Jump to content
Search In
  • More options...
Find results that contain...
Find results in...


  • Content count

  • Joined

  • Last visited

About Urthar

  • Rank
    Senior Member

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. Urthar

    Colossal Cave Adventure

    I played Level 9's version of it as a teenager, and it inspired me to write my own text adventures, so I have a fond regard for it. It wasn't until the age of the internet I discovered that the game is based on a real cave network, and that one of the writers was a cave explorer himself. If it's something you enjoy then you might want to check MUDII, an online multiplayer text adventure.
  2. I thought there was something off about Eternal's rendition of BFG Division, but being musically ignorant, I couldn't put my finger on it.
  3. Urthar

    Simple Mover (set as 3D Floor) issue.

    My approach is to use a dummy door to control 3D floor lift movement, and then Sector_SetLink the door's movement to the 3D floor. That way the lift will 'open' again if it hits you on the head.
  4. My reactions aren't great, but I've learnt to anticipate opponents and control encounters. Possibly due to playing Quake in the dial-up era and Left4Dead over a dodgy wifi connection. I adapted to most of the monsters in Eternal fairly quickly, but the Marauder took a couple of play throughs to get comfortable with, in part because he's not a particularly intuitive monster to response to. For example, he can instant block an attack even when his shield isn't visible. He spawns a dog if his shield has been hit recently. He's effectively immune to BFG and Crucible attacks. His shield isn't overloaded by Plasma Rifle fire. You can generally force his vulnerable attack by dashing backwards away from him. This is all pretty arbitary stuff that runs counter to what the game has been teaching you, and it doesn't surprise me in the least that it throws a lot of people off.
  5. Age 50. Completed HMP and UV, on Normal and Extra Lives, and UV Master Levels. Got as far as Cultist Base on Nightmare Extra Lives. I think I mostly died to Gargoyles. (On my first run I turned down the difficulty to ITYTD for Marauders, Khan Maker and Icon of Sin.)
  6. Urthar

    Post your Desktop Background

    Some say Saturn is prettier, but you know Jupiter is just so thic.
  7. Urthar

    Doom Pictures Thread 2020

    I didn't touch him I swear.
  8. Karl Marx Groucho Marx Hunter S Thompson Hypatia of Alexandra Philomena of Cunk
  9. Support for multi-tagged sectors is something I'm specifically hoping to see. I'm not sure if there's any other ZDoom 2.8.1 features that lack support in Zandronum.
  10. Urthar

    What is the maximum wall texture size for Boom?

    The main restriction for Boom textures is width. To display correctly in the software renderer it needs to be a power of 2. For example 16, 32, 64, 128, 256, 512 and 1024 are sizes that I've successfully used. I've never run into any restrictions regarding height, but I don't think I've ever gone beyond 512 myself.
  11. Urthar

    difference between zdoom and gzdoom?

    ZDoom 2.8.1 is dead? Damn, and here's me still playing and making maps for it.
  12. Urthar

    Anyone got a GTX 1050 Ti and Doom Eternal?

    I have an i5 at 3.8GHz, 8 GB ram and a 1050 Ti. I run the game at 1080pp, Vsync Triple Buffered, No Scaling and Low Settings with the exception of High Textures and High Motion Blur. I get minor stutter from certain vantage points in the final fight of Nekravol II, and noticable frame drop in the the two Turret cut scenes in Arc Complex, otherwise everthing seems golden. Initially I tried running the game at High Settings, with Static Scaling of 66% (equivalent to 720pp) and results were generally good, with the noticable exception of the Nekravol II final fight which ran fine once everything was dead, but could get quite choppy in the midst of the actual battle.
  13. Urthar

    So um...Quake?

    4 player Doom II Deathmatch on a LAN was fun, however 12 player Team Deathmatch in Quake was a thing of rocket-jumping, quad-rampaging beauty. So many gibs... Single player Quake was ok. It was exciting in a technical sense, but it didn't really have the same impact as Doom. By necessarity it had a lot less monsters on screen than Doom, and the Grenade Launcher was a weapon that allowed you to step back from a fight and bounce grenades around corners. It did succeed in creating a unique and unsettling atmosphere however, which caught my attention.
  14. Urthar

    Doom 2016 vs Doom Eternal

    I played some of 2016's DOOM while waiting for Eternal to unlock, and played it some more after my first complete run of Eternal. I'd say DOOM is smarter, in it's story telling and level design. Purer in it's combat loop of dodge, shoot and grab pick-ups. And more impressive for being the first game of the two. But I find myself enjoying playing Eternal more, now I've acclimatised to it's pace and rhythms.
  15. Urthar

    What's your favourite flavour of chicken