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Scuba Steve

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About Scuba Steve

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  1. Scuba Steve

    The Long Trek Back Home [Doom2 vanilla megawad] released

    You should update the title/intermission/ending artwork to be widescreen compatible so this can be played properly on the Unity port.
  2. Scuba Steve

    I.H.N.I. Episode 1 - chonky update 1.02

    I'm trying to replay this, but I'm stuck again at the start of MAP02... how the fuck do you even leave the starting area?
  3. Scuba Steve

    [GZDoom] Snap the Sentinel (v2.1) ~ EPISODE 1

    Absolutely thrilled to see proper "smears" within the weapon animations. I'm sold. Playing this shit when I get home.
  4. Scuba Steve

    AI Generated Title Screens

    Playing around with Neutral Blender yields some pretty bizarre results. Inputting classic megawad names generates images that look strikingly like a cheap Wizard Works add-on... Action Doom Alien Vendetta Ancient Aliens ...Technicolor Antichrist Box
  5. Scuba Steve

    Widescreen Assets Appreciation Thread

    If I'm not mistaken, in order to get the "scrolling" to work properly, the first image needs to be in the ratio of 320x200 and the second image takes up the remaining width. Don't quote me on it, but I know it can't have overlapping artwork.
  6. Scuba Steve

    The Top 25 Sector Ships of All Time

    But is it vanilla compatible?
  7. Scuba Steve

    List of every Western/Wild West Mod

    Funny enough, I was contemplating a "best unreleased works" article where I would link to files and rank the best projects that died in an incomplete state. I know I've got the file on my PC since I just "replayed" it a few weeks ago in preparation for writing.
  8. Scuba Steve

    Worst looking texture

    There is no other answer; Drake O'Brien's textures in TNT are the absolute worst. They are little more than MS paint-tier trash which is made even worse by, as you described, the artifacts surrounding all his textures. It's painfully obvious they were drawn on a cyan background and were converted to Doom's palette with the antialiasing becoming green pixels. Its embarrassingly awful and such an eyesore, I made replacements to try and fix them.
  9. Scuba Steve

    Share Your Sprites!

    The thing is, Doom is a fast-paced game and your eyes look for recognizable shapes while playing... It's almost muscle memory at this point. The rocket box and ammo crate are similar so your brain tells you "rockets" or "ammo" however that magazine looks entirely different from the original pickup and will cause confusion. Granted, it won't take players more than a couple minutes to figure out out, but like I said, it's just so aesthetically different it doesn't quite fit.
  10. Scuba Steve

    Share Your Sprites!

    I'm not sold on the magazine variable... looks aesthetically different.
  11. Scuba Steve

    The Long Trek Back Home [Doom2 vanilla megawad] released

    In 2021 that's a really pointless endeavour since embeded deh files are a quality-of-life improvement. It won't break vanilla compatibility and 99% of all players who use any port other than vanilla will be able to run the wad without having to jump through the hoop of command lines. You can include the deh file in the .zip for vanilla users as well.
  12. Scuba Steve

    The Long Trek Back Home [Doom2 vanilla megawad] released

    Add the longtrek.deh to the longtrek.wad and rename it 'DEHACKED.' I think just about every port imagineable supports embedded dehacked lumps.
  13. Scuba Steve

    Supplice - Wishlist on Steam!

    I tendered my resignation at work so I can get home sooner to play supplice.
  14. Scuba Steve

    Why are the zdoom Brazilian doom modders make the best mods?

    Tangentially, ACE team--who created the landmark mod, Batman Doom--are Chilean.
  15. Scuba Steve

    Cacowards 2021 Mentionation Thread

    Generally, no; we usually just wait for a final build and then consider a project... But occasionally this isn't viable (looking at you, Eternal Doom IV.)