-
Content count
521 -
Joined
-
Last visited
Content Type
Profiles
Forums
Downloads
News
Everything posted by Hoodie
-
this one hitting a little too close to home...
-
Naturally a fun idea but the work involved would be greater than simply just making your own playlist. Have always wanted an in-game music randomizer type thing tho tbh
-
Played 2002 A Doom Odyssey as a kid and it was a prime reason I stayed with this community. It has always been nice seeing you as a member of projects over the years. Hope you are chill & happy pcorf ^^
-
i find so much music from threads like this, know ure suggestions do not fall on deaf ears...
-
Was Halo Reach really the "last good halo game"?
Hoodie replied to Consistent-Money-990's topic in Everything Else
I will never forget Halo 4 starting with Chief asking why the covenant are bad again and Cortana says "a lot can happen in x years". "somehow palpatine returned" type shit lmfao edit : the multiplayer is still good in 4 and 5 but I don't like infinite at all -
the video is 37:31 so very short sequence indeed! ...it's at 32:30 :p really wish they would have least fought an enemy...
-
if it makes you feel better OP, this is how I am finding out about this game and it looks super cool x3
-
I am assuming you just mean the plutonia aesthetic, however fun fact MAP18, 28, 31, & 32 of TNT are made by the plutonia guys! ...also MAP23 of Requiem! which is a very clever map and one of my favorites ever made.
-
brothers fighting ): never noticed the details put into their jaws from the sides, looks like the guys on the doom1 boxart
-
(SURPRISE COMMUNITY PROJECT ANNOUCEMENT) Grungo E1M1 standalone map made for Doom 1
Hoodie replied to Grungo's topic in Map Releases & Development
I am so self conscious about my own work and joining a community thing would just multiply those feelings already. ty for offer tho, I hardly ever map anymore these days x_x -
(SURPRISE COMMUNITY PROJECT ANNOUCEMENT) Grungo E1M1 standalone map made for Doom 1
Hoodie replied to Grungo's topic in Map Releases & Development
I am rly sorry I just meant the rooms you don't necessarily have to enter, still figuring out proper mapping discussion...this map was very fun to explore and see how you changed it into a doom aesthetic, I think you nailed that vibe! -
(SURPRISE COMMUNITY PROJECT ANNOUCEMENT) Grungo E1M1 standalone map made for Doom 1
Hoodie replied to Grungo's topic in Map Releases & Development
lmfao at this post, bravo xD very good map! While playing I kept thinking it did feel very much like a classic map in design so it being a reimagining of wolf e1 makes sense. Some of the extra rooms make it feel like a base however it makes them pointless ultimately. After finding the exit I did a restart and ran right to it by grabbing the shotgun secret along the way, so what I'm meaning is try to impede player progress more if youre going for that. Lots of the ambushes are easily avoided BUT AGAIN it is an e1 map so whatever. Excited to see how you wanna redo the whole episode 1 of Wolfenstein as I have had the same idea for so long but have never tried anything with it :p Good use of textures, some rooms feel kind of empty and that window at the start just goes straight out into the sky, overall great map tho my man -
PLAY CRUELTY SQUAD PLAY CRUELTY SQUAD PLAY CRUELTY SQUAD PLAY CRUELTY SQUAD I typically only like doing power fantasy things in hard games. I love learning how a system works and then overcoming it. First examples that comes to mind are Fallout 2 and Morrowind, great games that encourage you to engage in power fantasy lol
-
excited for this project :)
-
hdoomguy if u see this i miss watching scary movies with you </3
-
If you were to make Hell Knights and Barons differentiate from each other, how would you go about it?
Hoodie replied to LukeGaming's topic in Doom General Discussion
Long ago someone on this site called Barons "doors with health" and that has always stuck with me. Hell Knights have always felt pretty much perfect, theyre just a stronger imp. Barons obviously need to be changed from their doom 1 pseudo-boss status because their best usage is to confine you in an area full of other dangerous thing. I typically like wads that use the Afrit custom monster instead of Barons (not the lil gargoyle from Hexen!). -
Plerb's NaNoWADMo 2024 thing [Ultimate Doom, vanilla, 4 map demo]
Hoodie replied to Plerb's topic in Map Releases & Development
loved the aesthetic of this a lot, and great use of textures. Very good level layout, plenty of ways to get around the maps but with a clear goal. I played on HMP & died to the trap in e1m2 but otherwise did fine :p -
toast pretty much nailed it, I also noticed the exit switch had missing textures and the lack of health/powerups in general for this type of thing. Good use of cover & enemy placement, besides the zombieman in the wall :p try to add more height differences in combat.
-
Why could you not jump in Doom Engine games before Hexen?
Hoodie replied to Verna's topic in Doom General Discussion
angry bois </3 -
Why could you not jump in Doom Engine games before Hexen?
Hoodie replied to Verna's topic in Doom General Discussion
all possible with an engine where you can jump as well lol -
[idgames] Austrian Avian Association (AAA) - Twelve + Six Levels of 1800s Fun
Hoodie replied to MundyC's topic in Total Conversions & Full Games
still thinking about what the back of the sign on that one map meant..... -
Why could you not jump in Doom Engine games before Hexen?
Hoodie replied to Verna's topic in Doom General Discussion
yes completely agree, the first time I figured out how to solve mt erebus and map15 secret exits were truly special memories. However consider all the new ideas created from the addition of a jump mechanic even seen in Quake. disclaimer : most of my posts are dumb on purpose -
WIP my first WAD: Vat Outa Hell, tips and ideas would be great!
Hoodie replied to TWIM's topic in Map Releases & Development
obviously its a great set piece, I like the addition of the bridge. If you are wanting the fight to be bigger add additional areas around this room where the monsters come from, if tighter just let them teleport (or whatever) right into the room. You have a great understanding of space and presentation already, and I saw no issues in texture alignment. -
DBP68: Outposts Of The Wasteland RC1.4 [-cl 2]
Hoodie replied to lunchlunch's topic in Map Releases & Development
great screenshots, very busy, well check this out