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ImpieEyez95

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Everything posted by ImpieEyez95

  1. ImpieEyez95

    SIGIL v1.21 - New Romero megawad [released!]

    Thank you for this post. Were E5M1; E5M2; E5M8 or E5M9 previewed ? If they were, one could possibly just use Shazam on it to acquire the track title. If not, that leaves two map's tracks left!
  2. ImpieEyez95

    SIGIL v1.21 - New Romero megawad [released!]

    Romero Signing the "Sigil Of The Baphomet" Boxes
  3. ImpieEyez95

    Early and unused DOOM 64 Level Designs

    Tim did confirm to me that the level works and is legitly completable. He was using Doomsday to complete it.
  4. ImpieEyez95

    Early and unused DOOM 64 Level Designs

    That it was.
  5. ImpieEyez95

    Early and unused DOOM 64 Level Designs

    No, as he wasn't a level designer on Doom 64. Talking about MIDWAY here.
  6. So I viewed this thread when it was originally posted last night, and then played some of TNT (currently on Map 15 - Dead Zone) -- some maps I liked, others i didnt :/
  7. ImpieEyez95

    TEKWALL4 base image

    Do we know the origin of the texture (there's a thread on here regarding that) - seems to be from a PC card of some sort. Would be cool if we could track it down.
  8. ImpieEyez95

    Carmack accused of stealing Oculus Rift tech

    Finally an update to this: https://www.cnbc.com/2018/12/12/facebook-settles-virtual-reality-lawsuit-with-zenimax.html
  9. ImpieEyez95

    Sprites 16 rotations

    That looks beautiful. Along with the 16 angles of sprites, this makes me think that if Doom III had come out on an even more updated Doom engine, in say 1998 or 1999, this would be one of the things we'd have gotten - 16 angle sprites (along with the other advancements in the engine at the time). Keep up the fantastic work! Really looking forward to more! D3 monsters are some of my favourites.
  10. on of free room in the ROM (about 1 MB give or take). Speaking of this Dark Pulse - the srce code for MK Trilogy had leaked couple months back, within that code there was a very early preliminary rom which had an LMP of a demo recording of Doom II - so this was probably when MIDWAY were picking Carmack's brain so to speak - from Romero - when they were going to create Doom 64. At the time, I'm thinking they were originally going to port doom 1 and 2 to the 64, based on the MIDWAY E3 Convention/Doom thing on YouTube (it's on a thread here on the forums) in 1995 or 1996? Anyways, in regards to compression, I know there's a tool you can use to decompress the rom - GE Decompressor (found here: https://github.com/jombo23/N64-Tools/tree/master/GEDecompressor) you're gonna want to use the MidwayDecoder portion of it. for the rom file. Some more info on each compression type - http://en64.shoutwiki.com/wiki/N64_Compression Hope this helps!
  11. No, based on the ethics of community made things are free, and have been since we've had editors for the game. If bethesda did something like this - they would try to scrounge up every last dime and nickel - putting every future community pack/ level etc, under a paywall (which could honestly get pretty expensive very quickly depending on how much one Dooms) Either way it's a no. Keep it free, it's how it should be. I'll support the Original Developers any day though (Maps made by them etc)
  12. ImpieEyez95

    SIGIL v1.21 - New Romero megawad [released!]

    it's limited edition anyways (prob 500 or so?). the game itself is free looks like there's no limit, lol.
  13. ImpieEyez95

    SIGIL v1.21 - New Romero megawad [released!]

    Question about cut content: Do we have everything in terms of WIP/ Doom Assets that weren't used for both Doom 1 and 2?
  14. ImpieEyez95

    SIGIL v1.21 - New Romero megawad [released!]

    Tom Hall also stated he'd like to do a level - but after hearing about Romero's idea, thinks he's gonna wait for a bit :) Still so awesome to see all these devs release/talk about the games we still play. Wonder if Sandy would do one as well? or American McGee?
  15. ImpieEyez95

    SIGIL v1.21 - New Romero megawad [released!]

    I 100% Agree with you KB1! Would love to see a new Intermission pic along with Progression pics (like the unofficial one we have for Ep4 - i think you're referring to!) Don't be disappointed. People who are disappointed must be forgetting that DOOM II's 25th Anniversary is coming up September 2019. He'll probably celebrate again then, for that game, in a similar fashion, too. Be grateful my dude.
  16. ImpieEyez95

    SIGIL v1.21 - New Romero megawad [released!]

    Yes, he stated in his stream (and on Twitter/ Insta) that it will definitely work with that.
  17. ImpieEyez95

    SIGIL v1.21 - New Romero megawad [released!]

    I sure hope so! I did notice that when he was selecting maps it just said "SIGIL E5M1" without any titles on the levels... I hope the levels are titled as well
  18. ImpieEyez95

    SIGIL v1.21 - New Romero megawad [released!]

    I'm so excited for this! He stated on the stream he may do some stuff for Doom II (along with the fact that, next year? is Doom II's 25th anniversary :o) which is also very exciting! It's a great year to be a Doomer!
  19. ImpieEyez95

    SIGIL v1.21 - New Romero megawad [released!]

    @Romero is showcasing some of it now on Twitch! :)
  20. ImpieEyez95

    Do you ever imagine about the Doom Marine's past?

    With all the advancements in Gzdoom, creating a one-off (or two?) -level type of mission (with heavy scripting and the like) based on this back-story would be pretty cool.
  21. ImpieEyez95

    What kinds of things need improvement in Doom?

    Something that really bugs me regarding the doom beastiary (specifically Pinkies/Demons) are that their eyes glow a bright yellow, and I always felt that aesthetically, their blood/ whatever comes out of them? plasma? should also be yellow.
  22. ImpieEyez95

    Classic Doom on Nintendo Switch

    Very cool. I wonder if its possible to inject and run mods/add-ons for Doom 1+2 on the Switch?
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