

Houndoom
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Cacowards 2018 Mentionation Thread (don't toot your own horn ffs)
Houndoom replied to Scuba Steve's topic in WAD Discussion
Then maybe OP should update his post to mention no entries outside of the current year. I'm outta here.. -
Cacowards 2018 Mentionation Thread (don't toot your own horn ffs)
Houndoom replied to Scuba Steve's topic in WAD Discussion
I'd like to nominate Doom 64 Retribution. I've had enough purist stuff to last for a while but I really enjoy the way this is put together. -
I liked the original space marine because he's not some overpowered ancient martian warrior in modified power armor. Just some run of the mill grunt survived the original chaos and kicked Hell's ass on more than one occasion. Doesn't that count for something? This has to be Bethesda's handy work. They love taking other people's ideas and making their own versions out of them while barely keeping to the franchise canon. Doom 3 introduced us to ancient martian civilization and their war through the artifacts dug up on Mars. Doom 2016 you basically play as such a relic since no human could survive that shit and Bethidsda says this is a reboot and totes original!!111! (Which explains why the "Doomslayer" can't speak the universal language, Engrish). Also.. Why "Doomslayer?" It sounds like something a 12 year old could come up with on XBO as their gamer ID tag.. Anyone gonna help my oldschool mind make sense of this? As for the main subject, I love the plasma rifle reincarnation. Nice and beefy, and I hope it hurts the demons more this time.
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That sounds like infighting to me. Just like in the originals, the Revenant was an easy way to stir up some shit since those seeker missles are easy to lead.
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Doom 64 for Doom II - v1.4 released, /idgames link is up
Houndoom replied to Mechadon's topic in WAD Releases & Development
I'm itching to see how this turns out. -
Sorry to bump this one. How goes the current development status? Taking a break or so? It's alright, I just wanted to be sure and check on this one.
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Doom 64 for Doom II - v1.4 released, /idgames link is up
Houndoom replied to Mechadon's topic in WAD Releases & Development
Also looking forward to this. And maybe many more eager players. -
Gzdoom Feature Request: Console Doom Style Visual/Audio Feedback for Missing Keys
Houndoom posted a topic in Source Ports
Forgive me if there is a forum to make these kinds of requests elsewhere, or if this has been asked before.. The Request: In the Playstation and Nintendo64 versions of Doom. There was a key hint system that flashed the needed key in its slot and played the health pickup sound 3 times. This visual and audio feedback informed the player they needed this particular key to progress along with the commonly used text that pops up on screen. The only time I seen this feature outside it's original port was in Doom64 EX when Kaiser made the effort to make his port as authentic as possible. I wonder if the same is possible for making it an optional feature on Gzdoom due to the number of Console Doom mods available like Playstation TC and Doom 64 Retribution making it's debut utilizing a lot of new Gzdoom features. It could save any of us a lot of trouble trying to script it in or add more authenticity to possible console Doom style future projects. -
The Ultimate Doom 64 doesn't roll off the the tongue as easily. Perhaps it would be better for a greater edition down the line when you go beyond the scope of the original ideas here. Just played through some of the new maps and I have to say Derelict and Forge are my favorites. I like Control too for it's unique bio scanner gimmick. Almost like a homage for Doom 3's Mars city intro map.
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Might I suggest in your next update to add the option toggle to your features menu to mix the Absolution maps to the main campaign in the original order of the Absolution TC progression? I don't know if this was suggested before. Excerpt from Doom Wiki Doom 64 TC: "Doom 64 TC: Absolution provides the 32 original levels of Doom 64 for Nintendo 64 (copied as well as possible, but with small differences), although in a slightly different order, and with four additional levels during the gameplay — as well as two demo levels in a short circle: MAP01: Staging Area MAP02: The Terraformer MAP03: Main Engineering MAP04: Holding Area MAP05: Tech Center MAP06: Alpha Quadrant MAP07: Nukage Facility MAP08: Research Lab MAP09: Outpost Omega MAP10: Final Outpost MAP11: Even Simpler MAP12: The Bleeding MAP13: Terror Core MAP14: Dark Citadel MAP15: Altar of Pain MAP16: Eye of the Storm MAP17: Dark Entires MAP18: Blood Keep MAP19: Watch Your Step MAP20: Spawned Fear MAP21: The Spiral MAP22: Breakdown MAP23: Pitfalls MAP24: Burnt Offerings MAP25: Unholy Temple MAP26: No Escape MAP27: Forbidden Deeper MAP28: Shadows Watching MAP29: The Lair MAP30: The Absolution MAP31: In The Void MAP32: Cat And Mouse MAP33: Playground MAP34: Crisis MAP35: Hardcore MAP38: Hectic MAP36: Doom64 Museum MAP37: Death Labs MAP36: Doom64 Museum and MAP37: Death Labs are a kind of tiny episode, accessible via the "PLAY DEMO MAP" menu entry."
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I enjoyed this map. Thanks for sharing!
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Since Midway went bankrupt and got liquidated back in 2009, there's a chance the publishing rights could've fell into a corporate black hole. I'd wager Warner Bros. has a death grip on it since they brought some IPs from them and has no idea what to do with it. Just like the Blood Franchise... *sadface*
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Perhaps you should show him the completed version, or perhaps this compilation itself on public release. I'm sure it will make his day. He's working really hard for Nightdive Studios right now on various projects.
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There is a chance they may not have actually written the map names on the maps themselves and relied solely on the .ded for map info. To have all these fantastic level packs in one place is a dream for me. Keep up your mapping mettle as the marine kept up his resolve through the Stygian depths of Hell itself!
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Chiming in on the unmaker ideas. I thought it would be cool to turn it into a lightning gun similar to Quake's (In the spirit of id arsenals here) except it shoots an unrefined stream of demonic energy so it makes it look like red lightning. Instead of a function like a direct contact beam similar to Brutal Doom64's version. It can do minor damage and can temporarily stun (constant temporary flinch) monsters leaving them wide open to infighting possibilities, concentrated shock can cause monsters to gib much like a direct hit from a rocket launcher although it would be a waste of energy ammo on medium tier monsters since it's better for the utility.