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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, it's time for the festive Thursday Night Survival and turns out A War On Christmas is so irresistible as a fast-paced romp for the season that we choose it yet again over any fancy Christmas wads after playing "part 1" last year. The session starts 9 hours from the time of this reply and you can expect it to be fairly active (later with various crazy settings) for 4+ hours.
  2. Keyboard_Doomer

    [RC5] EVITERNITY II - RC5 Released!

    Apparently coop is not fully implemented yet but here goes a quick report about coop starts anyway: - MAP13 has superfluous player 2-4 starts - the ones next to the real player 1 start (thing 456) are voodoo dolls, the other set is where players 2-4 actually spawn - these maps currently have no coop starts: MAP21, MAP25, MAP28, MAP33, MAP35 and MAP36
  3. Hello, we're going to play maybe around the first 1/3 of the maps for Thursday Night Survival today and probably suffer greatly because there sure is a lot of extra monsters in multiplayer... If you'd like to volunteer as a meatshield join us for the challenge the session starts 6 hours from the time of this reply and you can expect it to be fairly active for 4+ hours.
  4. Keyboard_Doomer

    ZDaemon Thursday Night Survival #639 - Saturnia

    @Χyzzy You also mentioned the teleporters in MAP31 didn't work as expected in ZDaemon and Zandronum. The problematic teles have tag 0 and there are two 0-tagged sectors with a teleport destination (sectors 107 and 187). In vanilla this always results in the lowest-numbered sector being used but in ZDoom-based ports a random one is used if the tag is 0.
  5. Keyboard_Doomer

    ZDaemon Thursday Night Survival #639 - Saturnia

    Oh, oops. I only noticed that I accidentally used an older version of the wad for the screenshots after I was done with that but when I found out I thought "what are the chances that there was any noticeable change among the few places I screenshotted?"... haha. There's an override for MAP32 to exit when all monsters are dead so that's taken care of, although in one attempt one mancubus seems to have failed to wake up and never teleported in. As for MAP10, unfortunately no dmflag to get the Final Doom tele behavior in ZDaemon so we had to cheat a little :P
  6. Keyboard_Doomer

    DBP62: Haunting Hollow

    Hello, the wad seems to be perfect for it so we're having an early Hallowen Thursday Night Survival session today. The session starts 9 hours from the time of this reply and you can expect it to be fairly active for 4+ hours.
  7. @Peccatum Mihzamiz Not sure if Rosh Fragger will be there today but if so a video should be later posted on his YouTube channel. Otherwise, demos from all maps will be temporarily available here. You'll need the ZDaemon source port and all the wads that will be loaded on the server to play back the demos which you can most easily get by joining the server but they will also be temporarily available here.
  8. Keyboard_Doomer

    Pina Colada - Now on idgames!

    Hello, we meet again and this time we're going to play Pina Colada or at least the first half of the maps for Thursday Night Survival today. The session starts 10 hours from the time of this reply and you can expect it to be fairly active for 4+ hours.
  9. Hello, we're going to play the first half of the wad for Thursday Night Survival today. The session starts 12 hours from the time of this reply and you can expect it to be fairly active for 4+ hours.
  10. 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.
  11. 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.
  12. 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.
  13. 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.
  14. Keyboard_Doomer

    Ultimate Doom "In Name Only" - On IDgames

    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!
  15. 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
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