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Beed28

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About Beed28

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  1. That's not my video; it's someone else who's done a playthrough of DUMP 3 and uploaded it to YouTube.
  2. There's this level I made for DUMP 3 a while back that can probably cause motion sickness in some people:
  3. I just beat it. It took me a while to figure out the puzzles, and it took me an hour and an half of playtime, oddly enough (according to my total time on the automap at the end). Also, my only gripe, is I can't seem to fit through this gap here (in GZDoom, at least), but otherwise, good work! Was quite different from what you would normally see in a Doom wad. :)
  4. Beed28

    Cacowards 2017 Mentionation Thread

    +1 to Randi for Espi Award.
  5. They're not secret levels, but one level in DUMP 2 heavily references Strife, complete with alarm, door, and switch sounds, and one level in DUMP 3 heavily references Quake, complete with sounds, a matching font, and even a recreation of the episode 1 boss at the end.
  6. about : In light of recent events, I have quickly hacked together a mod that Makes Doom Great Again™. It works with Ultimate Doom, Doom II: Hell on Earth, TNT: Evilution, and The Plutonia Experiment. If you want to use it with a PWAD, add this last, but there's no guarantee that the effect will take place. Download: (Requires ZDoom) http://forum.zdoom.org/download/file.php?id=27357 Screenshots:
  7. Beed28

    Cacowards 2016 Nomination Thread

    I would like to nominate D4D for this year's gameplay mod. The work on it is astounding, and beautifully recreates much of Doom 4's features in (G)ZDoom. The sprite work and coding done on it is jawdropping, and I believe is helping to pave the way for the upcoming ZScript.
  8. Beed28

    OBLIGE 7.50 released!

    The new version is amazing! There was some issues I had with this config, though: Seed was 28. * In E2M5 and E4M2, the exits seem to be swapped (the normal exit was hidden in a secret while the secret exit was out in the open). * This is more of a gripe, but in E3M5, there's a mandatory teleporter that takes you into a smallish room with two Cyberdemons (on ITYTD, none the less), which gives you very little time to react to their rocket missiles.
  9. Beed28

    [GZDoom] Wobbly shader

    ABOUT : This is a small mod that works by including modified copies of the func_normal.fp and lensdistortion.fp shaders as found in gzdoom.pk3. And, uh... it gives this trippy effect. It should work with pretty much anything and any map pack, so have fun playing through all your favourite Doom engine games and map packs whilst touching fuzzy, getting dizzy. Latest GZDoom SVN ONLY. Will not work with ZDoom or Zandronum! Note: Turning on "Lens distortion effect" in the OpenGL preferences (or typing "gl_lens 1" into the console) is highly recommended for the full effect. As usual with this kind of stuff, beware of possible motion sickness and headaches. DOWNLOAD: GZDoom_wobbly_shader.pk3 RECOMMENDED WITH: Is this trippy shader not enough alone? Are you brave enough? Try loading it alongside with these following mods, or you can combine them all. If you dare. Megabounce DooD ROOL
  10. Beed28

    NOVA III [LINK TO NEW THREAD IN OP]

    I'm gonna drop out. I don't see myself making a map for this in the foreseeable future.
  11. Hi! After a long while, I released a new update of this silly mod. Some more details are on the OP. Have fun! CHANGELOG: DOWNLOAD r05: https://www.sendspace.com/file/2orxd2
  12. Aww, I was having a brilliant idea for one of the secret maps. In it, all the vertices would be aligned to a 128 grid. No exceptions.
  13. Ah! I was forgetting I made a boss here. I'll probably take a shot a making another map sometime, to fill up the empty slots, but I'm not home right at the moment.
  14. They do completely go. Greyfalll on the ZDoom forums has made a patch though that just makes them "appear" gone, which allows for monster respawning, Arch-vile resurrections, and doesn't cut off their death state.
  15. I'm one of the few people who absolutely hates leaving monster corpses lying around, cluttering up the place. Thankfully, with the power of A_RadiusGive and A_FadeOut, slain monsters will slowly fade away to nothingness, thus, solving the eternal problem of those massive Cacodemon corpses obscuring your view. It also works with almost anything. Doom monsters, Heretic monsters, Hexen monsters, even custom monsters, you name it. Requires the latest SVN revisions of ZDoom or GZDoom! http://forum.zdoom.org/download/file.php?id=26185 Changelog V1.0 - First release. Known Issues - Monsters crushed into gibs will not fade out, unless compat_corpsegibs is on. - If an Arch-vile resurrects a monster that's faded, the revived monster can be very translucent depending on how faded it was. - If a monster had a really long death state, it fade out completely and be removed before it can complete its state (and thus not be able to run any intended action functions afterwards). - Because the monster actors are removed after fading out, monsters will not respawn with either the Nightmare! difficulty or if sv_monsterrespawn is on.
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