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About years

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    Green Marine

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  1. 5 levels in, and all I can say this is *outstanding*. The gritty, grainy colour scheme and scanned toy guns, great decentralised level design, balanced gameplay and lovely deHacking making this Absolutely Great. I want to see more wads like this, really digging people getting the most out of dehacked in 2018.
  2. Maskim Xul Like holy shit. Best Dehacking I've ever seen.
  3. years

    What improvements over Doom 2016 are you expecting?

    >replace snapmap with either a vector or brush-based level editor (not doom builder, but something allowing *architecture*) >more monsters + infighting management as a (bigger?) gameplay mechanic >more interesting/surreal hell >either good multiplayer, or simply ditch it. >better powerups >singleplayer/co-op DLC, like *level packs* (that does not make up for a shortened SP campaign).
  4. Hello, I am Slovenian philosopher and psychoanalyst Slavoj Zizek and I have awoken from my 2-month long slumber to let you all know: worms are defs penises
  5. Despite having no music in the only WAD I have ever released, I am a musician/sound artist: https://uboa.bandcamp.com/ +
  6. this is the wholesome trans content I log in every 2 months to see
  7. years

    what are you working on? I wanna see your wads.

    Yep. The imps have been rendered green so they can be translated into DeHacked recolours. A side-effect of this in PrBoom+ is that when they are recoloured by the engine they don't stick to the palette (i.e. are 16 bit) and have a nicer, darker tone. Weirdly g/zdoom and does not do this, making them look essentially identical.
  8. years

    what are you working on? I wanna see your wads.

    It's still being made! I swear! Although I don't think these levels are going to make the cut.
  9. years

    Share a random fact about yourself

    fact: I used "I won a cacoward" as a pickup line on tinder
  10. years

    Post a picture of yourself!

    Here's me. See if you recognise my little friend on my arm!
  11. years

    Doom: Lost Alpha

    This looks fantastic! Don't let the Alpha/Bible curse bring you down, 16 maps is achievable. I would offer my services, but currently working Nihility too much rn, plus its been years since I used zdoom for mapmaping. Good Luck!
  12. I just wanted to bump this thread and let everybody know that I still absolutely intend to finish this! I don't want people thinking it is dead at all. However, my PC died and I am currently stuck on mac, which has no Doom Builder. I intend on getting a PC almost purely to finish this once I get money (I'm pretty broke tbh, but that is another story). Hopefully I can get one in the next two months, and then at the very least I will start trickling new screenshots and being more active here. I can't believe I missed this pretty game-breaking bug despite (thinking) I tested this on all difficulties. Whoops! :S Not intended at all... I have never figured out how to do this myself, as I assumed it to be impossible given that the size of the BFG is smaller than the teleport. Maybe it some ports (I tested on Prboom and choco) have different line detection rules. So please let me know how you did it! (Maybe I should leave it in as a reward for finding such an obscure exploit.) (Yo dawg...) These are pretty annoying bugs. Since I don't really have the ability to update it right now due to lack of PC, these will have to wait unless somebody is willing to fix all the errors since the last release for me and give me a heads up. Finally, would people prefer episode-by-episode or all of them being released as a coherent whole at once? I am personally leaning towards the latter, as I have some big plans for this.
  13. years

    Strange Aeons 5.7

    I am up to episode two and yeah, this wad is fantastic. I do agree with the above posters, some form of (more powerful) pistol or rifle would be nice for long-distance targets (with the sceptre being a slot 1 melee weapon).
  14. The levels are deliberately labyrinthine, and backtracking is there deliberately to encourage secret-hunting + atmosphere. Personallly, I love getting lost in huge levels - its terrifying - but this is obviously subjective. However, if this is a common complaint, probably the best I can do is signpost where to go next more obviously and add some shortcuts to some of the longer and more pointless backtracking. In e2m6 the teleporters around the level are there for exactly this reason, so I might apply the same to other levels, such as e2m5. Either that, or some more traps to make backtracking interesting. If you have any suggestions, throw them my way. Funnily enough, I increased the ammo capacity/clip size for bullets precisely to offset the ammo efficiency of the shotgun (which is inherent to doom, it must be said). I'll try adding more bullets and rockets, but I can't go too far as I want to starve non-pistol-starters for ammo as well. Ammo is a privilege, not a right! I've already been applying this advice making the new levels, especially given that the alphas were pretty bright yet still atmospheric. That being said... ¯\_(ツ)_/¯
  15. Yep, next build I will: -delete some demons and replace some with wraiths, who I think are more fun anyway. Same with other meatwalls, since there is no SSG. -more RL -renovate\redo the final fight. (two+ cybies + no invul?) and hopefully a new episode too! thanks for playtesting!
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