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Spectre01

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Everything posted by Spectre01

  1. Spectre01

    SIGIL - New Romero megawad for Feb 2019

    Everything I've read points to it being limit-removing, just like his recent maps. GZDoom is just the Romero-approved port he's suggesting.
  2. Spectre01

    SIGIL - New Romero megawad for Feb 2019

    Did you also politely inform him on the difference between a 9-map episode and a megawad?
  3. Spectre01

    Cacowards 2018 - 25 Years of Doom

    I was genuinely surprised that Pinchy's Alfonzone only got runner-up, but now it makes more sense.
  4. Spectre01

    Miscellaneous demos (part 3)

    Why doesn't Poncho post demos himself? Did he get banned or something?
  5. Spectre01

    Who is your favorite character from any 90's FPS game?

    "Maybe if I close eyes it go away!"
  6. Spectre01

    Who is your favorite character from any 90's FPS game?

    I think Lo Wang has the funniest dialogue of the Build Engine protagonists. Especially when you're mostly using explosive weapons and constantly hear gems like "I stick a firecracker in your ass".
  7. Spectre01

    The Official 'Trying to Find a Specific WAD' Thread

    Anybody familiar with a crosshair mod for GZDoom that acts similar to the crosshair in Serious Sam games? By that, I mean it changes colour based on a monster's HP when you are targeting them. Sort of how you can currently set the crosshair to change colour based on your health, but for enemies.
  8. Spectre01

    QL Elder Demake for QCDE

    Looks cool; nice tentacles.
  9. Spectre01

    Post Your Doom Picture (Part 2)

    That's very nice, although that sidedef count is likely to be a major performance hit for a lot of people. @Gaia74 Might want to turn the gamma a bit down there chief. :P
  10. Spectre01

    The DWmegawad Club plays: Memento Mori 2

    MAP20 - “The Experiment” by Alden Bates It's certainly experimental, though not the good kind. Wasn't a fan of the visuals nor the gameplay here. There are also enemies stuck in some map geometry for whatever reason. The best part is getting the BFG while playing continuously.
  11. Spectre01

    The DWmegawad Club plays: Memento Mori 2

    MAP19 - “The Shaft” by Jeremy Statz This is a really good map, and took me a solid 43:20 to fully clear and grab all the secrets. I've seen other wads do the key-door elevator theme, but I don't think I've played anything released earlier than this one. There is also the whole descending floor sequence that reveals monster alcoves that has been imitated in later wads. What makes this level enjoyable is the variety of distinct locations with their own quirks and gameplay elements. Favourite map so far.
  12. Spectre01

    The DWmegawad Club plays: Memento Mori 2

    MAP18 - “Regulate” by Matthias Worch Those must be some clever secrets for I only found 3/6 despite spending quite a bit of time humping walls. Quite the large nukebase map here with extra attention paid to making it look more realistic and less abstract. That quad Chaingunner trap could've been nasty, but I could smell it from a mile away! Also, I didn't find any armour here, which is no bueno.
  13. Spectre01

    The DWmegawad Club plays: Memento Mori 2

    MAP17 - “No One” by Michael Rapp This map was pretty good. Gloomy techbase with a rather ominous midi. I was missing some dudes near the end, and apparently there are some closets near the starting area holding some enemies. Now why would I possibly be expected to backtrack there when all the action is happening in the eastern part of the map?
  14. I am indeed using ZenNode, which never gave me trouble before in the few huge maps I've made. Thanks for the DeepBSP suggestion, that seemed to have fixed enemies falling through the map! Is there any disadvantage in using DeepBSP? I admit, I know little about NodeBuilders and used ZenNode because it was recommended as "the best".
  15. I've never seen this happen before: I'm making a large map and enemies are falling into invisible holes in the floor and ending up at the lowest floor height of the map. It's a limit-removing map for Ultimate Doom and this is happening in GLBoom+ on one specific tower structure. What could be causing this?
  16. Spectre01

    So why is Alien Vendetta in particular so well liked?

    Correct me if I'm wrong, but didn't Donner make everything except one map for HR? I remember Niv's contribution being quite minuscule. Like calling Scythe a two-man wad because Torn did a secret map. [I have been corrected. Disregard this.] Also, AV has some nice detailing and ambitiously large maps considering vanilla limitations. It's also lightyears ahead of previous wads as far as pistol start balance goes. You can actually play the maps blind from scratch and have proper weapon/item progression to have a good time.
  17. Spectre01

    The DWmegawad Club plays: Memento Mori 2

    +++ A.L.T.
  18. Spectre01

    The DWmegawad Club plays: Memento Mori 2

    MAP16 - “The Nephilim” by Denis Möller Big fan of the midi as well as the transforming room shown above. Cool map in general with liberal use of Mancubi and frequent changes in elevation for a real 3D experience.
  19. Spectre01

    The DWmegawad Club plays: Memento Mori 2

    MAP32 - “Dances with Demons” by David Kuykendall An even more subtle Dead Simple homage where, for some reason, half the monsters are Pinkies. Ok. The only real surprise are the 2 Cyberdemons at the end. Just hose them down with plasma or SSG.
  20. Spectre01

    The DWmegawad Club plays: Memento Mori 2

    MAP31 - “DejaVu” by Orin Flaharty A very subtle e1m7 homage with a bunch of easy secrets that show up on the automap. Did a pistol start here for whatever reason. I spent the majority of the map punching dudes with the Berserk because it's overall quite easy as long as you pick off the Sergeants first. Works well as a secret map.
  21. Spectre01

    What is your favorite soda?

    My favourite soda is baking soda.
  22. Spectre01

    The Alfonzone

    What's currently holding this project back from an official /idgames release?
  23. Spectre01

    The DWmegawad Club plays: Memento Mori 2

    MAP15 - “The Devil’s Coterie” by Adam Windsor Hot start, cool map. Some challenging sections here, especially the underground area with the crushers and Vile with limited cover. The Cacoswarm is fun too, although easily held back at a chokepoint with the SSG. Excellent midi, one of my favourites.
  24. Spectre01

    The DWmegawad Club plays: Memento Mori 2

    MAP14 - “A Question of Time” by Matthias Worch, Thomas Möller Time, Doctor Freeman? Nice to see that the red hell theme from map01 wasn't completely abandoned; although it is only one section of this map. The rest alternates between brown and green bricks for an aesthetic that's not terribly exciting. It also looks like this map is really bright, which makes the software renderer unable to do its atmospheric lighting fade. Gameplay is tougher than in previous maps, with plenty of in your face traps, and liberal use of hitscanners. I like that the teleport was not monster blocked, which resulted in some amusing monster pathing.
  25. Spectre01

    The DWmegawad Club plays: Memento Mori 2

    MAP13 - “Devils Paradise” by Rhys Hughes Hey, cool skybox! You know what's not cool though? Random inescapable pits. The one at the end where you grab the Berserk is especially questionable due to being surrounded by a support texture commonly used for lifts, as well as two side passages that look like they may contain something. Thankfully I'm not playing blind + saveless, as that would be my own damn fault. Above nitpicking aside, this map is rather enjoyable and finally gives out the much-wanted Plasma Rifle. Seriously, it's about time. Most of the rockets that I've collected during this continuous journey have all but evaporated and I would like something faster than the SSG for killing Barons. The visuals are also just a bit too brown, but otherwise this map is enjoyable.
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