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Thenuke

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Everything posted by Thenuke

  1. Thenuke

    The DWmegawad Club plays: 180 Minutes Pour Vivre

    The tracks are listed in the txt file, I believe. The music is a MIDI version of Show Me How to Live by Audioslave.
  2. Thenuke

    The DWmegawad Club plays: 180 Minutes Pour Vivre

    Thank you, @LadyMistDragon. It is true I like slightly puzzle-oriented maps better. Most pwads are quite standard with just room, shoot, room, shoot, so when John Romero came back to create Sigil, I was almost in awe, he made it a little bit puzzle-oriented, I loved it and that's where I got part of the inspiration. I also like to create secrets with visual hints so they seem puzzle-like. (I didn't have the occasion to add many for this map, it is more obvious on my first big map.)
  3. Thenuke

    The DWmegawad Club plays: 180 Minutes Pour Vivre

    Well, kinda. I don't know if I'm that good as a solo player but I wanted to create a bit of challenge because I thought wads like Plutonia were a bit on the "medium difficulty" on UV whereas Doom 1 and 2 are "easy" and things like Sunlust are "hard".
  4. Thenuke

    The DWmegawad Club plays: 180 Minutes Pour Vivre

    Hi, creator of MAP04 here. Thank you for reviewing my very very modest map, that's my first speedmap and my second map ever so I wasn't that used to the editor compared to the senior mappers, that explains the shortness of it, but I tried to make it at least a bit challenging, I was going for "Plutonia on UV difficulty". (Meant it to be played on UV) I calculated just the right amount of ammo for people to survive and even then, @WH-Wilou84 and co told me it wasn't enough! So I added some. I'm sorry about the two fake exits, now that I think about it, I should have got rid of the second EXIT panel. About the arch-vile, I thought I had made the stairs impossible to climb for monsters, seems like I forgot to modify some linedefs there, again, sorry. Still, I'm glad it's not so bad according to you all, thank you.
  5. We're all gonna be buried long before the release of Mordeth.
  6. Couldn't help it, it was my second map and I only had 3 hours, I'm one of those who say it's better to do things slowly but surely. 😥
  7. Thenuke

    [v1.5] Doom 64: Retribution

    Well, I don't want to turn this topic into an unrelated debate so I'll just say that : But I digress, I might as well say something related to the topic. ^^' @Nevander , has there been progress since last time ? :)
  8. Thenuke

    [v1.5] Doom 64: Retribution

    Good joke.
  9. Thenuke

    [v1.5] Doom 64: Retribution

    @m8f, thank you, I laughed.
  10. Thenuke

    [v1.5] Doom 64: Retribution

    I suppose @Gez means the (G)ZDOOM Forums : https://forum.zdoom.org/
  11. Thenuke

    [v1.5] Doom 64: Retribution

    8 maps, no secret map.
  12. Thenuke

    [v1.5] Doom 64: Retribution

    Quote from doomwiki.org : "Hell knights and barons of Hell throw the same projectiles. Contrary to popular belief, this has nothing to do with the fact that Hell knights and barons do not infight with one another in the PC version of the game. Rather, there is a hard-coded exception for these two enemies which causes them to consider each other as belonging to the same species. This exception was overlooked when the Doom II source code was combined with the Atari Jaguar code base to create the Sony PlayStation port of Doom II, and as a result, barons and knights infight in both that game and its offspring, Doom 64. "
  13. Thenuke

    [v1.5] Doom 64: Retribution

    Just finished Redemption Denied for the first time. A cool challenge. Thank you again for this amazing mod. :)
  14. Thenuke

    [v1.5] Doom 64: Retribution

    Cool ! Thanks ! It's gonna be a DOOMed night for me ! X)
  15. Thenuke

    [v1.5] Doom 64: Retribution

    Hi ! It's been a few months but how is the project going ? Is everything alright ?
  16. Thenuke

    [v1.5] Doom 64: Retribution

    Hi ! Great update ! I noticed a bug in the script at the end of DOOM 64 Museum map. It's supposed to dispose of the Unmaker upgrades but instead but it doesn't. I'm using GZDOOM v3.2.5.
  17. Thenuke

    [v1.5] Doom 64: Retribution

    Hi, just wanted to say I love this project. How much have you progressed since November ?
  18. Thenuke

    [GZDOOM 3.0.0] Mod without automap HUD [Solved]

    Ok, I'll wait for the next update then, thanks.
  19. Hi, I created a wad in order to hide the automap HUD in order to play completely without HUD. I created these: MAPINFO: gameinfo { statusbar = "sbarinfo/doom.txt" } And a SBARINFO containing all lines from sbarinfo/doom.txt with this add: height 0 ; statusbar automap {} The automap HUD is gone, that's great, but the automap text has turned gold instead of red. How do I get it back to normal, please?
  20. Thenuke

    Back to Saturn X E1: 1.1.6 bugfix

    Damn, sorry, next time I see a bug using DOOM Retro, I'll assume it's DOOM Retro bug.
  21. Thenuke

    Back to Saturn X E1: 1.1.6 bugfix

    Hi, came back with a little glitch, I'd say. On E1M13, at the end of the level, the (fake?) teleporters seem to be flagged as liquids for some reason:
  22. Thenuke

    Back to Saturn X E1: 1.1.6 bugfix

    Well, I guess it is a DOOM Retro problem, sorry...
  23. Thenuke

    Back to Saturn X E1: 1.1.6 bugfix

    Hi, I don't know if someone already noticed this. Teleporter texture misalignement on E1M10:
  24. Thenuke

    Doom 64 for Doom II

    Hi, I hope this project isn't dead, any news?
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