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About Keyboard_Doomer

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  1. Keyboard_Doomer

    Doom Zero - launch (and celebrating 25 years of Doom II)

    Hello again, we're going to finish our playthrough on TNS tonight. We will play maps 16-30 of the most up-to-date version of the wad but otherwise everything is going to be the same as last week: The session starts at 19:00 BST / 14:00 EDT and you can expect it to be fairly active for 4+ hours as we will play through the maps multiple times with various settings.
  2. Keyboard_Doomer

    Miscellaneous demos (part 3)

    Don't mind me, just posting some meme demos. Short maps for short people 2 In Map10 you need to activate a linedef that crushes a barrel that kills Romero's head(s) and similarly in Map11 you need to telefrag a Romero's head to exit. From what I can see all runs where you need to inevitably activate a walk-over line that ends up killing Romero's head in some way to exit are considered Pacifist. Map10 Pacifist in 0:10.89 Map11 Pacifist in 0:05.51 Map11 Pacifist no inputs in 0:06.91 Map11 NM Speed (also no inputs) in 0:04.97 mf10p010.zip mf11p551.zip mf11p691_noinputs.zip mf11n497.zip
  3. Hey there, thanks for the quick fix and we will be happy to have you! The dehacked is going to be loaded as a separate wad because there doesn't seem to be a way to provide extra parameters in the server setup (well, at least not in the GUI). You can switch between players you want to spectate with F12.
  4. Keyboard_Doomer

    Doom Zero - launch (and celebrating 25 years of Doom II)

    I have played a few of the maps and I can already say with certainty that this is a great wad and more than worthy tribute for the 25th anniversary of Doom 2. We will play through the first half of the wad today on Thursday Night Survival and we would be glad to see you join us! The session starts at 19:00 BST / 14:00 EDT and you can expect it to be fairly active for 4+ hours as we will play through the maps multiple times with various settings.
  5. Keyboard_Doomer

    SIGIL demos [-complevel 3]

    There will be no more updates to the maps. (Well, unless something huge that would change Romero's mind crops up. That is extremely unlikely at this point.) 1.2 -> 1.2.1 was a consequence of a bit of a misunderstanding and the change didn't touch any of the maps and wouldn't affect the (de)syncing of a demo. So feel free to record demos from now on. Recording should be always done with SIGIL_COMPAT_v1_21.wad.
  6. Keyboard_Doomer

    MAYhem 2019 - WE HAVE A PUBLIC BETA!

    The wad looks great. It should be a good choice for this year's Halloween Thursday Night Survival session (that is if we manage to make it work with some help of DEHSUPP because unfortunately some of the MBF stuff doesn't work in ZDaemon as intended). I took a quick look at the wad and here are a few issues that I know of: map03: After linedef 1458 closes sector 301 all the players that are left behind the closed sector are stuck. - There's something very strange happening with a chaingun sprite appearing randomly in some areas in some maps. I have no idea how to reproduce it, it's probably triggered by something in the dehacked but it seems very random, however, when it does happen the sprite can be seen only around certain areas in certain maps. I use PrBoom+ See screenshots: - These maps are missing player 2-4 starts: 02, 05, 06, 09, 31 - The new dehacked seems to have broken the green tentacle baron death sprite. It turns into a player corpse. It's ok in 1.1. - After all the work it must have taken to create the dehacked monsters it's a bit underwhelming to see them all have a common generic obituary. I'm sure you guys have enough creativity to come up with a few new obituaries :)
  7. Keyboard_Doomer

    CZECHBOX (first release candidate available!)

    I believe in vanilla this means that a 4th player wouldn't be able to spawn. Someone correct me if that's wrong. In ZDaemon player starts can be reused indefinitely so spawning is not an issue but the voodoo doll can be damaged and then all players will take damage. That's one reason we are playing while the wad doesn't have a final version yet... with the hope that you guys will be willing to fix this stuff for coop/survival compatibility. I've played 7 maps so far and didn't encounter any coop problems so it doesn't look bad :)
  8. Keyboard_Doomer

    CZECHBOX (first release candidate available!)

    Great to finally see a release! After the long waiting we couldn't resist so we are playing the wad for TNS this very evening: The session starts at 19:00 BST/14:00 EDT and you can expect it to be fairly active for 4+ hours. In the meantime here's a minor bug I noticed: MAP22 has two player 3 starts and no player 4 start (the extra P3 start shows up as a voodoo doll in coop).
  9. Keyboard_Doomer

    The Official 'Trying to Find a Specific WAD' Thread

    @Agent Strange One link for many: supergun2.wad There are plenty of dehacked-based mods in this style. You'll find them under names like supergun(s), fastguns, fasterguns, powerguns, superpowerguns... and similar. Good places to search: https://www.wad-archive.com/ https://allfearthesentinel.net/zandronum/wads.php @jeroa https://www.doomworld.com/idgames/levels/doom2/megawads/tvr
  10. Keyboard_Doomer

    The Official 'Trying to Find a Specific WAD' Thread

    @Ashley_Pomeroy Not really sure but I think this is the map you're looking for: https://www.doomworld.com/idgames/levels/doom/v-z/zaphod12
  11. Keyboard_Doomer

    The Official 'Trying to Find a Specific WAD' Thread

    @wrkq Zombiemen and archvile don't ring a bell but since it seems from the thread you aren't necessarily looking for that one particular map I recall 2 wads that also make use of this: Epic 2 - there are 2 spots close to each other where bunch of monsters teleports on top of each other and only the last one survives and is also stuck in that place because of the monster-blocking lines there that facilitate the telefragging Kama Sutra - if you go the "adults" route some of the cyberdemons will inevitably telefrag each other but since there's nothing in place that would enforce any particular pattern in which they teleport in it's up to luck how many of them will actually die in this way
  12. Keyboard_Doomer

    [My second wad] Another Day Of the Pain v. 1.1 - 10 levels

    Finished the whole wad. I updated my first post with all the issues I encountered. There are quite a few but as Misty already said don't get discouraged! The maps are very good for a beginner and I wouldn't finish the playthrough if I didn't enjoy playing them.
  13. Keyboard_Doomer

    [My second wad] Another Day Of the Pain v. 1.1 - 10 levels

    Went through the whole wad. The maps are pretty good for a beginner and hit the sweet spot of being not too short but also not too long. Here are a few issues I found: MAP02: - There seem to be missing textures on lines 683, 691 and 691 and it produces one huge HOM: MAP04: - Lines 95, 97, 98 have WR teleport action but no tag so when you reach yellow key you're actually stuck and can't finish the map. - This map is also the only one that doesn't have any coop starts. MAP05: - Since you added the player corpse as a "warning" I guess this is not really a bug unless I'd would want to be very meticulous but if a player falls/jumps off to the damaging floor at the start of the map they can survive by standing on one of the 2 "islands" and become effectively stuck. This can especially be problem in online multiplayer as this stuck player is likely to go AFK and then if all other players happen to die the whole server is stuck waiting for one player. MAP06: - More missing textures resulting in HOMs on lines 33, 36, 41, 476, 482, 484, 485, 488, 491, 494, 496, 497. - There are also HOMs on lines 703 and 706 after you activate line 708. - I also think you might have intended for the player to be able to walk through the crusher from the area with blue key after activating line 708 since there's a transparent wall after activating that line. However, there's something blocking you and you can't walk through there. MAP07: - Line 1005 is a W1 teleport so you can get stuck in that area of the map if you visit it for the 2nd time. - Line 1027 has an action assigned but no tag so the action won't work and will actually break the map unless the player uses a source ports that fixes this kind of problems. - Is line 1095 really supposed to be impassable? It seems rather unnatural and the monsters behind the line are almost harmless this way. MAP08: - Same problem with a W1 teleport as in MAP07. If a player happens to go to the area with the 2 mancubi twice they will get stuck because line 427 only works as a teleport once. MAP10: - Big HOMs on lines 174 and 442. - There's an abundance of rockets but no rocket launcher in the map. Adding one would greatly improve gameplay from pistol start. - 2 imps (things 402 and 403) are stuck into each other. No one submitted any demos for the wad yet so you can still upload an updated version to idgames with fixes - but you might want to wait to see if anyone reports more bugs. For next time, it's always wise to first post your wad in Doomworld and wait a few days to see if players find any bugs and only then upload to idgames.
  14. Keyboard_Doomer

    The Official 'Trying to Find a Specific WAD' Thread

    @AschTheConjurer What you describe sounds like TNT: Evilution maps 31, 32 and 16. One of the IWADs. Only Map31 in the wad has an Egyptian theme.
  15. Keyboard_Doomer

    Slaughterfest 2012 demos [-complevel 9]

    MAP01 Pacifist in 0:16.77 NM Speed in 0:16.49 sf1201p016.zip sf1201n016.zip