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

Kapanyo

Members
  • Content count

    1527
  • Joined

  • Last visited

About Kapanyo

  • Rank
    Senior Member

Recent Profile Visitors

4011 profile views
  1. Kapanyo

    MAYhem: 2020 Edition - On Idgames!

    The MIDI I used is "Flight Of The Zinger" from Donkey Kong Country 2, sourced from VGMusic and edited to loop better
  2. I used to get the same sensation from areas with dark ceilings, like the four pillar room in E2M2 and all of the Chasm.
  3. Kapanyo

    MAYhem: 2020 Edition - On Idgames!

    I'll call mine Fleshipice
  4. Kapanyo

    MAYhem: 2020 Edition - On Idgames!

    https://1drv.ms/u/s!AsRnEDMUKfs8jkQGl3kzkheyq_Hd Dunno if we're supposed to name the levels, but the filename is definitely not the final title :P This needs some serious polish which will hopefully happen tomorrow before the deadline, but it's close to finished. I tried a lot of different variations on the "Cyberdemon atop tower firing at you throughout the level, culminating in you reaching the top" setup, each time losing steam at some point. I don't think this is the best iteration, when the Cyber's closer there's more urgency and drive to keep moving, but here you tend to forget about him with the rockets serving as an occasional annoyance because of how large the level is. I also think it's probably too linear and a bit boring; other designs I had involved more thorough planning and looping back through previously visited areas with nice flow. But anyway it's here and it works, finally. I probably stuck with it because I got attached to the atmosphere it has
  5. Kapanyo

    MAYhem: 2020 Edition - On Idgames!

    Thanks for the quick fix :)
  6. Kapanyo

    MAYhem: 2020 Edition - On Idgames!

    Sorry this is so late, but it seems like SKSPINE1 is replaced by a version with transparency between the "spines" in the resource pack, would it be possible to include the original as well?
  7. Kapanyo

    Issues with GZDoom Builder Bugfix

    I already use the make sector button, this is often what causes everything to fully break. I'm also not using Doom Builder 2 or GZDoom Builder, the title literally reads "GZDoom Builder Bugfix" (although if I hadn't heard of it, I probably wouldn't realize it was its own program). I'll give Ultimate Doom Builder a look.
  8. I find that I create messed up sectors more often than in the past (Doom Builder 2/GZDoom Builder) because the program doesn't split linedefs properly when I'm creating new sectors, and I'll hover over a sector only to see it's illuminating the surrounding sector too and it's all fucked up. Also, that irritating bug where you can't move anything by simply leftclick dragging and instead have to enter edit selection mode, which doesn't get fixed until you restart the program, keeps happening. If anyone knows any solutions to these problems I'd love to hear them
  9. Mouse control is fine to me as long as you disable moving back/forward based on mouse movement. Also everything else you recommend is really just small touches that wouldn't impact the gameplay in any noticeable way.
  10. Funnily enough the typical corridor in Quake seems to be way more detailed than a Doom one upon second inspection, with more trims, beams, vertically angled walls, relatively detailed brush light fixtures and so on. Only things the engine does objectively better are sharp baked shadows, less flat lighting (Doom has diminishing, Quake's requires mixing sun angles and wall height in outdoor areas to stop them becoming flat eyesores) and in Doom you don't have wonky physics when traversing different heights (Quake's slopes let you shoot off them if you jump up them and irritatingly cause you to slide down them if you stop based on their incline, while running up stairs causes your view to jerk up and down horribly, and if you jump while on them all your forward momentum is completely stopped if your toe grazes a step which SUCKS. Not sure how much of that can be considered the engine VS. the game itself).
  11. I like how OP is pointing out fair causes for concern about the community which, even if won't cause the end of it, still puts a dampener on it all, and people are being needlessly aggressive and rude for no reason lol
  12. Kapanyo

    Ultimate Doom In Name Only - Limit removing project

    I love everything about this
  13. Kapanyo

    Things about Doom you just found out

    I don't know what's normally there but when I played the level I only found enemies and a radsuit which is a pretty shitty reward for that secret. I don't even think there's anything round the side where the walkthrough bars are, which would imply you're supposed to jump through them and land on the bottom - but then why are the bars there to begin with??
  14. Kapanyo

    How Come Heretic And Hexen Aren't As Popular As Doom?

    Both games added stuff that sounded really cool on paper or when you discuss them with a friend, but in practice and overall both games suffer from a lack of polish present in Doom, neither are as fun as Doom, and Hexen has really dumb design which is a shame when it brought so much to the engine and source ports. As others have said, hunting multiple maps for a switch isn't thought-provoking, challenging or fun, it's just... stupid. After a while of switch hunting you may as well go back to any other game, especially since the combat tends to be a drag once you finally get past it. The hordes of centaurs/slaughters in the tombs are a great example, just bad design. Nothing actually challenging about waiting for an enemy to stop being invincible, can be novel in one-off occasions but then the mapmakers filled the hallways in those maps to the brim with them. Tedious, especially if you're the Mage
  15. Kapanyo

    Things about Doom you just found out

    This one window in E4M6 can be walked straight through for no reason, Romero is a fraud
×