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About Scuba Steve
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Possibly, but one thing that has kept the DEHExtra version from moving forward is that it desynchs Comp9 demos (Boom I think?). It doesn't do this for any other complevels and I can't track down why this is happening.
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What's a relatively unknown band that you're a fan of?
Scuba Steve replied to JeffAri's topic in Everything Else
I'd wager they're quite well known nowadays, but only under the name "Old Gods of Asgard." -
What's a relatively unknown band that you're a fan of?
Scuba Steve replied to JeffAri's topic in Everything Else
Atom and his Package -
Squenched Avacausage - BITE 1a [Boom, map 1 to 13]
Scuba Steve replied to nova++'s topic in Map Releases & Development
You should include a MAPINFO file that disables jumping & crouching. -
[BOOM, CL9] TNTPhobia - An oniric walking-simulator tribute to TNT: Evilution (RC2)
Scuba Steve replied to Fernito's topic in Map Releases & Development
Absolutely bonkers. If you plan on making any changes, may I suggest one...? That aside, I'm going to have to dive back into this because I *know* I've missed plenty. -
Widescreen Assets Pack and Appreciation Thread
Scuba Steve replied to OpenRift's topic in Doom General Discussion
Good news: I had the PSD file Bad news: Was cropped to the standard doom ratio. -
Widescreen Assets Pack and Appreciation Thread
Scuba Steve replied to OpenRift's topic in Doom General Discussion
I wonder if I still have the original Monopoly image I used to make that? Gonna be a hail Mary if I kept it this long... -
OSTERITY (RC2) - a vanilla mega-episode set in the heart of Texas
Scuba Steve replied to Big Ol Billy's topic in Map Releases & Development
Is the BFG9000 in the basement of the Alamo? -
[Final] McDoomguy's Slaughterific Sample Platter (Release Thread)
Scuba Steve replied to MFG38's topic in Map Releases & Development
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How much content ends up getting cut from your own wads and mods?
Scuba Steve replied to Lizardcommando's topic in WAD Discussion
Before limit removing source ports and node builders, a ton of content was cut from most projects. Doom City's text file describes crosswalks and stop lights but they were removed because it caused visplane overflows. When I was making in the late 90s, I had to scale down a bunch of detail in my map because DMapEdit had a hard limit of something like 700 sectors; I emailed the creator to ask that it be raised and he replied, "no, that's more than enough for any map." -
Simulacrum | 32 MBF21 maps by muumi and myolden | now on idgames!
Scuba Steve replied to myolden's topic in Map Releases & Development
I'm placing a moratorium on new megawads. All releases must be five maps or less. -
Did the download for this become private?
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We wrote a sidebar article about Doom 3 Phobos episode 2. I imagine the third episode will get the same treatment.
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I don't know what's wrong, but I can't extract the pak files from the zip... it fails every time.
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I think Phobos only works with the original release of Doom 3 and not the BFG edition... that might hinder the number of supported systems.