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Keyboard_Doomer

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About Keyboard_Doomer

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    Plays Doom. With a keyboard.

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  1. Hello, we're going to play the first 1 or 2 (depending on how well or not well we'll do) episodes for Thursday Night Survival today. We might benefit from having more meat shields than usual so your participation will be appreciated. The session starts 11 hours from the time of this reply and you can expect it to be fairly active for 4+ hours.
  2. Keyboard_Doomer

    I C H I N I C H I (32-map megawad)

    Hello, a bit too late to be useful in catching multiplayer issues but we're going to play the first half of the wad for Thursday Night Survival today. The session starts 11 hours from the time of this reply and you can expect it to be fairly active for 4+ hours.
  3. Hello, we're going to play the first half of the wad for Thursday Night Survival today. The session starts 8 hours from the time of this reply and you can expect it to be fairly active for 4+ hours.
  4. Keyboard_Doomer

    DBP60: Eldritch Voyage

    Hello, we're going to play the wad for Thursday Night Survival today. The session starts 9 hours from the time of this reply and you can expect it to be fairly active for 4+ hours.
  5. Keyboard_Doomer

    Ultimate Doom "In Name Only" RC2 now out

    Hello, we're going to play (probably) episode 1 and 2 for Thursday Night Survival today. The session starts 11 hours from the time of this reply and you can expect it to be fairly active for 4+ hours. A few issues were already spotted and as we always do we'll try our best to break as many maps as we can so feel free to join us!
  6. Keyboard_Doomer

    The 96 kb challenge: final round of Doom!

    Hello again, after already linking the coopfix README by boom_compatible, here's a bunch more issues and nitpicks, gathered mostly from TNS: MAP02: - the progression at the start seems a bit obscure, I think it would be good to at least have line 30 marked in some way MAP07: - seems like all of the ammo in all 4 parts of sector 18 is inaccessible MAP08: - It's possible to go through lines 775-777, 780, 782, 783, 785, 786, 916 and 918 and all the walls that touch sector 7. These should all be solid walls. And it's also possible to get seemingly stuck at the red key because going back through line 918 is not straightforward. MAP09: - The exit lowers very slowly for multiplayer purposes (since more players can kill the monsters much faster). Perhaps some speed-up could be achieved with multiplayer voodoo dolls. Even in singleplayer I think I had to wait for over a minute after I killed all monsters. MAP11: - The area with the yellow skull key (thing 9) softlocks easily in multiplayer if a player dies there because a switch (line 403) inside the area needs to be pressed to lower sector 28 again. It's also possible that a player that raised the sector dies before crossing the line to open sector 10 making it worse. MAP12: - I realize this map is part of an episode dedicated to resource starvation but in this particular map the ammo seemed very low without finding the secret with the extra ammo MAP18: - there's a hole in the ground in sector 85 and a monster or a player can fall down there and get stuck - it's possible to walk through the walls of sector 83 - HOM on line 468 after sector 62 has been lowered - hitscanners (and hitscan weapons) can shoot through sector 25 which is otherwise a solid wall - there are 2 doors (sectors 64 and 113) in the map that use the blue key texture but have a "any key" action on both sides MAP20: - the backup teleporter (sector 43) near the start is a bit hard to see and after a 20% damaging floor, it would be good to have it in a more visible place, especially place for multiplayer MAP21: - the start is a bit annoyingly slow because of the 8 switches and having to wait for one to finish lowering the wall before being able to press the next one MAP22: - items in 116 are inaccessible so it's not possible to get 100% items - ...and even more nitpicky issue is that line 427 permanently raises the 2 sectors next to it so the 2 health bonuses can become inaccessible MAP24: - it's possible to fall into sector 42 or 44 and get stuck after killing the spectre there with splash damage (or with infinitely tall actors disabled) MAP28: - there seem to be missing fence textures on lines 714 and 729 (on both sides) near the exit and possibly lines 719, 720 and 916 which are also impassable and have a fence next to them MAP30: - this might be intentional because it's missing in 2 places but the map has no name in the dehacked MAP31: - it's possible to skip the exit line and get stuck in sector 127 To finish it off, a few typos in the text file: kylobites -> kilobytes diiferent -> different skyes -> skies Chaine -> Chainie (I think) complation -> compilation
  7. Keyboard_Doomer

    The 96 kb challenge: final round of Doom!

    I think @Rosh Fragger was recording but no videos uploaded yet. However, demos from all maps are temporarily available here. You can play them back either with "zdaemon.exe -netplay demo.zdd" or through Zlauncher: Local -> View Demo. You'll need these wads to play them back: d2spfx19-withdeh.wad 96KBmain2__20230702.wad 96kpal.wad 96KBmain2__20230702_coopfix.wad tns-dehacked-20230119.wad tns-rsrc-20181112.wad rhinolib-dev20230216.wad tns621.wad Issues that were fixed before the session are documented in the coopfix README. The non-animating switches mentioned above are not in MAP12 but in MAP11 (and also line 112 in MAP31 but that one lowers a lift to a secret so might not even be unintended). A few more issues were encountered during the session but we still have the second half of the wad ahead of us for tomorrow so I'll post about them after that.
  8. Keyboard_Doomer

    The 96 kb challenge: final round of Doom!

    Hello, seems like after a long while the wad is getting very close to the final release so let us take the opportunity to take the first half of the maps for Thursday Night Survival today. The session starts 11 hours from the time of this reply and you can expect it to be fairly active for 4+ hours.
  9. Keyboard_Doomer

    ZDaemon Thursday Night Survival #618 - Lunacy (Part I)

    @Peccatum Mihzamiz Kudos to you and the whole team for making such great wads. They're irresistible for TNS (despite the sometimes limited attention to coop :P). We're playing the second half of the wad right now so hop in to the server if you enjoyed last week!
  10. Keyboard_Doomer

    LUNACY (on idgames!) (cl-9, UMAPINFO)

    Hello, we're going to play up to MAP23 on Thursday Night Survival today. The session starts 9 hours from the time of this reply and you can expect it to be fairly active for 4+ hours.
  11. @DoctorNuriel Sorry for the very late reply, I didn't notice your post until today. Demos can be temporarily found here (4 and 5 May and also the week before that for part 1). They're not going to stay up for much longer so grab them while you can. To play them back you'll need 2ECP_RC2 and a few other wads that were loaded on the server: 2ECP_RC2_coopfix (2ECP_RC2_coopfix_part1 also here if you want to watch demos from part 1) d2spfx19-withdeh tns-dehacked-20230119 tns-rsrc-20181112 rhinolib-dev20230216 tns611
  12. Hello, not sure what's the state of a possible update to the idgames version but we're going to play the first half of the wad for Thursday Night Survival today. The session starts 11 hours from the time of this reply and you can expect it to be fairly active for 4+ hours.
  13. Very nice set of small maps. Ideal for a few minutes of Dooming per map with the difficulty not being high but not so easy to be boring. Here are a few issues and nitpicks after playing about 10 maps: MAP03: - small misalignment on line 493 MAP04: - seems like the red door action was left on line 27 (and line 3) by accident because it just leads to the void and the player can get stuck there MAP05: - it's possible to get stuck behind a crate (sector 94) MAP07: - from what I can see the secret (sector 51) isn't visibly marked in any way so it would be good to add some hint MAP30: - a soulsphere (thing 213) starts floating if the lift is lowered and then raised again - some multiplayer radsuits/megaspheres would come in handy because of the mandatory walk through damaging floor
  14. The first 2 wads were already great but seems like it's only getting better. From what I can tell you've spent more time on design and detailing this time and that's definitely nice to have in addition to the very well done Scythe-esque gameplay. I really hope you won't stop making these. Here's a short report after playing half of the maps (01-04 and 08): MAP02: - there are 2 armor bonuses in sector 1 even though it's not actually possible to get into that sector (although, it's still possible to grab the bonuses through the fence) MAP04: - the arachnotron (thing 370) is stuck after teleporting in (at least if it teleports to sector 299) MAP08: - a tree (thing 11) starts floating at some point Also, MAP06 and MAP07 are missing coop starts.
  15. Keyboard_Doomer

    2 Enemy Community Project RC1 Thread

    Definitely not private, everyone is welcome to join! You might see the server passworded but the password will be removed when the session starts. Demos will be temporarily available here but to play them back you will need ZDaemon and all the wads that are going to be loaded on the server (which you can get most easily by joining the server but they will also be here). As for videos, they are not consistently being uploaded nowadays but if there will be some they should be posted in the Doomworld thread I already linked above.
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