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Olroda

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Everything posted by Olroda

  1. I'd like to nominate these awesome projects as well!
  2. Olroda

    What happens when you exit a level?

    Hmm... You got that one right. Out of those two, I'd say it resembles Reldresal most... Which is smaller than Stickney. Still, there would probably be some minutes of walking between each level, at minimum. (Assuming that some form of service tunnels exist, or if Our Hero takes a walk outside, of course) Keeping in mind that Phobos itself has the dimensions of 27×22×18km, lacks atmosphere and has only weak gravity, I'd really like to know how the UAC transformed the moon! Chinese mountains and earthlike gravity!
  3. Olroda

    What happens when you exit a level?

    On a related note: Many years ago, when Wolfenstein was new, I wondered what the exit switches did in the shareware episode (I didn't have the full game). I asked my friend, and he told me he thought they turned off the air. Thinking about it now, that's really unlikely, since it is obvious that you are riding elevators between the floors... On topic: In DooM, there would be airlocks, possibly lowering or raising the floor when activated, and sending you to the next level. As others have noted, it is really likely that Our Hero would need to walk quite a stretch between them, however. Just look at the intermission map! Those installations aren't close to each other. If we're assuming that DooM takes place in the Stickney Crater on Phobos, which is 9km in diameter... Well. Travel won't be instantaneous at least. And the exit rooms wouldn't be Gateways(teleporters) in E1 or E2. I'm thinking that it would make sense if the installations are connected by a tunnel system.
  4. Olroda

    More PSX Doom Code

    Oh, right. That's what I meant, but my memory of it was a bit fuzzy. Thanks for clearing it up, Baron of Stuff. I'm supposing it would be the latter, direct method that would be in the console ports...
  5. Olroda

    Choose 2 monsters for Doom from Doom 2

    I agree with what Ragnor and Piper Maru wrote about techdemons, but my first would be the Chaingunguy, and the second Hellknight. Why? Read on... A few Chaingunguys here and there could work well in a 'support role' for the other dehumans. Not many though, but only a few, scattered throughout the episodes in well thought out locations to keep them interesting (and dangerous). Hellknights could replace the majority of the Barons in the later episodes, to keep the E1 encounter with the 'bruiser brothers' more unique.
  6. Olroda

    More PSX Doom Code

    Very interesting, Quasar! Good job. About the demon bite; Is it the kind of hitscan attack that could provoke infighting, or is it the "normal" one (which doesn't, usually)?
  7. Olroda

    Inferno Intermission map

    Couldn't agree more.
  8. Olroda

    Knee-Deep In the Jungle

    Very nice map, and good looking, too. After getting killed twice (once by being cornered at the yellow key in the blood pool cavern, the other by being reckless), I beat the level at my third attempt, playing it with Brutal DooM v.19 at the Full Ultra Violence setting. The level is fairly difficult. A careless player could easily run out of ammo or get killed by not paying enough attention at one's surroundings with the visibility being reduced from all the flora. I find such things really enjoyable, so, good work. I played it with "fraps" in the background and the only noticeable stuttering were caused by sawing the demons (10 frames per second for a brief moment), and not the map. Obviously, this would depend on one's hardware. The red door seems to be openable only once from the outside, and since I play pretty defensively, I backed out and couldn't get back in.
  9. Olroda

    Dream Doom feature

    No, I just start over from the beginning if I buy the farm. Most often it is some stupid mistake that does me in in the end, like being caught in a crusher.
  10. Olroda

    Dream Doom feature

    Full removal of the Save / Load system and every possibility of cheating (it is a sign of weakness), and instead: -A single save slot per character (as in: Start new game -> Enter character name -> load ExM1/MAP01) which only saves when you turn off the game. That save is of course mandatory. Why? Read on, below. -Permanent death. If you die at any point, be it by the shotgunners in E1M1, a crusher in E2M2, or whatever else, your saved character is DEAD, and his (highly detailed) statistics are displayed in a "hall of fame". The now redundant save file is deleted from the system, and you have to start all over again. When you die, you die. This is exactly how I play now (for maximum tension and excitement), but it would be nice to have it supported ingame. //EDIT: HAPPY NEW YEAR!
  11. Olroda

    If you could pick one Realm667 monster...

    The former scientist(s) would be a great addition to DooM, but since this is DooM II, I'm not sure. The previously mentioned rocket zombie is definitely one option, but I've never cared for his face. Is it supposed to be a flesh-less skull, or what? The chainsaw zombie is another option, but his sprites look a bit messy, so, no. Barring these two, I'd say the Lord of Heresy. As with the Afrit, the sprites fit right in, and I wouldn't mind a few (few as in boss / miniboss monster) encounters with these horrors over the course of the game. [What DooM II really needs is some sort of former human (civilian) with unique, non-soldier sprites. Close combat only, either bare-fisted or with a bat or something equally simple. After all, there would be plenty of these around when Hell meets Earth.]
  12. Olroda

    Demensions of Demise

    Impressive demonstration. Some comments: The ambient music tracks are excellent, and the same goes for the visuals. The oppressive "PSX" atmosphere is definitely present. Also, the level-end fade-out fits perfectly. The pistol / chaingun (read: non-shotgun) beginning is my "cup of tea" as well, and it wouldn't hurt if it was longer, especially the pistol part of it. If it was up to me, I'd get rid of the monster blocking lines in Map01, since the demons aren't a threat when trapped thus. The monster placement might be a bit too symmetrical in places, and I'd be more stingy when it comes to ammunition, medical supplies, and armour. Summary: Great job! I'm looking forward to the full release, whenever it comes.
  13. Olroda

    Nex Credo [RELEASE]

    Downloading now! I really enjoyed 900 Deep in the Dead, by the way.
  14. As I've written here earlier, I'm really looking forward to the release! If the maps play as well as they seem to, it's definitely Cacoward material. -At least in my book!
  15. Olroda

    If Doom was done today (Part 3)

    This is clearly a next-gen triple A title, all dark and edgy, with immersive choices and consequences for the mature gamer! You don't play IDWDT III, you live it! ...That being said; it was horrible (which is a good thing)! My favourite moment has got to be the Pepsi dispenser (especially when it's behind bars). I also like to thank you for your great doombuilder youtube tutorials. They've been a great help. Also, how come you haven't made any more (serious) doom wads? I've played your E1 replacement, the crate maze, and the hell level, and I enjoyed them all, but I can't seem to find any others. //Olroda
  16. Looking good! And don't be afraid to include some really dark locales as well!
  17. Neither can I. I've been checking this thread almost every day now, for some time. Excellent work; can't wait to play 'em!
  18. Downloaded and played through this nice, short map, which I found to my liking. However, I have to agree with the above concerns about lighting contrast and (a little) more detail in some areas. Also, as you're going for the e4 style, I suggest making it darker. Right now, it's too bright and thus lack the "oppressive atmosphere" present in the originals. Finally, the central gate disappears entirely into the floor when lowered, making it look a bit odd.
  19. Olroda

    900 Deep in the Dead

    Interesting concept, short levels with good gameplay. Not much more to say. The last level was difficult, which is a good thing.
    Good levels right up until the last one, which I *really* didn't care for. Not because of the difficulty, but because I expected something with a lot more finesse, when the other maps held such a good standard (I especially liked that you had to use the beretta for a change). 4 stars, minus 1 for the terrible ending, equals 3 stars.
  20. Olroda

    PalPlus

    Loving it. This is how things looked like back in the twentieth century. The work is nothing short of legendary. People complaining about darkness and desaturation (AND giving zero stars) are probably infants, or more likely, remain at a similar maturity level. DooM should have a gloomy atmosphere. It's about an invasion from hell, after all. -Olroda
  21. Olroda

    Dark Passage

    I sure liked this one, especially towards the end. It felt like the original DooM a lot, I think.
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