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Everything posted by Michael92
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It's more pleasant to use Elven Wand, to the point that in some occasions I still use it in later maps. Pistol is used only to conserve ammo while having no chaingun yet... or when I haven't any other weapon.
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Does "Doomguy is supposed to be you" factor helps a lot? Moreover, I guess that there are big differences between nonlinear maps (especially when they contain secrets) where you choose the way all by yourself and scripts that do everything for you. By somehow, by playing Doom I feel I am in this game more than playing Half-Life, despite its epic narration and finding any way (like crawling through ventilation shafts, turning some big devices on) to go further through.
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I had a funny situation right now. A few months ago I've moved to Chocolate Doom to play IWADs and vanilla-compatible PWADs here. I wasn't aware up till now I had to include DEH patches to PWADs. At first minutes I asked myself why I had to do this since PWADs like DTWID and BTSX series run flawlessly without them. Then I accidently discovered that maps are named correctly in automap now, like every MAP01 aren't finally called Level 1: Entryway :D PS: And yes, I'm aware DEH patches do many other things. I have even fiddled for fun with Doomkid's recently released Shovelware Adventure, by playing with and without .deh file. And there are quite some differences.
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It always wondered me since I have Beautiful Doom in my PC - is there a particular reason why I have 70 instead of 50 bullets from the start?
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It's a coincidence that you've mentioned all monsters that are absent (save for Wolfenstein enemies) in Doom 64? :) I would say Arch-Viles. Previously I had more problems with Chaingunners, Revenants and Pain Elementals. Now, thanks to my 'pistol start only' experience they are now piece of cake compared to Arch-Viles. They create rather false tension - coming sometimes out of nowhere, which after I'm afraid whether I have to start the entire level again.
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As mentioned above, pistol start and no save is pure fun. Of course, it's sometimes frustrating to be killed frequently. But once you manage to beat the map, amount of satisfaction is huge. Sometimes you have to rethink your strategies and instead of killing everything in your path and go straightforward, it's just better to run, go for unconventional paths and cross the 'finish line' ASAP. I did this in MAP20: Gotcha!, some by some MAP23: Barrels o' fun and E4M6 in Doom 1 - not enough resources available or just too weak to overcome everything. I guess this setting improves skills faster than playing it continously and occasionally save-scumming. EDIT: Thanks for correcting me, HavoX!
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Does Chocolate Doom associate IWADs with correspoding -gameversion parameters by itself or needs to be manually set in batch files? For example 1.9 for Doom 2, ultimate for Ultimate Doom, hacx for HACX etc?
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What's the most challenge-less megawad you've ever played?
Michael92 replied to invictius's topic in WAD Discussion
So, did you take Episode 4 into account as well? Besides, Doom 1 IS pleasantly challenging when you do 'pistol start' on every map. -
Thank you again for your answers. By the way: Is it still possible for Zdaemon (specifically Single Player mode) to show text screens after beating maps, like in MAP06 to MAP07 in Doom II? Going through maps, I've noticed they're completelly ignored and I don't know if something is wrong in config file. PS: I am aware it's a multiplayer source port which this thing may be skipped. I'm asking if it's still possible to turn text screens on anyway.
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Hey, I got 2 questions just out of of curiosity than mandatory to fix it: In ZDoom when I get damage, pick up Berserk Pack, Radiation Suit etc. I've discovered long ago that screen tinting is truecolor rendered than by palette, yet it's very distinguishable when the tinting fades slowly away from being hurt. I have set vid_defbits and vid_displaybits to 8. Is there a way to emulate paletted rendering of tinting like in Vanilla/Chocolate Doom? About ZDaemon: When I pick up Berseck Pack, the red screen tint dazzles me more than in Vanilla/Chocolate Doom, in a way I'm confused enough to be a sitting duck for monsters - I died twice in multiplayer survival because of this :) Is there a way to fix this issue directly or only by wourkaround? Both source ports are up-to-date.
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Brutal Doom 64 is up for an award at "The Game Awards"
Michael92 replied to Linguica's topic in WAD Discussion
Well, I thought it's great all the time ;) -
Brutal Doom 64 is up for an award at "The Game Awards"
Michael92 replied to Linguica's topic in WAD Discussion
Alright, thank you - now I get the point of it. Personally BDs aren't by its gameplay so bad, specifically if Vanilla weapons are used because modern doesn't amuse me at all. As BD64 doesn't introduce so much in contrast to D64 itself, I like to play on Hardcore or Survival Horror difficulties with pallete tonemap enabled (man, it's the best thing added in GZDoom ever, when combined with OpenGL features!). Most sounds bother me as well because some of them are too loud and not fitting. For me Blade of Agony would better fit its place. Maybe Ancient Aliens as well - I just began to play it so can't tell right now. But that's why I don't bother to keep up with awards or overall news related to video games at all. We can't beat the popular shit whether it's good or not, because it's just popular. Like we can't understand the COD, BF etc fanboyism. Still, I don't mean BD64 is bad. -
Brutal Doom 64 is up for an award at "The Game Awards"
Michael92 replied to Linguica's topic in WAD Discussion
I'm sorry for being ignorant, but what's actually wrong with BD and its creator? The only legit reason I know for now is that its gameplay differs from original Doom a lot, though IIRC we have options to set to make it behave like Vanilla. -
And thank you for your response as well ;) I didn't know about these options for skies before.
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If you don't mind, I have some few suggestions/questions. Would be possible to have options to switch between: - original colored, pixelated automap and current in Crispy Doom 'modern' automap? - old bugged and fixed ouch formula? - original and stretched short skies? - old bugged and fixed "Picked up a medikit that you REALLY need?" medikit formula?
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Ah yes, or something like in Eidos' Project Eden, especially lower, slummy parts of city.
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What versions of enemies/guns do you prefer?
Michael92 replied to MinerOfWorlds's topic in Doom General
Enemies from Doom 64 may look just meh, unless texture filtering is completely disabled (like in EX or GZDoom with BD64 played). Game overall gets pixel-artish look then. I love this game more just because of this. I don't have so much preferences what enemies/weapons look better. I like this uniqueness in each iterations of Doom, as each of weapons and mosters fit well anyway. -
My nominations are: - Two maps of John Romero - Brutal Doom 64 - Blade of Agony Chapter 1 - Japanese Community Project
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The laziest solution would be to download patch from moddb, addons tab. It's called BrutalBloodPatch20b.pk3 I guess. Then type this pk3 after Brutal Doom pk3 in launch parameters. Edit: Here.
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I was recently struggling with E4M6: Against Thee Wickedly - UV, no saves, pistol start. Died +/- 5 times during encounter with Cyberdemon. Then I realized that I could take Invulnerability Sphere from Red Key Barrier, quickly go to 4-way teleporter, then go to room where Cybie was in and shoot him in point-blank range. I was very reliefed and felt dumb at the same time because I didn't keep this strategy in every run - I did this for the first struggle, but completelly missed this up and then tried to battle Cybie another way. @Crunchynut44: Ah yes, nothing beats pixelated beauty of BTSX, or even Doom overall.
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I'm afraid my question isn't specified enough. By ugly stretching, I mean that some lines of gfx are doubled (or even eaten up). Here's the finest example I guess: This effect is more visible, when the text is scrolling.
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I'm sorry to double-post. I don't want make another topic about ZDoom derivatives as I got now one more question: Is it possible for GZDoom to not strech display to fit screen? Specifically 640x400 in 640x480, letterboxed? Minimum resolution my GPU can offer is 640x480, and in this resolution some things like text or HUD are ugly stretched. I don't want to use filters, by the way.
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For me it's like escape from Hell until Doomguy finds the gate to Earth. As the episode starts in the center of Hell, no wonder why first maps are the so hard.
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Ok, I see. Thank you very much :)
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Oh God.. reading this made me sad and disturbed, especially when nobody knows why he was murdered.. He surely didn't deserve to pass away too early. Hopefully we'll get as soon as possible futher informations who did this and why. Rest in peace.