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Zulk RS

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Posts posted by Zulk RS


  1. On 7/20/2024 at 2:46 PM, Demonic Meatball said:

    Thanks Moustachio !

     

    Friendly reminder to everyone involved : this project isn’t actually dead !

    @Meyland12 @Wilster_Wonkels @Zulk RS @PinkFlamingo @Lina @DankMetal

    Any updates ?

    Yeah sorry I couldn't respond to this. I had no internet for like 5 days. But anyway... due to technical difficulties involving getting scammed by Computer guys, I don't think I can make a map for this anymore. I just don't have the right technical state to do it. So I might have to drop out.


  2. 7 hours ago, Brad_tilf said:

    First off - KISS my fucking ass! Are you shitting me? Hard is ok. I get it. You're the master. You're the king of Doom/Doom2 but what the literal fuck? I had to play level 1 a 2nd time because I learned that you don't believe in ammo and it's easier to let the monsters do the work for you. I'm now on level 3. FUCK YOU again. Are you shitting me? God DAMMIT, I just want to enjoy the game (and I am) but did you REALLY have to make it this difficult to figure shit out? BTW, I just ordered your new release **Limited** 3.5” Edition of DOOM II One Humanity mod" so you can fucking kiss my ass again. You are SO fucking good but you are so god DAMN infuriating!

     

    Valid


  3. 41 minutes ago, idbeholdME said:

    Doom demons might as well be considered aliens - beings from another dimension that happens to be Hell.

     

    Yes but I personally really like the idea of demons being these weird thing that you wouldn't expect. Like usually "Demon" has a certain aesthetic to it and while the Hell Knights and Barons and Lost Souls (to an extent) fit that aesthetic, most of Doom's Bestiary doesn't. Even thinking of aliens make you get a certain idea in your head and while the Arachnotron and Archivile does fit it, the others do not. Doom's bestiary is just weird and I love it for it.


  4. 21 hours ago, 12GMONSTER said:

    Do you find normal DOOM entertaining or the modded version?

     

    This is an interesting question. At least I think so anyway.

     

    I don't think I've played "normal DOOM" in ages. When was the last time I actually played an IWAD unmodded?

     

    I have not lost interest as I still play PWADs with or without mods. Right now I'm playing through Interception with Brutal Doom.


  5. I played some Doom when I was a little kid, TNT and Doom 2 but I never got very far in it and didn't play it much later.

     

    Fast forward to 2014 when I was 15 years old and I was watching some of Aquarius1999's videos and then I was like "This is Doom? You can do all this with Doom???" And then I downloaded Skulltag and fell in love with it.

     

    Still play Doom on and off to this day.


  6. 11 hours ago, droopy said:

    I experimented with saves and at some point found an approach that worked for me until I understood I was focusing too much on it instead of simply enjoying my Doom time. What I did was saving after I pick up a key or shoot 100 monsters (whatever happens first). For most of the maps I played, it helped to challenge myself enough without frustrating too much after I died. But eventually I dropped this idea because I found myself playing too carefully and slow.

     

    Funnily enough, I had the opposite effect. I saw Doomtubers playing without saves and thought "This was the proper way to play" and so I tried to cut down on save-scumming. Especially since when I play Doom, I save like multiple times every minute. I am not even exaggerating. I might have saved/loaded 10 times within a single minute. I thought that my not saving, I the Doom videos I would end up making would be better for the viewer to watch. At the end though, I found myself not really enjoying Doom when I wasn't saving frequently. So I just went back to extreme save-scum. I have now turned mid-fight save/loading into its own game mechanic.


  7. 33 minutes ago, Bucket said:

    Funny coincidence, I read recently that almost half of cops admit to trying to get vape shop owners arrested on technicalities. Google "40% of police" if you don't believe me.

     

    Due to constant internet exposure, now whenever I see someone say "Google <thing> to find out more" I automatically assume that googling that will give me some weird porn.

     

    As for my interactions with the police, nothing really noteworthy. I was walking to a place and I forgot how to get there so I went up to a police that was just nearby and asked him for directions. He told me how to get to where I wanted to go and then I went about my day.


  8. 8 hours ago, roadworx said:

    strain and system vices both might work well, though system vices is only a single episode.

     

    also btsx e1 if you count that as sci-fi

     

    Strain huh? I guess I'll have to look at that.

     

    EDIT: Gave Strain a good look. Is there any way to not have the modified monsters? I think it might mess with the mod I want to play Strain with. Definitely will give it a whirl when I want to play Doom without mods though (Which is norm. Current mood is the exception)

     

    9 hours ago, Serathis said:

    Brutal Doom Starter Pack/Extermination Day, every map follows from the previous but it doesn't feel very sci-fi, the main bits are techbase-urban-hell.

     

    There was another where you start out in a space port, take a ship to planetside, then finish on a space station but forgot the name and can't find it.

     

    Oh I actually know about Extermination Day/Hell on Earth Starter Pack. It would have worked great for what I was looking for but the problem is that I already played through it once before with Complex Doom (Because something about playing a Brutal Doom mappack with Complex Doom seemed endlessly amusing to me at the time) and I don't feel like playing it for a 2nd time just yet.


  9. I think I might actually go and read some of the stuff linked here.

     

    Also I wrote some Doom Creepypasta myself back in 2014-2015 on my old blog. I guess I'll share them here since they are still Doom Creepypasta.

     

    https://zulkrs.blogspot.com/2016/11/hom-world-im-huge-fan-of-doom.html

     

    https://zulkrs.blogspot.com/2016/12/the-military-masacre.html

     

    https://zulkrs.blogspot.com/2016/12/26112010wad-doom-creepypasta.html

     

    These are all mediocre at best. I wonder if I should try writing another Doom Creepypasta again.


  10. Okay so I'm not sure if I missed something but where are all these terrible doom creepypastas you guys are talking about? I remember I searched for Doom creepypastas sometime in 2015 and I couldn't find any, good or bad. Were all these written in recent years? I think there was only one Doom creepypasta that I found but I think it doesn't exist anymore.

     

    EDIT: The one Doom creepypasta I did remember was here. It's a Wayback Machine link and I don't know if this story is still up on Creepypasta wiki or not.

     

    http://web.archive.org/web/20130518152556/http://creepypasta.wikia.com/wiki/DOOM_Lost_Wad


  11. I want to play some more Doom but with the RLArsenal mod. I personally feel like wads that have a more "Adventure" or sci-fi vibe to fit best with that mod so I'm looking for wads like it.

     

    Can anyone recommend me any megawads similar to Ancient Aliens, Solar Struggle or even Icarus: Alien Vanguard in their design? Also are there any magawads that give a "connected" feel like having the exit of one map be the starting room of the next map? I think megawads like that would also work well for my playthrough with the RLArsenal Mod.


  12. Not a specific theme but more of a style. I'd like to see more wads that have a "Adventure Feel". By that I mean that all maps in a set are "Connected" by having the start of one map be the ending of the last one and the theme gradually changes as you journey from map location to map location.

     

    Extra bonus points if it allows you to actually go backwards to previous maps via UDMF cross-map teleports.


  13. 47 minutes ago, Lila Feuer said:

    IDMILKERS requires a command line before it works in-game -iamoldenoughtolookatthis

     

    Effect: Causes monsters to grow gravity defying mammaries which then lactate uncontrollably and the monster is forced into a constant pain state as if being crushed and all the player's weapons are taken away but you gain the ability to use both hands as well as your mouth and the effect is the same as Hexen's Serpent Staff in melee range.

     

    I'll see myself out.

     

    Go to Horni Jail


  14. IDBOUNCY - Makes all projectiles bounce of walls.

     

    IDBOOM - Makes player immune to splash damage and all enemies do one ore more barrel explosion on death

     

    IDKIDSTUFF - Replaces blood with sparkles and makes things bleed rainbow to make things kid-friendly. Also replaces gorey textures and things with kid friendly replacements.

     

    ID[Insert Celebrity/Character Here] - Changes Doomguy to a pixelized version of [elebrity/characater]. Purely cosmetic.


  15.  

    14 minutes ago, Noomerdoomer said:

    First of all to all those thsybsay back then people didn't care based much about getting 100% completion in a game where wrong I had in friend from high school in the 90s who would not move on from a game until he got everything there was to get in the game. So if he ever got into doom this would have made him insane.

     

    Yes it was a lot harder to get get patches and updates to people in the 90s but that was good thing because it made developers really make sure their game store ready before they released. Because you basically had one shot to impress the consumer market with product because if games came out as broken as some of the games are now they would have been written off as junk and no would have really bothered with them. Also because of this you could go to the store and buy your game with confidence knowing you getting the game the developers want you to play.

    I cannot recall at all during the nes and snes era of gaming of hearing about patches needed. In this way the ease to get fixes out to costumers now have made game devs a lot more lazy and not put in the work they did back in the day and push out games that made not be as ready for ready for the market because they can just push a patch out week later to fix it. 

     

     

    Anyway, OP, hope you got your answer as to why the secrets in Doom are the way they are.

     

    1. Devs are human and they make mistakes. Some secrets are super hard to get because they weren't supposed to be but the Devs didn't realize that the secret was like that. Id wasn't a big company at the time and it's easy to miss stuff like this, especially when you have more primitive mapping tools that you're working with.

     

    2. They didn't patch it out later because they probably didn't realize the secrets were like that still.

     

    3. Even if they did know that the secrets were broken, sending out a patch just wasn't worth it/ wasn't practical.

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