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About Albertoni
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[BOOM, CL9] TNTPhobia - An oniric walking-simulator tribute to TNT: Evilution [v1.2] - now on idgames!
Albertoni replied to Fernito's topic in Map Releases & Development
Got both endings, though I had to use Doom Builder for the secret one. Absolutely insane map, loved it through and through. Congratulations! -
If you do, please remember to tag me when you release it
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"walking simulator" / puzzle WAD's (low / zero action)
Albertoni replied to UnknDoomer's topic in WAD Discussion
It has a story, but it's not told through words. The ending level has a cutscene. -
This seems to be the case, the same happened to me.
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My idea to solve this was simple. Take a hint from Brutal Doom and turn hitscans into very fast projectiles. Of course, then you have to figure a way to make them pass through decorations... Could be better, could be worse. I don't think that'd work in your case since, well, it'd be a port option and that would make things maybe too weird for a gameplay toggle. Sorry.
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To me what makes or breaks a jokewad is taking itself seriously. Actual serious effort aimed at entertainment being put into the WAD. Hell, to me the apex is when you cannot even tell if you're playing a joke or if you're supposed to take it seriously, as per my Philosodoom wad. I have been planning / developing a bunch of those, tbh, for example: Ballet gameplay mod. Jumps and twirls and kicks and hops, causing damage and dodges and parries. Pink tutu is not optional. Idle Doom 2: Idle Harder. Prestige mechanic along with a bunch of monsters from Realm667. If anyone has any idea on how to get system time in ZScript, so I can calculate offline gains, that'd make my life balancing it so much easier. A map where I listen to the voices in my head to see if they agree that a room is well-designed or not, and also listen to their suggestions for new rooms, making something akin to Yume Nikki. A map that's actually different every time you play it, comprised of about a hundred different rooms and corridors that are dynamically connected by portals when the map starts. Some combinations making it unbeatable is intentional. Health is alcohol. The more HP you have, the more your aim wiggles and the more zig-zaggy you run. This has been hell to balance so far. E1 of Doom 1, but the map is rotated. That is, instead of going north, you go up. Controls modified to play similarly to Descent. Mild performance problems because damn that's a lot of portals and 3d sectors. A SuperHot clone. How to implement the slowdown, you ask? Still unsure if I should do it with A_SetTics or Decorate variables. As for projectiles, gotta go through all of them manually and multiply their speed, or at least I didn't find a better way. Disclaimer: Not all of those are real. At least half of those are lies for comical effect. One was a lie for comical effect and I actually liked it and might do it in the future. Tell your doctor if you've been to areas where certain types of fungal infections are common. In case of side effects, stop treatment immediately and seek medical assistance.
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[GZDoom] Hellhole -- Run-n-gun mostly-normal DooM II level with modded surprises (35 mins playtime)
Albertoni replied to Thinkmeats's topic in Map Releases & Development
Disclaimer: I was a beta tester. This wad is worth it just for the moment when you rip the modded gun out of... Well, where it is resting, so as to not to spoil much. That scripted scene, damn does it feel good. I don't want to say much because I never played anything quite like it, even if some parts do feel like mid 2000s ZDoom levels, but it's good stuff. -
what weapon would you chose to put in doom if you were the creator of doom back in 93
Albertoni replied to Nightmare2989's topic in Doom General Discussion
I'll be boring and say the SSG. The way the levels were made, even taking in mind the more out-there designs the base game had, all guns have a function and cover almost every possible use case. -
The Dean of Doom series (companion thread)
Albertoni replied to Sunnyfruit's topic in Doom General Discussion
Definitely not me, no -
International Doom: Must-play WADs from around the world
Albertoni replied to Lane Powell's topic in WAD Discussion
Thanks for the suggestions, there are quite a few maps I want to play in here, see if cultural changes translate to map design and all. Personally, I've always had a soft spot for Remmirath / Morpheus, who is Italian. Also, Batman Doom was made by a team from Chile. -
Is Doom(2) music not the best music among games from the same era?
Albertoni replied to Hisymak's topic in Doom General Discussion
I won't say anything about the quality of the compositions as so far the whole topic has been about precisely that. What I will say however, is that in technical aspects, at the very least in 1995 we already had games using full blown sample-based music in their soundtracks. For example, In Pursuit of Greed. Better sounding, worse sounding, you judge. The only thing I'll say is that at least it played the same in all sound cards that supported this sort of samples. -
Doom RPG Port Reverse Engineering Update (version 0.2.2) Source Code Release
Albertoni replied to Erick194's topic in Source Ports
Finally! I was waiting for this for quite a while. Don't forget, either you or your brother promised releasing all the assets after release, I've been waiting for years and I'm still interested lol Jokes aside, great job, seriously. I can't imagine the amount of work it took to get to this point. -
Ozonia Boom Megawad - on /idgames!
Albertoni replied to Deadwing's topic in Map Releases & Development
Waaaait, textures I made? Well then, guess I'll have to play it to figure out where it is, because I really don't remember making, or at least posting, a lot of textures lol Edit: Oh right, the textures I created for level 3 of Shrooms 1. I legit loved those. Brigadinha pelo momento de nostalgia <3 Edit 2: Oh, you forgot two midis named 33 and 34 inside the wad. Nice songs, though. -
What’s your best pre-teleport weapon?
Albertoni replied to purple_ruberoid's topic in Doom General Discussion
I had completely forgotten about this behavior, excellent point -
Yes but no. They're backwards compatible, that is, what worked on GZDoom 2 should work on GZDoom 4, unless you were exploiting a bug or something similar. For example, Idle Doom only works on ZDoom 2.4 onwards, as this thingy named User Variables was added at that point, and Idle Doom only exists because of it. So nothing (other than Graf) stops someone from adding some new feature to those two languages.