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  1. NB: DOOM Retro is a Chocolate-Doom based limit-removing port that also supports MAPINFO & Boom
  2. PortaDOOM Cacowards 2018 has been released! https://github.com/Kroc/PortaDOOM/releases/tag/v20181231 This is a self-contained, pre-configured launcher and WAD collection of the 2018 Cacowards, presented with an early '90s MS-DOS 'disk-zine' UI!
  3. A had an idea about a year ago for a web-app where people can upload their maps into a shared WAD that anybody can then download. It would automate a lot of the annoying updating and distribution of WADs-in-progress that seems to be a major chocking point of every community project I've watched develop.
  4. Kroc

    Cacowards 2019 Mentionation Thread

    +++Lunar Catastrophe Literally only just released, but another amazingly on-point UD megawad!
  5. 300 mins of /vr/ was is one of the best community pick-n-mix megawads I've played (map02 is a must for anybody) and one of the most grossly underrated megawads in the community, so I'm looking forward to this!
  6. OMIGOSH MAP02 WAS AMAZING! Everybody needs to play this!
  7. Add "NoJump" properties to your MAPINFO (https://zdoom.org/wiki/MAPINFO/Map_definition) and they'll be automatically disabled in ZDoom-based ports. Edit: Also, the custom map names and texts could be supplied with a DEH patch, allowing for better support for vanilla engines, such as Crispy-Doom & Doom-Retro. It would be great if this megawad could be played on non-ZDoom ports as vanilla engines are available on far more platforms than ZDoom (e.g. PSP in my case)
  8. Just from the first map I know I'm going to love this; you've perfectly nailed the Knee Deep In The Dead atmosphere! If jumping and crouching are not intended, I recommend disabling them in ports that allow it! That way, whether the player uses a new or old port, the intended gameplay feel is kept.
  9. Kroc

    DOOM Retro v2.7.5 (updated November 18, 2018)

    From watching the GitHub commits, he has been adding what support he can at this time for SIGIL -- it will be supported out of the box, for sure as soon as he has his hands on the WAD file to test/confirm.
  10. Kroc

    Cacowards 2019 Mentionation Thread

    If SIGIL is as good as Romero's Knee Deep In The Dead (E1 + E1M4B/E1M8B), then you're going to have to break the glass on the emergency 11th Cacoward golden Caco trophy. I wonder if he's going to get the hell theme right since he only did tech-bases before.
  11. Kroc

    SIGIL - New Romero megawad for Feb 2019

    Expecting John Romero to magic up something better than DOOM is like expecting Notch to make a better Minecraft, or Alexey Pajtinov to make a better Tetris. He would have to literally invent a new genre, and perfect it, in one fell swoop to top DOOM and that isn't going to happen in the hyper-critical Internet environment we have nowadays. John isn't just some employee who played around with a map editor and made some neat maps; he wrote several games of his own in the Apple II days, he wrote the DOOM editor on NextStep, he contributed to DOOM in literally every way he was able to do so. He gets a pass from me for supposed 'riding the glory train'; unlike Pajitnov and Notch, he hasn't hidden away or gone strange in the head. John Romero is a gamer's gamer and he's a legend, now and forever even if he never comes out with anything new.
  12. It's written in QB64, it's open-source, and you can get it here: https://github.com/Kroc/DOSmag It's poorly documented though, you will likely have to read the source to know all of its capabilities. PortaDOOM is a good example to look at though as it uses DOSmag the most.
  13. Kroc

    SIGIL - New Romero megawad for Feb 2019

    It's here https://www.romerogames.ie/sigil and it's DOOM E5, slated for Feb 2019
  14. Kroc

    Cacowards 2018 - 25 Years of Doom

    Criminal that Ashes 2063 didn't get a full award, but the final line-up and output from mappers this year was just phenomenal!
  15. Kroc

    Demonastery - RELEASED! (Now on idgames)

    Really enjoyed this. I'm an exploration person and always play on medium or lower difficulty because I loathe excessive quantities of enemies slowing things down. I found the map well balanced for me and the architecture was stunning. In fact, the only disappointment was that the outer wall and courtyard area between the outer wall and monastery were not used! I would have loved to have run around the perimeter and the inside wall area would provide a tight space for combat.