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About SP_FACE1

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    a texture

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  1. The way to the secret exit was such a delight in MAP31!
  2. What a beautiful and imaginative style of mapping with basic resources! The maps ooze an atmosphere of a weird alien world with strange structures and constructions which somehow have a familiar but unknown logic to them and figuring it out gives a nice sense of accomplishment. Oh, and the fights are fantastic! I ran into this texture issue on MAP03 (using GZDoom):
  3. Just played through Sucker Punch 1 & 2. I hope this is a trailer for the third part!
  4. Sorry for the bump but the download link is broken (404).
  5. Such a pretty map... Great color choices and texture combinations. One small issue I encountered. You can pass through this part of the fence here:
  6. SP_FACE1

    DBP47: Dreamcatcher Apparatus

    On MAP16 you can squeeze through the yellow bars without taking the yellow key.
  7. SP_FACE1

    DBP47: Dreamcatcher Apparatus

    Fantastic maps. Enjoyed all the levels so far and after MAP09 I just had to take a short pause, log in to the forum and write Fantastic maps... and how MAP09 was so especially fantastic that I had to stop playing to log in to the forum and tell how especially fantastic that particular map is.
  8. Played on GZDooM, HMP. Beautiful, short, action-packed maps. I loved it! In MAP05 there was some trouble with the bridges. If I ran onto them diagonally, they did not raise and I fell down. This can also be seen on @Biodegradable's playthrough video at timestamps 28:10, 38:11 and 39:25.
  9. SP_FACE1

    25 year old map of mine

    Had to check what you meant by the secret behind the bed and launched the map again. Yeah, I missed it. I didn't realize the button had two actions. :)
  10. SP_FACE1

    25 year old map of mine

    Played with GZDooM, HMP. Even though the map was quite big and seemed complex at first it was well interconnected such that I was able to open all the final doors except one without any extra effort. The last one required scanning through the map and after a couple of minutes I remembered one place that I had deliberately skipped with the intention of coming back later. I found 13/15 secrets. A couple of bugs I encountered: Teleport destination (#72) is half inside a wall and player got stuck. I was unable to get out of sector #473 (the secret with the radiation suit).
  11. SP_FACE1

    How big is your "Doom" folder?

    163 MB. 99% of that are the IWADs of the various DooM based games. 1% is a couple of multiplayer MODs which are not hosted on the /idgames Archive
  12. What a lovely little map! The hint for all the secrets was a nice touch and it encouraged me to find all of them!
  13. I tested Heartland with two player coop. Promising start on MAP01. I could not find anything resembling friendly fire in Eternity but otherwise it worked surprisingly good. No issues until we ran into a door that closes and leaves the other player permanently on the other side. Tried to noclip but turns out it's not available in netgame. After a quick look at the source code I just disabled the netgame check for "cheats" and recompiled. Game works but as soon as I step into a wall with noclip on, the other player quits due to an inconsistency with the game state. I guess the netgame checks are in place for a reason :) We managed to come around this issue when we found out that it's possible to save in a multiplayer game. So we save ever so often and if we run into a deadlock, we just load from a saved state. This approach worked until MAP03 which only has a start for player 1. Eternity refuses to start the map for this reason. (In ZDoom based ports the other players start from the same position if there's only player 1 start.)
  14. SP_FACE1

    Cydonia [/idgames]

    Does this contain some maps from your previous releases? I could swear I've played MAP03 before...