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Everything posted by Count651
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Finished the last few maps of the first episode. Perhaps a sliiight dip in quality than the previous 9 maps but I stilled enjoyed them, although I'm sorry to say I didn't care for map11. If I could describe it in one word it would be schizophrenic. The map felt very random and directionless, rooms were a jumble of detail and I found myself having a hard time differentiating one room from another. On top of all that the map was also incredibly massive and I found myself becoming extremely impatient and almost restless as I played the map for about an hour and still it showed no signs of ending. Aside from my personal dislike of map11 I thought this was a promising start to the wad, though. Congratulations to everyone involved!
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I received this miniature some time ago and was never sure what game or series it was from, so I decided to paint him as my favorite green haired punching bag.
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Of all the things I saw tonight, this cyber boy and some blue health potions are what excite me the most.
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Played the first episode. Excellent maps so far, good job guys! Provides a good challenge without being frustratingly unfair, and also looks good too without being tackily over detailed. I really have nothing to criticize except maybe the overabundance of chaingunners in some maps, map07 for example. If I had to pick a favorite, I'd go with map04; great non-linear map with a good flow.
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Lunar Catastrophe - An Ultimate Doom Megawad (RELEASED!)
Count651 replied to Miss Bubbles's topic in WAD Releases & Development
Alright, thanks for mentioning that. As to how to fix it I'm afraid I have no idea since I have absolutely no experience with Eternity engine. This issue doesn't occur on any of the ports I've run it in such as zdoom 2.8.1, gzdoom, prboom+. Is eternity engine not able to read the MAPINFO? If not then the secret level entrances could mess up too, since since some secret exits aren't on their original maps. -
Lunar Catastrophe - An Ultimate Doom Megawad (RELEASED!)
Count651 replied to Miss Bubbles's topic in WAD Releases & Development
Just play it in any limit removing sourceport, it should be fine. Just use default or Doom compatibility settings. I don't think compatibility settings matter in the case of our wad. It was mapped in Doom format so there's no advanced editing that'd cause compatibility issues. -
Shit, I'd paint these all for free. Just getting to paint them would be reward enough for me.
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Was messing around one day and I made this. Might get around to finishing it some time. And here it is before it was digitalized.
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WRATH: Aeon of Ruin (a new game from 3D Realms)
Count651 replied to Man of Doom's topic in Everything Else
So glad to see 90's shooters making a resurgence in the gaming industry as of late. -
Does anyone know where I can find more music like this?
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PSX DOOM: Fall Of Triton (OUT NOW)
Count651 replied to Isolation's topic in WAD Releases & Development
Oh man, I'm so glad this got bumped. Somehow this slipped by my radar. Totally gonna play this, I've always got a hardon for psx Doom. -
11 maps into this wad so far and my whole experience has been exceptional. The midis are fantastic, with Map11's music being my favorite so far.
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Da Stompa!
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Gameplay is ALWAYS more important than aesthetics. I'll play a hideous but fun wad any day rather than a boring but beautiful map.
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Well, his name literally translates to deceiver/fraud in german. And the dude is old and bald as well, so yeah who else could have been the villain?
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Double barrel shotguns are some of the sleekest looking guns ever designed, and this is no exception.
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Just watched you play through our wad. Glad to see you enjoyed it, even though some of the later levels seemed to sap you of your will to live. It was also good to here you describe episode 3 as " all over the fucking place " as thats exactly what we were going for when we made it.
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Masters of Doom: Id Software's 8 foot vagina - Video/photo proof?
Count651 posted a topic in Doom General
So if any of you guys read Masters of Doom, you probably remember the bit where Id's display booth was an 8 foot tall vagina with rows of dildos for teeth and a decapitated OJ Simspon head hanging from the top. Does anyone know if there's any photo or video evidence of this thing's existence? I've scoured the web long and hard and nothing comes up. I find it hard to believe that such a spectacle could exist and not be immortalized in video or photo form. -
Masters of Doom: Id Software's 8 foot vagina - Video/photo proof?
Count651 replied to Count651's topic in Doom General
Awesome, thanks for sharing those two articles. I was going on a bit of a google safari last night trying to find info on the Judgement Day event as well. Definitely gonna give those a read. - Just read both articles and wow what a spectactle. Its truly a shame that there seems to be no recordings of the haunted house, I would pay to see something like that. -
Project Proposal - Ultimate Doom: By The Map
Count651 replied to Dark Pulse's topic in WAD Releases & Development
It took me just now to realize that Phobos Labs and Deimos Labs both use the same graphic. -
I can never pass the opportunity to play a Doom 1 wad. Lets take a look then..
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What do the different like / reaction buttons mean?
Count651 replied to jointritual's topic in Everything Else
I usually just use the soulsphere for everything. In all honesty though, I don't really care for the like system terribly much. I feel like it encourages people to simply click a button and leave rather than stay and discuss a topic. -
zDoom, although I'll eventually have to make the jump to gzDoom. I pretty much exclusively use software rendering, can't stand how doom looks with opengl rendering.
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I still use zDoom.. :(
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The Origin of SP_DUDE and the Hanging Victim Sprites
Count651 replied to Count651's topic in Doom General
I'm still not entirely convinced they're from the Mussolini hanging photos as there's so many details that don't add up. Although it seems to be the most plausible theory since nobody has found a photo that exactly matches the poses the sprites are in. I still suspect some of them could be war casualties that were photographed lying on the ground, as the position of their jackets and limbs don't all correspond with gravity, especial GOR3A0. They look as if they were flung in the air by an explosion and landed with their clothing pulled apart and some of their limbs outstretched, or they were possibly dragged out of the way to the side of a road or some such. I was also starting to suspect this too as they all seem to be wearing the exact same clothing and their heads all seem to be similar. Also the very muscular/built torsos seem to match up with those of GI Joe dolls, not the famous 80's kind, but the 1 foot tall historically accurate kind.