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noshutdown

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  1. * refrain the amount of monsters, a few dozens in a battlefield and low hunders in a map would be reasonable. * despite that, monsters are placed in a way such that is literally impossible to wipe out quickly and secure yourself. for example, cybies in tall caged turrets that can bombard the whole place while you can't get point-blank bfg shots. * limited supplies although not starving. bfg and rockets are available, but only enough to get you through a few most difficult times, for the rest you would have to fall back to slow weapons like ssg and chaingun, and even berserk fist. supercharges and blue armors are rare, instead medkits and green armors that can only keep you alive for a few seconds are everywhere. * no safe place like corners and corridors for defence, you can only hide from archvile fire a few seconds, and you are under attack from everywhere and from start to the end without breathing room. * monster infighting is important, but difficult to provoke due to placing design. * malicious designs. for example, a few archviles released into a field with dozens of corpses while you are busy at other side of the map. * if you are in a hurry to run somewhere, you way is often blocked by monsters and you don't have enough to blast it out quick. * and many inconvenient situations that prevent you from wiping out monsters quickly.
  2. well, talking about "best" can always be controversial, but in terms of map design, visual effects, and difficulty, i havn't seen any vanilla megawads matching it yet. there are many other great megawads, but most of them use boom features and require limit removing. maybe the only drawbacks are not filling all 32 level slots, and the end of episode2 remains dubious.
  3. we know there are three versions of vanilla doom: commercial doom/doom2 v1.9, ultimate doom and final doom, or complevel 2/3/4 respectively. the id anthology final doom or final2 for short is supposed to be most close to complevel 3. but i am curious on two ports: id released linuxdoom source code v1.10 and dosdoom(the first port based on released source code), how in detail do they behave differently from vanilla doom , and which complevel are they most close to?
  4. noshutdown

    Back to Saturn X demos [-complevel 2]

    and playback with vanilla doom desyncs the same way.
  5. noshutdown

    Back to Saturn X demos [-complevel 2]

    i want to complain a bit that some solo-net demos simply goes desync without adding the -solo-net option, even though i am using the recent prboom2.5.1.4.
  6. noshutdown

    prcp demo1 desyncs

    I also suspected that, but I added -playdemo demo1 to the command line and it's still the same way.
  7. noshutdown

    prcp demo1 desyncs

    not sure if this has been discussed/settled before, but i ran prboom -iwad plutonia.wad -file prcp.wad, and when demo1 plays, player died a few seconds after picking up the plasma gun, seemingly getting stuck by a spider and failing to kill it. after which its typical desync playback instead of switching to demo2. does anyone know how this happens? i tried complevel 4 and 2 with no difference.
  8. noshutdown

    PrBoom-Plus, ver. 2.5.1.4

    come on guyz, i wanna know if there is a future plan for prboom? and whats this project going to be, seriously? prboom has always been my favorite port for: * good vanilla accuracy(not so perfect as chocolate, but it has other advantages) * perfect support for ever-popular boom standard * great speed for populous maps * decent graphics, not so beautiful as zdoom but good enough, and much better than chocolate * plenty of features for playing, demo playback and game behavior tuning for me, being a perfect barebone port is good enough for prboom. what i like to see is: * tidy up the code so its easier to read and maintain * fix known bugs and desyncs(but as the nature of software, fixing bugs often introduces new ones) * adding new features and extensions are optional, as long as they don't change gameplay compatibility * possible even further optimization for speed? even though today's computers are very fast, i am from the quake world so i am always freaking out for ever increasing framerate.
  9. noshutdown

    Things about Doom you just found out

    i knew it so far, but never considerd it to be a bug, i thought it was a little punishment for not going the right path.
  10. noshutdown

    Why do people care about FPS past 120?

    i am from the quake world so no wonder i always get crazy on this, 120 is just the baseline that i can live with. i even dream of a machine that can run crysis3 at 300fps, even if at lowest resolution and image quality.
  11. noshutdown

    swiftdeath vs italo

    well this is simply against my taste. assume you are facing tens or even hundreds of heavy monsters here and there with nowhere to run, the only thing you can do is slaughter them with bfg/rl as quickly as possible, or you would be cornered and dead right? but that's not what i want, i want the map to give the player variable solutions, rather than making "just kill everyone quick and you are safe" the only thing to do. and to do this, the map should not give the player too many cells and rockets. for example, all cells on the map can only kill 1/3 of the monsters even if the player makes best use of the bfg, and so for the rockets. and the supplies are scattered here and there, so the player must keep running for them to survive, but not to wipe out a place quickly. this doesn't mean the map would be a park stroll, there is no safe place and the player is still constantly threatened, just not so instant-death under attack of tens of monsters.
  12. noshutdown

    swiftdeath vs italo

    which do you like better? i feel that italo is way harder, but its mostly due to heavy numbers of slaughtering, while swiftdeath is a good sample of making levels hard by design without placing hundreds of monsters. for me, the latter is something more like art.
  13. you still have rocket launcher and berserk, which is sufficient for most of those who know the idclev code.
  14. noshutdown

    Doomworld Community Top WADs of All Time

    can't decide on all nominations but hr2 is probably my favorite, it may not be the best wad in the world but it works with vanilla doom.
  15. but its often done without firing a single shot...
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