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About death112
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The DooMed Speed Demos Archive returns!
death112 replied to Andy Olivera's topic in Speed Demo Submissions
Apologies, I labeled it incorrectly. Thanks for pointing it out! -
Maybe I'm dumb, but I can't seem to progress past Map13 - Shortcut. It says I'd need a blue key, but I just can't find one anywhere. Also, why is there a Mancubus stuck below that "blood-pillar"? He was making a lot of noise, so i checked it out with noclip. edit: Yeahh. I'm just dumb. I might have softlocked myself, that the bars to the blue key area couldn't raise anymore
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Gogyptian Fiction - Happy Birthtime AD_79!
death112 replied to Jimmy's topic in WAD Releases & Development
Happy Birthday! Also excellent map Alfonzo and Jimmy. Neat looks, nice music choice and a very challenging but fair map. -
Jupiter Carnage 3 (RELEASED) -- yet another techbase for vanilla Doom 1
death112 replied to BigDickBzzrak's topic in WAD Releases & Development
Yeah, I played on UV. No worries, I finished it in a legit way :) I just wanted to share my view, even though my feedback won't really help a lot. You're right about the berserk pack there, I'm not such a huge tyson player. Even though giving a zerk pack doesn't really count towards ammo management, atleast thats my opinion. Also the thing with the healthkit. You got one in a place, where you can lower the wall in the first map. Well, you can grab it without lowering the wall, thats what I meant. -
Jupiter Carnage 3 (RELEASED) -- yet another techbase for vanilla Doom 1
death112 replied to BigDickBzzrak's topic in WAD Releases & Development
well.... what to say about this. Overall JC3 is pretty bad. Im not sure what gave you the idea throwing the player right of the bat in that hitscan hell in the first map. Ammo management seemed fine until you decided to put barons in hallways. Love my barons in hallways. The Healthkit can be grabbed throught the wall btw. Second map. Even worse than the first one. Don't be so greedy with ammo please :) And I really second the idea putting rad-suits for the acid part somewhere. -
[Released] PSX Doom: The Lost Levels
death112 replied to Tristan's topic in WAD Releases & Development
yeah, thats the thing. i explored the whole level. cyberdemon lurking around further to the right. well, basically this map is like e4m6, thats why im so confused. -
[Released] PSX Doom: The Lost Levels
death112 replied to Tristan's topic in WAD Releases & Development
so, lost04 a caco seems to be stuck: also it seems i cant find any progression, as the keys wont open the bars: -
[Released] PSX Doom: The Lost Levels
death112 replied to Tristan's topic in WAD Releases & Development
yeah, it works, if i use a bat file. thanks! -
[Released] PSX Doom: The Lost Levels
death112 replied to Tristan's topic in WAD Releases & Development
First of all, congratulations for finishing a project of this size. I will slowly work myself throught this little surprise here. Secondly, i dont know why, but it seems that gzdoom cant find the music-files if you use the pack provided by you. Maybe I'm actually dumb and doing something wrong, but not sure. I used the drag&drop method to execute all the stuff. Just wanted to inform you about that. -
xasermap - dead.wire v1.1 (2017-12-30)
death112 replied to Xaser's topic in WAD Releases & Development
This map is interesting to say the least. I did get a bit of the doom64 vibe out of this. It was very enjoyable and the weapon replacements weren't half bad either. Its kinda amusing to see nearly every enemy as a specter(or not :p) and they could potentially surprise you, because they don't have the wake-up scream. Overall the map seemed pretty balanced, but you kinda had to stick to the pattern, that you go for flamethrower first, else you didnt have enough ammo. -
Happy Birthday AD! Very enjoyable little mapset. Funky music, trippy colors and as usual, evil traps.
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Wad creator looking for testers and creative advice
death112 replied to Fonze's topic in WAD Releases & Development
No worries, i assumed doom2.wad is used, because thats it in the most cases. I didn't read the description careful enough, because no errors with tnt. -
Wad creator looking for testers and creative advice
death112 replied to Fonze's topic in WAD Releases & Development
Well, for zdoom/gzdoom there is only one way iirc: Write a batch-file or copy the zdoom/gzdoom executable. You gonna need these 3 commands for this case: -iwad doom2.wad -file DFLoE1.4.wad -playdemo add_demoname.lmp Also what i forgot to mention last time. Weirdly enough i got missing texture errors in some places. In my peek into MAP02 i also saw them at the windows. Here 2 screenshots: -
Wad creator looking for testers and creative advice
death112 replied to Fonze's topic in WAD Releases & Development
No worries about filesize man .lmp files dont take up alota space. The only problem with zdoom demofiles though might be, that you can't fast forward or rewind (atleast to my knowledge) -
Wad creator looking for testers and creative advice
death112 replied to Fonze's topic in WAD Releases & Development
Well, you've got more than 1 map and i haven't played the others yet. Sometimes it helps the mapper, if he sees how a player actually adjusts to his creations. So i thought, i'd also record those sessions. Maybe you can find patterns/similarities what players do in maps, to adjust to that. For example lure the player somewhere, according to the maps architecture. Or players have a tendency to die in a certain area because of lack/ammo and you can decide if you want to adjust that a bit.