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The Official 'Trying to Find a Specific WAD' Thread
pagb replied to gruntkiller4000's topic in WAD Discussion
I remember Mr. Smiley, but nope, that's not it. It was a single, massive level. But thank you, I think I can add a couple more clues to the og post! -
The Official 'Trying to Find a Specific WAD' Thread
pagb replied to gruntkiller4000's topic in WAD Discussion
Ok, I've been trying to find this wad through magazine CDs from back in the era for almost an hour. Worst part is that many filenames seem familiar to me because I probably played them, so it's a huge setback. 1. I am talking about a single level for Doom 1 2. Really old shit, probably from mid 1994 3. I remember been blown away because the level itself was the biggest single level I had seen so far, with a size around ~350kb 4. Replaced E1M1 5. On top of that, the wad also featured super random monster replacements from the era: Imps were Pacman, Demons were Barney the dinosaur 6. Of course you had to merge those sprites with your iwad with deusf for it to work 7. (my memories about this point could be misleading) I recall kind of a spiral staircase near the beginning 8. (also not sure) Since it had all kinds of lame replacements, MAYBE Doomguy had the sunglasses mod in the hud. 9. You couldn't save game... because Thing limits were hit in that level -
Action Doom 2: Urban Brawl Reloaded
pagb replied to Scuba Steve's topic in WAD Releases & Development
Searched for that "actionsub" cvar on the ini and removed it, now I'm golden. Thanks! -
Action Doom 2: Urban Brawl Reloaded
pagb replied to Scuba Steve's topic in WAD Releases & Development
Doesn't seem to work for me. Latest 4.7.0 returns the same error. -
A couple of issues so far: -MAP03: I am stuck in the screenshot provided. Went trough the pictured door and heard something opening behind (the teleporter closet at the right). Now the door won't open again, and that "teleporter" doesn't seem to work. -MAP04: Terrible frame drops in the final arena. I think the reflective floors from the small sectors surrounding the teleport landing are the offenders. You don't even get to notice them during a regular playthrough tbh.
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Heartland - final version available on idgames
pagb replied to skillsaw's topic in WAD Releases & Development
Just finished the thing. Astounding job, this will be hard to top... In fact, it'll be impossible to top without setting CPUs (at least 1 of its cores) on fire. My R5 3600 suffered at many spots. I've been browsing the thread a bit and I couldn't see anyone reporting this... -
Maybe I'm dumb and missing something obvious... But I went for the clock tower straight from e2m1, and there's no portal back. I also seem to be... stuck?
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[FINAL RELEASE] Refracted Reality
pagb replied to killerkouhai's topic in WAD Releases & Development
I get it... but when I play doom is for killing, not running past 60% of the monsters. If I wanted that, I'd speedrun xD... so I don't share it. You should also understand that in this level pack, you aren't always allowed to go back to clean shit, so you can't take your backtracking moment for granted... Which is also the most boring part of a level. And moving the ammo until the end is just going to puzzle players, making them think that they missed a room with ammo or something. The weak sniper monsters are a good touch though. EDIT: Having watched your gameplay in full... Absolutely no one approaches a new, unknown level like that. -
[FINAL RELEASE] Refracted Reality
pagb replied to killerkouhai's topic in WAD Releases & Development
4K, had to 50%... so it's 1080p to get it playable, as 75% still dipped below 60fps at times. My old 6 core Xeon wouldn't be able to run this propertly, and we're talking about a CPU that is rocking Eternal at stable 60fps at its new home. -
[FINAL RELEASE] Refracted Reality
pagb replied to killerkouhai's topic in WAD Releases & Development
Yep, blue skull. And since I'm at it, I'm currently at MAP10, so I'll share my nitpicks until now. MAP03: The start is though. If I didn't resort to the secret blue armor and plasma gun below de bridge, I don't know how many tries would it take me to complete the level (no saves) MAP04: I'm the usual guy who likes his Doom dark, as it was back in the day. But this level is way TOO dark, first time in many years that I had to bump up my brightness in Doom. And that's with an IPS panel, which is already brighter. MAP09: I don't know how this map is for people with lower hardware, but the amount lightmaps MURDER the framerate. It's the first time I see the main CPU core GZD is using clogged not by portals or outrageous amounts of linedefs drawn... but lightmaps. I had to scale down resolution to 50% to get it at stable 60fps (Ryzen 3600). -
[FINAL RELEASE] Refracted Reality
pagb replied to killerkouhai's topic in WAD Releases & Development
It was a very long level. hate them. The area with the two cibbies was the main offneder, felt a bit uncomfortable to fight on. -
[FINAL RELEASE] Refracted Reality
pagb replied to killerkouhai's topic in WAD Releases & Development
Huh? This MAP02 was a drag though. 13 to go... Beautiful stuff! -
Found something. In MAP34, there's a jump pand to get you out of a lava pit It doesn't propel you high enough to get out of the lava, so you are stuck there.
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Does it have autofire yet? Last time I tried this, my finger ached a lot after 10 mins.
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I'm halfway through it and it's beautiful AF. My only grope are the "·%·$&%· Astral Cacodemons, a single fireball just killed me for 94% damage, WTF?!