Jump to content
Search In
  • More options...
Find results that contain...
Find results in...

Đeⓧiaz

Members
  • Content count

    1254
  • Joined

  • Last visited

About Đeⓧiaz

  • Rank
    Senior Member

Recent Profile Visitors

1332 profile views
  1. Đeⓧiaz

    DooM : Revenge of Evil (demo released)

    Well, I'll just duplicate my opinion here: 1) Yeah, this mod hard as hell. Even on "Noob" difficulty I succ. Fireballs exploding like rockets, so you must run like Flash into another room just not to be killed by explosion wave in most times. And this is hard, because most rooms are small hallways. [UPD] Looks like the armor bonus does nothing with damage parameter. OR this mod is so hardcore that you'll definitely die by any hit if you don't wear any armor. (I didn't checked the Decorate, I'm kinda lazy for that). 2) Too much enemies in small sized rooms. With fireball's explosion effect it makes most situations "you must be the MLG Sniper 360 no scope or you'll die" 3) The normal FOV kills my eyes. I don't know about everyone else but it feels like I have myopia. FOV 120 turned off my eyes pain. 4) Cutscenes are good, soundtrack is good. The level design resembles the Doom 3 which is good too. 5) The level's lighting parameters are "bad" in bad meaning. With your converted sprites everything looks shiny. It should use only the dynamic lights with "Brightness=0" or should use "Doom 64 styled lightings with dark pallete" to make everything else looks normal. The original Doom 3 also used the "poor lighting" to make a better view of models. But in bright rooms models looks bad like your sprites looks bad in your bright areas.
  2. Đeⓧiaz

    The Official 'Trying to Find a Specific WAD' Thread

    I think it would be "Crappy", because the quality of this mod is not really good. It's kinda a Terry-styled wad (but you can win the game, though)
  3. Đeⓧiaz

    The Official 'Trying to Find a Specific WAD' Thread

    I remember a trash wad where is planet Earth going to explode and you must escape from the planet through army of monsters with "Rules of Nature" soundtrack. I also remember that Aquarius199 did a video with this wad, but I can't find it because Aquarius199 uploads tones of shit and some wads are showed in videos like "4 WADS in 1 video", heh. Thanks in advance
  4. Đeⓧiaz

    Doom 64: Community Chest

    I think so: BTW Hahaha, now you made it like "Xbox Map 33" in hellish style: Please, no. Let someone else do the titlemap. It's THE TITLE. Come on, you're making this map as simple square. Why? Doom 64 is the game with simple box rooms? So why do you make it looks like this?
  5. Đeⓧiaz

    Doom 64: Community Chest

    Didn't tested your map, but as far as I can see by the picture - this map is TOO SIMPLE. I mean, if we want to create an intro for the Community Project Based on powers of Doom 64 engine - the intro map must be extremely badass, especially in design meaning. Your design is just an "Doom 2 Map 01 Outdoor area", heh. Even the strange TC "Console Doom 64" used a better titlemap. UPD: And yes, please stop use this font for the subname. It doesn't even suit the style.
  6. Đeⓧiaz

    Post your Doom textures!

    WOW WOW WOW. This is awesome, man! I've always wanted to recreate some GZDoom TC based on "Aliens: Ressurection" PSX game. It wouldn't be a remake of the original game, but something with same textures, weapons, sounds, etc...
  7. Đeⓧiaz

    Doom 64: Community Chest

    The fact that you won't call Chocolate Strife or Doom 64 EX as imitation is not our problem. Again, Kaiser wrote that it's an recreated imitation because no source code is used. No true source code = No true engine. Very simply.
  8. Đeⓧiaz

    Doom 64: Community Chest

    No, you're wrong. Just open the freaking FAQ page: IS THIS SO HARD TO GOOGLE INFO ABOUT THIS AND READ FEW WORDS ABOUT "What is the Doom 64 EX?" It's AN IMITATION, goddamit. And Kaiser wrote it LOUD AND CLEAR.
  9. Đeⓧiaz

    Doom 64: Community Chest

    But we're not making maps for Doom 64 Engine. It's an imitation engine by Kaiser. So technically @StevenC21 is right
  10. Đeⓧiaz

    Doom 64: Community Chest

    It would be funny to use "Doom 64: EXpanded", but this project is not the classic expansion...
  11. Đeⓧiaz

    Doom 64: Community Chest

    The Doom 64 logo is too blurry here. BTW, just "Legion"? I think it's kinda a bad cliche. There are a lot of "Legion of Something" in names. I'll prefer the "EXtermination" (anything EX~)
  12. Đeⓧiaz

    The Official 'Trying to Find a Specific WAD' Thread

    Why not, your question is kinda related to this thread. https://www.doomworld.com/idgames/levels/doom2/Ports/a-c/crapirc5 https://www.moddb.com/games/doom/addons/unloved https://realm667.com/index.php/en/projects-mainmenu-50/104-projects/finished/466-the-city-of-the-damned-apocalypse
  13. Đeⓧiaz

    Doom 3: Final Scream (Community Project)

    Sorry, I can't help it. Just because your map must use main criticisms of Doom 3, heh To make your map very good in gameplay meaning - delete the revenant near the playerstart, move hellknight behind the door near the playerstart. Reduce ammount of zombiemen in the cave near blue key, delete lost souls in that place. Near soulsphere delete 1 hellknight near the lift and also delete 2 cacos. Place few lost souls in lava section with mancubi (you also can move lost souls from cave to this place). Also delete lost souls in next area with boxes (or place them also in this lava section). In train station delete about 10 pinky demons which teleports to you when you're pressing the button. Move revenants from top to floor in barrels area. All other monsters can stay untouched. That's will help you.
  14. Đeⓧiaz

    Doom 3: Final Scream (Community Project)

    I know, that's kinda offtopic, but seriously? In UV you have only pistol and 50 ammo and 4 imps with demon in small corridor. OKAY. I've killed imps, punched the pinky. I've step forward into next location - imp and demon triggered from the right, hellknight triggered from the left. Also got revenant hiding near hellknight. Got no ammo, imp died, all 3 monsters not. Map forcing me to make monsters infight in bad way. That's also kills the feeling of horror, just because this situation is an absurd. "Nice" start of the map with 250 monsters, 10 of them just killed in first 3 minutes. The author of this map is a good designer, no doubt. But he doesn't understand how to make this map "alive". He just spawne randomly some monsters without thinking about the balance. It somehow reminds me "The Evil Within" videogame which is supposed to be the survival horror but the best way to win this game is grinding skills at "critical hits" which is also absurd. The main difference between the original Doom 3 and this map - Doom 3 is still the slow-paced horror shooter in simply designed dark corridors; this map is action shooter (without ammo in the start) in slaughter-styled good designed dark corridors. Without doubt, you're absolutely right about: P.S.: Sorry, I'm blind. YOU are the author of this map.
  15. Đeⓧiaz

    Doom 64: Community Chest

    Advice: create the layout/geometry with GZDB in Vanilla Mode. After that import/reopen this map in DB2 and finish it. That's way better
×