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


  • Content count

  • Joined

  • Last visited

About NaZa

  • Rank
    Senior Member

Recent Profile Visitors

3458 profile views
  1. NaZa

    Things about Doom you just found out

    Once you do notice the MAP02 misalignment it just hurts.
  2. NaZa

    Things about Doom you just found out

    I think the computer panels in MAP02 of Doom II take the cake.
  3. NaZa

    Post your Doom video! [but don't quote video]

    Here are some new Aliens TC videos, finally.
  4. NaZa

    Infernew, a Community Project

    I've started work on this map 24 hours ago. It just keeps mapping itself! No visplane overflows in the playable area yet.
  5. I really don't want to sound pushy, but due to some request, I've created a sheet in my unofficial leaderboard which will contain monthly leaderboards with pretty much real-time updates as every run is posted (and checked by me). It's your go-to place to find where you at compared to your rivals before Alfonzo writes his trademark obituaries :)) You can always check it out from the leaderboard (it's the fifth sheet), but here's the link: https://docs.google.com/spreadsheets/d/1MD_xVaxvvARtENsjya30g-rnJDqiLL2ZpQc6YlKQV9g/edit#gid=1361112118
  6. NaZa

    Infernew, a Community Project

    Thanks for clarifying, I understand your intentions much better now. You could keep them as shotgunners as you've said, Imps maybe on medium and Zombiemen on the easiest? The average Joe would use GZDoom probably, heh. I've only pointed it out because it can be a resolution problem if somebody decides to give it a whirl in choco/DOOM2.EXE. As for the spectres, replacing them with pinkies on lower skills would be perfect imo. They were nearly invisible and I got cornered on my first recording attempt, but I found out that they don't go past the first few upper stairs. Intentional? I've kinda exaggerated the tech base section - it did seem out of place a bit with its green, but as you said, Hell shouldn't make sense :P Again, thanks for the clarification. EDIT: Yes, you can still update the map. It's still possible, afaik until bonnie finishes their two maps.
  7. NaZa

    Infernew, a Community Project

    While it is true that I am pretty new to Chocolate Doom, I think that the shotgunners should either not be on the pillars, or the pillars should rise once the player is in vicinity, so that you can react immediately and not get sniped by a couple of pixels you barely see when on map start. The primary reason is that their attack hurts a lot so the average Joe playing through this in Choco would likely get shot far enough away so that he can't see them clearly. Also if you didn't see, I liked the map from a gameplay perspective. Most of my concerns come from said design issues I have.
  8. NaZa

    Infernew, a Community Project

    @ETTiNGRiNDER I'm not sure what to think of your map. I can bet a lot of money you never tested it in Chocolate Doom. I do think it looks good on ZDoom or prBoom or whatever you tested it with. However in Choco it doesn't look good. Like, at all. The enemies are so far away they look like a single pixel, and then you suddenly get shot by a sergeant which you can't even see. The gray and yellow rock textures you use at one point look very bad. The spectre/zombieman room is the biggest elephant in the room, the colour scheme and usage of spectres makes it look really bad. The level simply isn't made for the 320x200 resolution in vanilla Doom II, which is a shame since I kinda like it. Anyway, I won't say it's very open because I don't find it to necessarily be a bad thing. In your map it was just the right level of openness for the amount of opposition. The gameplay itself was a bit dull with only the shotgun and chaingun vs. Cacodemons for a long time, but it was alright near the end. There weren't a lot of hitscanners, as at least one other person who played reported. It's very Slough-ish too, but it's much more open than it. Still, it'd fit in E3. The only problem is the techbase for some reason. The secrets were alright and very Infernoish. tl;dr Painful in Chocolate Doom for the eyes, but plays alright. ettngrnd.zip
  9. Well, one can't survive everything. Also you still beat me, soooooooooo... Although I fourth that complevel should be put into the main post.
  10. ^^ Your demo desyncs in -complevel 4. It works just fine in -complevel 2 though.
  11. NaZa

    Nomonster speedrunning

    I don't know how to format these, but I was proud of this achievement. The demo is 2:30 long, but it's because I couldn't believe I've done it after half an hour of tries. Super Mayhem 17, MAP02 -nomo in 0:21. nm2_021.zip
  12. NaZa

    Infernew, a Community Project

    If I recall correctly the level data shouldn't be larger than 160 KB.
  13. NaZa

    E1M1: Hangar Remaster by Shot846

    That sloped floor irks me - way too steep.
  14. NaZa

    Infernew, a Community Project

    I really advise you to check your Visplane Explorer in GZDoom Builder. It looks like it might be breaching some limits in that field. Although it may also break the maxvisthings limit (maximum visible things).
  15. Funnily enough, I did the same thing after my Aztec demise. ... I died on MAP02. So I agree with your statement.