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Albertoni

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About Albertoni

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  1. 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.
  2. Albertoni

    The Dean of Doom series (companion thread)

    Definitely not me, no
  3. 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.
  4. 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.
  5. 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.
  6. Albertoni

    Ozonia Boom Megawad [09/17 - RC5 Out!]

    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.
  7. Albertoni

    What’s your best pre-teleport weapon?

    I had completely forgotten about this behavior, excellent point
  8. Albertoni

    How to truly 'replace' monsters?

    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.
  9. Albertoni

    How do I go about making Doom maps?

    It's almost the same editor, I see no harm in it.
  10. Albertoni

    What do you think the lowest age for Doom Eternal should be

    I'd risk saying you should be old enough to have seen the defeat of the Elemental Wraiths of Argent D'Nur with your own eyes.
  11. Albertoni

    A noob question here...

    If this was Boom-only, you could jerry-rig something with raise / lower to nearest floor / ceiling actions, and grabbing the key moves a sector in such a way that only after grabbing the key there's a height difference to move to. Since you're not limited to that, use ACS. It's way cleaner if you need to change it later.
  12. Albertoni

    Enemies and Objects are flat (!)

    With a fully digital connector like HDMI or DisplayPort, the computer can tell it's a different monitor, even if you use the same cable on the same port.
  13. Nah man. If I wanted Ghost Recon, I'd play Ghost Recon. Don't mess with my fast reloadless shooting while I run laps around fireballs. This is easily fixed by level design. You go and play Saturnine Chapel (or just watch a gameplay I guess), then tell me how many times you died on those one-on-one fights against default monsters.
  14. Now that's a proper localization. Good job. Fair enough, I only have book-knowledge of Spanish, so my knowledge of cussing and swearing is very small.
  15. Arma Grande Da Porra? Makes sense I guess. Now that I stop to think about it, translating the F is actually pretty hard. Yes, but in Spanish (and Portuguese) it can be used to emphasize something, like "puta delicioso" -> "fucking delicious"
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