-
Content count
42 -
Joined
-
Last visited
About balanco01
-
Rank
Green Marine
-
Some of the most memorable experiences for me was: When I first started playing it in 1996 on a Macintosh Performa 460, and despite the choppy performance, i felt that I was looking into another world. When I went into the nukage area behind the computer center in E1M3, I was trying hard, and getting extremely frustrated, trying to get into those tunnels to see if it would lead me to a nukage plant or something. (this was before I knew the cheats, or knew that the levels weren't quite that big. :) The first time I used IDSPISPOPD and saw the floors and ceilings of the level "stretch" tward me outside of the level. :) When I was playing a level back in 1997, and all of a sudden the clipping failed and I found myself going through the walls without using "idclip". Freaked the #### out of me. Also the first time I saw the Archvile bug in action (this was in a spaceship level, in one of TNT's wads, I think) and seeing the ghosts come at me through the walls. Freaky! That "truck horn" noise that the original executable would make when the savegame buffer overflowed. :) There's much more, but I won't bore anyone with the details. :>
-
I've noticed that too. However, after a bit of experimenting, I've noticed that this is not random behavior at all, (they appear in the same places all of the time) and that the textures and flats that they have are only ones used in the level. Also, I've even noticed recongnisable (to the level) rooms appear some time, albiet skewed and distorted, but I knew what rooms they were. In some parts of this "area",you will hear all of the monsters present in the level, and you can even get attacked and killed there. I've always wondered about this behavior and what exactly causes it. With some of the Boom compatable ports (can't remember if vanilla Doom did this too), if you no clip out far enough, you can see the map, *and* the "repeated copy" when you turn 180 degrees.
-
Just finished reading the Doom movie novel *WARNING* Possible Major Movie Spoilers
balanco01 replied to mkfanatic's topic in Doom General
I would've liked to see the movie take place in a base with simaler style of the first two Doom games. Or maybe a Doom/Doom 3 hybrid. The genetic mutation plot also seems a bit too corny and cliche. Oh well, I'll probaly see it anyway. :) (also, I get that warm fuzzy feeling everytime I see the Doom logo plastered on the sides of a bus and on billboards here in Los Angeles. :) -
Just finished reading the Doom movie novel *WARNING* Possible Major Movie Spoilers
balanco01 replied to mkfanatic's topic in Doom General
It's been a while scince someone uploaded a "cool" level of a single room with 10,000 Cyberdemons in it. :D -
3D0? The Genesis 32x adapter? Atari Jaguar? Sega Saturn? Dreamcast? Yeah, I know they don't start with "P" :D
-
Some time ago, someone made a very fancy peice of art by no clipping outside of a doom level, and using the plasma gun to create a design in the HOM of null space. Bored, I did something simaler http://putfile.com/pic.php?pic=10/28506262253.png&s=x10 Basicly I replaced the commander keen sprite with a graphic of someone's head, then moved back so the edges of the graphic would "smear", creating a tunnel-like effect. I used zdoom and the "summon commanderkeen" console command.
-
Did you bother to go *in* to the buildings? Oddly, I didn't see any screenshots of the interiors where most of the detail is.
-
Last weeks newstuff could use some re-reviewing. I quote from the thread for last weeks newstuff: Ditto. Same with my MOTRBATH wad. Master peice of crap? WTF?! Also, the review lacked any detail except the part about bitching about the ammo supply. I dunno if a "good map" in Dethzor's opinion is one crammed with ultra-detail in every possible view, but a good map dosen't need to look as fancy as a crystal chandelier(sp?) in the throne room of Buckingham Palace. I concentrated more on a realistic atmosphere which usualy dosen't look all that fancy.
-
Ditto. Same with my MOTRBATH wad. Master peice of crap? WTF?! Also, the review lacked any detail except the part about bitching about the ammo supply. I dunno if a "good map" in Dethzor's opinion is one crammed with ultra-detail in every possible view, but a good map dosen't need to look as fancy as a crystal chandelier(sp?) in the throne room Buckingham Palace. I concentrated more on a realistic atmosphere which usualy dosen't look all that fancy.
-
Come'on, we all know the Doom monsters were clay figures moulded into specific shapes, then "digitized" into sprites. The Doom engine replicates as many as needed based on the number and type of monsters the map maker places on the map while developing it.
-
I've had Doom dreams where I noclipped, "stretching" floors/ceilings and everything!
-
Unfortunately, you can't because of the way Doom renders floors/ceilings vs. the walls. Usualy the only way to get the alignment exactly as you want is to move the sector in just the right position for the floor/ceiling texture(flat) to show up in the right position. If that's not an option, and you don't want to use scripting, you could make a custom texture with the "correct" alignment to the sector. Or you could use/make a solid color floor/ceiling texture, and build what you want out of several tiny sectors.
-
That's exactly what my first taste of Doom was like. It was mid 1994, and me and my sister went to a local CompUSA where they had two PCs hooked together in deathmatch configuration for people to try out. I didn't start to play Doom reguraly until 1996, which I first started playing at home on a Macintosh Performa 460.
-
I'm wondering if anyone had thought of making a realistic moving train, or if there is a wad out there that has such a thing? I'm not taking about the "Blood" style trains, where the "train" is a regular bunch of sectors, surrounded by scrolling flats. I'm talking about a real moving train simaler to what was in Duke Nukem. The the closest I've seen was that moving sector car in MassMouth 2 (which was really a bunch of lifts poping up and down to create the illusion of a moving car),and the train in Daedalus which was a camera moving across a path and a fixed train-like room with a skybox. Mordeth did tout the possibility of a moving train in his TC, but there are no tangable examples of that ready to download. Scince he said he was using Eternity for the mod, I imagine this idea probaly was mothballed. :| This was one of the things I've always wanted to see in Doom, and I can't imagine it to be very hard to implement into a source port. (I would do it myself, except my C/C++ skills are, what you say, lacking?)
-
A Day of Revnants works fine in Dos legacy, but I too get that segfault message in windows. :| It's an OK map though as far as detailing goes, but I've only leafed through it, so can't say much about the gameplay.