  17. Tnt is still very forgotten in freedoom, for other side plutonia is getting lot of upgrades, and its looking cool.
  18. First of all: i know of this can cause a heavy headcache for who control the "wad maker" but why we dont merge the both iwads (Chapter 1 & 2) textures to make it more cool? Chapter 1 has just a small set of textures to work on also it still has some (not all) of doom2 textures in (ex: metal2), so i dont see a reason for not do a complete merging of the both textures pack, seriosly it can help a lot the thematics on chapter 1. Techinical note: While doom2 cannot hold the switchs from doom1, doom1 supports them all whitout issue. (except animated walls from plutonia and tnt, also i think the same applies foom doom2) i really want the merge most because of the rock walls presents in chapter 2 to make mostly enjoyable outsides, i dont think that hurt them. Edit: sorry if the poll is a bit messed up its my first try in this version of forum.
  19. Freedm is near identical to freedoom2 whit addiction of banners. (i dont think that's usefull for a coop wads)
  20. I loved this sequel, (thanks for icaruslives, this was where i found it) and i'm really looking foward a next sequel, anyway i found few bugs, nothing so major so you can ignore if you want: note: it seens to be random glitch, In e2mx, i dont remenber the slot, my charater after exiting the level, everything blowed up has usual, before the end screen her run back, it wont happened when i tried again it from least save file (maybe her forget his shoes :p). e3m6 (secret one) in the mirror of old e1m2 from SOWB i actualy tiggered the chat screen in same possible spot of the old game (nice copy paste heh) it just showed the chat only (no sounds), i dont remenber if the old game has a chating screen in e1m1 so i just noticed this one. Screenshot of the wall of i tigered it anyways:
  21. Xindage

    Phase 1 Ch 2 > Dev Thread (Bonus Map11)

    great idea let me map it here, oh nice we got 31 monsters in hard, 26 in moderate and 20 in easy seens good now (seens more easy than actual doom in moderate from same slot) if you want the map has proof i send. well you dont thing thats too hard nerf dude? try recalculating your ideas i'm no kidding i did it on map just to see the results, also why do you want that big nerf, moderate skill i can beat ever bind, well i had some experience about blind gameplay from trying to do the same from a guy of i see on a stream. there's just 2 secrets in this map, one is a soulsphere in a graywall its easy to spot since all the vines on that wall is completely messed up, the other is a backpack near red key the wall is darker and muddy, easy to see too. (at least in software video mode) If you noticed that have lot of unused area (whit guns inside) and dummy sectors (idclip) its just used by deathmatch mode, try running one dm whit bots to see them, also theres nothing in dm area that prevents you from getting 100% run. Here you gave me great and enjoyable feed coments - about the starting room i can try something new. - Well acid seens better indeed. - ok. - ... i'll change that are so. - why do you say it, this is a very generic wall so i can put them just to cause a variety, doens't looks bad for me. (actualy i wanted to use a diferent texture but they dont added all phase 2 textures in phase 1.) This is not present anymore.
  22. Xindage

    Phase 1 Ch 2 > Dev Thread (Bonus Map11)

    Based on a issue in github of e2m1 i did some edits on it, it got most a minor editing and major rework in dm gameplay, i dont nerfed so so much the hard skill but the map is actualy very easy, you have coverage to hide from them, so what you guys think of these edits? good, bad, need improvement, comment for me below thanks for reading. http://www.geocities.ws/protox/FreeDoom/FreeDoom1/e2m1.wad
  23. Xindage

    Phase 1 Ch 2 > Dev Thread (Bonus Map11)

    well i can let it in the handle of the czars later, my main objective is make only this map "playable"
  24. Xindage

    Phase 1 Ch 2 > Dev Thread (Bonus Map11)

    there's the map, screenshots is not going now sorry... anyway guys please give me feedbacks about this map, like dificult and gameplay (normal and hard skill has multiplayers monsters, resulting in ever hard mode) http://www.geocities.ws/protox/FreeDoom/FreeDoom2/map11_p1.wad note: the map is going to sudden exit after few gameplay, but still possible to 100% whitout the bfg yet.
  25. Xindage

    Phase 1 Ch 2 > Dev Thread (Bonus Map11)

    i'm get working back in map11 expect a better alpha stage in few days (showing off the major gamaplay of the 2 locked doors. I know you guys and screenshots to proof it but i'm just polishing the details of the area so it looks bad so i'll just try to work on them to post few screens and the alpha in 3 days so please wait, i want to make this map awsome. progress: Unlocked side: 90% (Needs multiplayer skill) Yellow Side: 50% (Main layout done) Blue Side: 70% (needs only few monsters and texturing near the key room) Red (final) side: 30% (main layout is nearly done but no exit and half of the way devoid monsters)
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