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About pagb

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  1. pagb

    [RELEASE] Refracted Reality RC1

    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.
  2. pagb

    [RELEASE] Refracted Reality RC1

    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.
  3. pagb

    [RELEASE] Refracted Reality RC1

    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).
  4. pagb

    [RELEASE] Refracted Reality RC1

    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.
  5. pagb

    [RELEASE] Refracted Reality RC1

    Huh? This MAP02 was a drag though. 13 to go... Beautiful stuff!
  6. pagb

    Hocusdoom RELEASED (in /idgames)

    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.
  7. pagb

    Hocusdoom RELEASED (in /idgames)

    Does it have autofire yet? Last time I tried this, my finger ached a lot after 10 mins.
  8. pagb

    [WIP] Eviternity - A Boom Format Megawad

    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?!
  9. pagb

    REKKR - V1.16

    Good job on this wad. It really catches the "doom clone" feel from the 90s. And I always find SUPER amusing to check what kind of dehacked trickery is used in this kind of project. Man... this should be avaiable on Steam or something, it's better than 95% of the catalogue.
  10. pagb

    [GZDoom] Diabolus Ex v1.1

    A beautiful and very pleasant journey, good job on this wad!
  11. pagb

    REKKR - V1.16

    ...and that's why I am super stuck trying to solve the puzzles at E2M9 EDIT: Gew tired of it... and it was a hell lot more entertaining figuring how they work in Builder and then trying my solution in-game :D
  12. pagb

    Brigandine [RC2, updated 2017-05-13]

    I also slipped through the grates, using gzdoom with gameplay options to default. I slipped through twice. Anyways, astounding looking wad, and I also liked the music a lot. Somehow it reminded me of NIN.
  13. pagb

    Ancient Aliens - final version on idgames

    Platforms worked flawlessly with latest Gzdoom x64
  14. pagb

    Ancient Aliens - final version on idgames

    It's RC3a, yes. Will try a newer gzdoom tomorrow.
  15. pagb

    Ancient Aliens - final version on idgames

    Using a few months old gzdoom build, btw.