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  1. Well done, it's a perfect mix between old and new. Fancy light effects, but without the potential to see any glowing eyes revealing enemies in the dark. I still have trouble figuring them out, but I quite like them. As for sprite touch-ups, I've thrown together a list of various things that may or may not be issues, along with a little HacX fix WAD. I chose HacX because it's popularity pales to the other games, the errors I noticed were egregious, and I doubt many will care. The other games I’ll hold off on for the mean time, since Doom is still the primary focus. The zip includes the WAD along with two text files, one that details the HacX changes I made, and the to-do list I mentioned. hacx_and_todo.zip

    DOOM 2016: The Board Game

    Those are some thought-out houserules. I've only seen one other person mention fixing the game using them, but it was only in passing. I can agree that shuffling the turn cards every round is a bit silly, and the odds for both sides in general tend to be constantly shifting extremes. I think players are able to choose what weapons they begin with. As you said, it's vague, and I can't recall a rule allowing or disallowing it. As for the move-shoot-move, I believe it's allowed. If you play a SSG card, you can move one space, fire, and then move again. Your turn will be over though, since it is a main action.

    Reaper Miniatures Doom Catalog 1999

    Nice find. It's always good to get pictures of some of the more obscure magazines. Now, if only they were still at that price.
  4. Yes, I was using the beta2 version. Didn't even realize that the file was updated, I guess this is a lesson in perception. Nice to know that it's already been resolved.
  5. Frames O through R are from the project, the rest are from the IWAD. The final three frames shift slightly to the left. imp.zip
  6. Apologies if the post was a meaningless bump. I've been finding many mess-ups in various IWADs (especially HacX), and have decided to make a to-do list to keep track of them all. Also, the inside of Homer's mouth turns from red to black to green at about frames HOMEF0 through HOMEI0, probably a palette conversion error.
  7. Found an error the Imp gibbing frames. TROOS0, T0, and U0 all have X offsets of 26, but they should b 27 to match up with the previous frames.

    Things about Doom you just found out

    The pain elemental has the same arms as the imp.
  9. The "fix" I made to it wasn't actually a fix. The "error" I saw was simply a blank space.
  10. DELUXE

    25 years of DooM

    It's surprising to see you post here after so long. I always enjoyed the kmetal series.
  11. Here are the fixes for the gib, serpent, and FDTH frames. fixes.zip
  12. @Cire Alright, I'll be able to get to it sometime around 4:10 UTC.
  13. @Cire Yes. I resized them in paint.net, but I forgot the exact percentage, either 400 or 500%. I have the raw originals on my main computer, and I'll upload them if you want.
  14. I had the Moderator for the Fidonet Doom Echo upload this to the internet, and a man from South African downloaded it. He had a problem with the game, it was discovered he was using an out of date version. He got in contact with me. About a year later we were married. The general feel of this wad was supposed to be similar to the originals. I wanted it to feel like it was part of the original set but an alternate story. After 16 years, I am glad those who have played it did enjoy it.
  15. DELUXE

    DOOM 2016: The Board Game

    Gathered the money for it when it first came out. It's a decent game, nothing too special, but it's a tie-in, so that's to be expected. If you want it to paint the figures or just for an addition to your Doom collection, pay somewhere between the $40-70 range. Looking at the minis and the cardboard layouts makes it seem very much like the Doom 3 game, and there are a few similarities, but the gameplay more or less reflects the reboot it is based off. Whereas the board game for D3 was more about exploration, scavenging for health/ammo/armor, and collecting tokens while maneuvering obstacles, this one is more about pure combat and running around. The arsenal, of course, represents the same weapons you find in NuDoom's campaign, complete with the Glory Kill mechanic and the various grenades, and the map and enemy designs reflect this too. Monsters no longer randomly spawn at the edges of the map, far from the Marine's LoS, instead they spawn in through portals, which are basically Gore Nest replacements, with the exception of activating with LoS, not actually going up to them. Ammo no longer exists, and you can't pick up the whole game's arsenal and use it whenever. Marines now have cards in their own personal decks, which represent the two weapons they chose at the start of the game, along with their four given generic "marine cards." The weapons the marines can choose are the shotguns, the plasma rifle, the HAR, and the multiplayer exclusive Repeater and Static Rifle. Each has special roles, replete with their pros and cons. For example, The SSG is highly powerful, able to oneshot most weaker monsters, but has very short range. The Combat Shotgun is an all-rounder, with a balance between power, range, and versatility. The plasma rifle is quite weak, but has better range and can dish out status effects on chosen targets. Then there are Power weapons, that can be found in various locations on a map, and they are signified as such by having a different token design. Power weapons include the Chaingun, Rocket Launcher, Chainsaw, Gauss Cannon, and the BFG. Random range has been taken out. If your weapon meets the requirements for distance, it will hit. Gone are the days of rolling dice and praying that you pass, only to have your shotgun fail the range check against an Imp from 2 spaces away (though I suppose this is accurate to the actual Doom 3). This also goes for monsters. If you're in range to get toasted by a Cacodemon, you can be, and likely will be. The demon player is still the ringleader, setting up everything and making sure it all goes smoothly. He of course also puppeteers the demons, who now act differently. Each one has base health and armor like the old game, but with the new addition of special "Argent Skills" that can be activated by collecting Argent Energy, rewarded to the demon player through various means. They also have a threshold for how much health they can lose before being able to be glory-killed by a marine (this is achieved by simply having the marine player's figure move into the space in which the target occupies). The card system is still in place. However, the demon player no longer uses the entire given deck, but chooses between a selection of specialized decks, each focusing on different play styles. If you like using Barons of Hell, you might choose the deck with cards more built with speed in mind, allowing your Baron to close the distance in half the time and get to pummeling its foes much faster. The figures are of a much higher quality than the D3 designs. They aren't as fragile, they have more consistency between themselves in terms of where the seam lines are, are much larger than the D3 pieces (the new Revenant makes the old one look like its child), and as the picture shows, are a nice, soft cream color instead of the gaudy, cheap looking RGB of the old minis. Some issues still remain (at least in my box), like a few bases being warped and making the figures wobble a bit. I've seen a few videos of people painting them, and more humorously, people selling "PRO PAINTED" sets on eBay for high prices, despite the frankly amateurish paint apps. All in all, a slightly above average game, a nice alternative to the first edition, and a way to cope with not having the now very rare Reaper Miniatures.