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Angry Saint

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About Angry Saint

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  1. Post Your Doom Picture (Part 2)

    Chainworm Kommand has the best Doom Kebab ever seen
  2. Post Your Doom Picture (Part 2)

    Klingon engine room (WIP). This is difficult to design because we've never seen a klingon warp core on screen, there are only various pictures from comics, videogame, etc... which are not considered canon. Nevertheless, the klingon has this concept of brak'lul, redundacy, so I decided to put two warp cores in the engine room.
  3. Post Your Doom Picture (Part 2)

    Yes, and also from Elite Force: there was a level set on a Klingon Bird of Prey.
  4. Post Your Doom Picture (Part 2)

    What is a Klingon starship without its warp core? (wip)
  5. Post Your Doom Picture (Part 2)

    Doom proportions are different from reality... and this is not reality, but a set in a movie or tv show: it is already distorted through the lens of the camera in many ways. But it is still fun and I think I will keep building my private klingon vessel.
  6. Post Your Doom Picture (Part 2)

    when you really like Star Trek and the Klingons... (teleporter room on a Klingon k't'inga vessel)
  7. Post Your Doom Picture (Part 2)

    Let's see if anyone recognise this place...
  8. Underground Temple (beta testing needed)

    @rdwpa Thank you for your demo. I see your points and I agree with most of them. Actually I really like the disciples mechanisms. You never know where they will reappear raising the tension in the player. I feel it changes your movements in an interesting way. Regarding the pushing attack, I may remove it. The "kill all monster to leave the area" is something I took from the last Doom. In the red key arena it was needed because otherwise the player could run down the corridor and from there kill easily all the enemies. But I agree the spiders are not important for the area lock-in. @Liberation Do you mean the weak spiders or the big spiders? there are two types of them.
  9. Title: Underground Temple Map: map01 Source Port: GZDoom (tested with 3.2.5) Renderer: OpenGL (there are sloped 3d floors) Status: need some beta testing Download link: http://www.mediafire.com/file/lcnw5m15jt2349u/unte001.wad Resources: Hexen 2, Realm 667 (more credits&details when completed) Screenshots:
  10. What is the next number set in the sequence?

    If we want a 9th and 10th code, as Fonze wrote that the system remember the last 10 numbers, then it remains valid my above consideration. If we want only a 9th code, I still belive it has to be something easy to remember, I don't mean as number but as way of generating it. I don't consider a 8th grade polynome with 9 terms to remember as easy, but I admit YMMV.
  11. What is the next number set in the sequence?

    You have to consider that after the ninth value, people will need the n+1 value, still to be an integer number of 3 cifres to be used as code. So actually you cannot have a whatever solution, you have an additional condition to satisfy and few of your proposal solutions satisfy it.
  12. What is the next number set in the sequence?

    100, because you increase each time of 11, and 89+11 = 100.
  13. Post Your Doom Picture (Part 2)

    When in doubt, add Hexen 2 monsters...
  14. Post Your Doom Picture (Part 2)

    These are from a level I started years ago, almost completed but never added monsters.
  15. Post Your Doom Picture (Part 2)

    Designing the boss battle area for Flesh Interface...