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galileo31dos01

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Everything posted by galileo31dos01

  1. galileo31dos01

    How To "Fix" The Spider Mastermind?

    The SMM in The Quinary Conundrum is a good example of an improved version of the original plus some additional magical tricks. It's in MBF21, but other than a certain behavior related to switching targets, most changes can perfectly be achieved in dehacked. I agree with the two changes in the OP because they do mark a significant difference, and faster reaction time should spark more awareness from players, but it's very rare that someone adds those to their wad (like, probably one in a thousand?). Most people rather think of a full replacement that's not defective courtesy of the engine, or not use at all, which is fair since there isn't that much "richness" you can squeeze from a massive healthy hitscanner next to most of the roster (I say this and put SMMs in almost all my maps).
  2. Hello, I played your wad in crispy-doom, UV/PS. Great set of episodes I must say, lots to enjoy in what's a bit of every seasoning you can add to a doom 1 wad to feel rich and complete. E1 bases and the starry night are an excellent combo and it's that got one nasty imps trap, E2 was nice to revisit (did you place more resources?) with M3 and M6 as personal favorites, and E3 had so many lost souls lol, but was great too, specially the lava in M5. I particularly appreciated your take on the end-of-episode maps by bringing something innovative, while "straight to the point" like the original game did. No personal issues with having all hidden content unmarked officially, it's just a different design choice among 99% of wads that do use the flag - the effect meant no virtual difference for me, cause the incentive to find secrets however they exist is part of my mindset (it's elective, nobody's forced to 100% everything). I would though vote no for marking the starting point in every map, cause I can imagine that's gonna weird out some players to hear and see the pop-up message right at the beginning (it would have befuddled me after a while). In other words, it's best to either keep your secrets as is, or mark most everything, and I'd support the former choice if you asked me. Observations: Hope to see more of you in the future. Thanks for sharing!
  3. galileo31dos01

    [RC5] EVITERNITY II - RC5 Released!

    Dunno, they are speedy and shoot quite fast projectiles, and spawn things that zap into your face at full speed and are much more pesky than lost souls if you wanted to use rockets. Most if not all fights I found them a mid-high priority, such as in map 28 pretty much because the ghosts were annoying, so my first move was always to rush upstairs and remove him with BFG, which was doable albeit at the cost of some health lose - it was tricky to follow his high speed (keyboarder here!), because also the NM cacos would catch me and they did a number of times, but that isn't the only nor the best way to handle the whole fight anyways... I don't recall any other instance in the wad where you can BFG one necromancer, from a pistol start that is, and on continuous you might even get chances to spam perforator to his crotch. I personally wasn't disturbed by the fact he wasn't too resistant to a couple BFG shots, relative to the overall threat level of that same fight in 28. That said, there wouldn't be anything wrong with buffing the projectile I suppose, or making him shoot a volley of 3-5 to discourage point-blanking without repercussions, though I think they are "well balanced" as is.
  4. ---- I'll take this chance to mention I finnished the wad (great fun everything btw!) and report two super minor things:
  5. galileo31dos01

    [RC5] EVITERNITY II - RC5 Released!

    Wrapping up, part 4 Yeah, one of the best megawads I've played - no outliers, no dislikes, no favorites either cause all maps would compete in that category from my experience. Thank you for making this, a lot!
  6. galileo31dos01

    [RC5] EVITERNITY II - RC5 Released!

    Reporting tiny things, part 3
  7. galileo31dos01

    [RC5] EVITERNITY II - RC5 Released!

    Up to map 21 of RC2, so here's more ultra tiny nitpicks:
  8. galileo31dos01

    [RC5] EVITERNITY II - RC5 Released!

    Hello, I'm up to map 14 and this has been top-notch so far. I think you all evolved immensely since the, now first eviternity, and saying that as it was very good already, with this one I'm in awe of every single little-to-big detail. There is the only unfortunate that it's getting progressively more difficult for my laptop to bare with the amount of craft seen at once (11 fps has been the lowest so far but we'll see), but all is worth at the end cause this is magnifique Some tiny observations before I forget where I saw them: EDIT: ftr I was typing this before DF's comment popped up and didn't refresh so, ignore if some of that was changed lol
  9. Whew, apologies for the delay, a tonsillitis got in the way.. here is feedback: Hope this helps some!
  10. Hello, I've been playing your wad throughout the week, as this been on my radar for quite a while. I really dig the colorfulness, the vibrancy, the ingenuity behind every little detail to the story and the settings (the vending machines are my fav), the humorous bits, and the gameplay has been as joyful and action-packed as the energy induced by the colours... most of the time, perhaps sometimes it leans a bit towards "grindy", by virtue of having usually so much space to move and health to feel unbreakable, but these same attributes gave me a fresh feeling that I don't see commonly as, integral to the core of the maps, as here. This isn't to say there wasn't teeth, in fact the times you pulled some dirty tricks and vile ambushes (vile as in evil, not just archviles) in more confined spaces or at unexpected times, those showed contrast and put me at the edge of my seat as well. And it's been a while since I've seen lost soul swarms featuring with high regularity, over pain elementals in numbers at least! Tonight I was planning to finnish this, though unfortunately performance succumbed to the final map -- I survived several of the busier maps, including 29 by just a little (red area was bit bad though), then the lag was petrifying in map 30 and called it after the area with narrow bridges and cacos up too high. It sucks but it'll be for another time. That said, I still have a long-ish list of stuff to point out, bugs and glitches and the like, even a couple quality-of-life suggestions in the mix, which I'll provide later, as soon as I can. And also with all that said, to the readers, I highly recommend this one, it's super fun, it's funny, cheeky and, colorful, very colorful lol EDIT: well, scrap what I said about map 30, I just finnished it lol, thankful for the green ones!
  11. Hi, played this to completion last weekend and enjoyed my time overall, sick BGMs and neat changes/updates made to the maps as well. Here's a list of stuff I observed along the way:
  12. galileo31dos01

    Which monster you wanna be from doom 1 and 2?

    None? Okay, a crusher :D
  13. galileo31dos01

    Exoterrestrial (MBF21, Minicharge) IDGAMES

    This is funny, I was gonna mention the same exact softlock and completely missing two weapons in map 02 for half of the map, lol What I can add is two things: Good good good stuff, thanks for making this. My laptop handled everything sans the credits map pretty well :D
  14. Attesting that it doesn't literally anywhere (played the whole thing in cl21 for, partially forgetting to change complevels and another partially the same reason as yours).
  15. galileo31dos01

    have you ever cried while playing doom?

    Considering how hard it is for me to shed a tear from emotions compared to when having an onion under my eyes, no I haven't cried while playing this game. Been mad, happy, ijboled once or twice, but no crying yet.
  16. Hello! Few things: Sick maps, sick gameplay... sick UFOs. Thanks for making more of your exquisite maps!
  17. galileo31dos01

    dsda-doom v0.27.5 [2023-12-03]

    Thank you for this update on the opengl issue, it appears to be all seamless now on my end. By the way, in the meantime I was checking how the implementation of opl3 feels in Resurgence (it's good), and by pure coincidence I noticed also that performance in software was suspiciously smoother than ever, that I thought for a moment that it was set to opengl. I read a while ago about software mode getting improved in some now older version but didn't quite pay attention to it, until now. I later checked some maps where I would previously experience important performance lag and, to my surprise, there's been a vast improvement that I was apparently ignoring before, such that personal cases like Sunder map 14 or Doomium map 15 run, for the most part, consistently smooth throughout now for me. Another example is D2INO-RDC map 12, where I do get frame drops pretty much all the time, but it's much more workable compared to opengl. That's interesting to find out. Better late than never to say thanks for the software improvement! Onto a completely different question... is there a reason why the "tags apply locally" mapping-error option is gone? Unless it's been moved to another list in the setup, because I used to use that option for those extremely rare cases of broken tag 0 stuff in '00s maps.
  18. galileo31dos01

    IronEagle Competition 60: Bad Idea

    Cat 1, UV Survived(?) in 55:03 (55 min, 03 sec, 46 milisec in crispy-doom 6.0) badidea_IEbygal.zip
  19. galileo31dos01

    dsda-doom v0.27.5 [2023-12-03]

    @rfomin re opl3: This is awesome, big thank you to the devs! I encountered an issue while I was setting up my copy of the latest version available (0.27.2). Whenever I change to opengl, the executable crashes and sends this message: Could this have to do with counting with outdated drivers? I didn't have any glaring problems with 0.25.6. which is the version I've been using. If there was another version update between 25 and 27, sorry I didn't catch it in time.
  20. galileo31dos01

    DBP62: Haunting Hollow

    Hello, few harmless oddities you might find helpful: Ah, another thing. In crispy-doom, for whatever reason I'm unaware of, candelabras aren't rendered visually on my end. See, this is a place in map 03 where you should theoretically see one on each corner. They are there, just invisible. This doesn't happen in dsda-doom, and I'm not loading any external dehacked or anything that may mess up with sprites, so idk what's going on.
  21. galileo31dos01

    dsda-doom v0.27.5 [2023-12-03]

    Another one in the list, me. Even though I was never into dsda/prboom's OPL2 as much as OPL3 in crispy in its most pure self, when using viddump the only two soundfonts you could choose where opl or fluidsynth, afaik, and between those I less preferred the latter by far. I would support adding opl back in, if that doesn't present too many new issues along the way.
  22. galileo31dos01

    Warrior (megawad for Doom 2)

    For some reason the shotgunner's small angry face in the last picture made me chuckle. How mad he looks that he can't start the train anymore.
  23. I would be frightened enough if a single zombie showed up in the news wielding a gun cause that means there's more of them out there. From there on I wouldn't even have the sense to measure my levels of scared to death, cause I would be very fucking scared. For the second poll, I don't think there would exist more than one cyberdemon or spiderdemon or icon of sin, so while all of those would represent a massive worldwide problem on their own, I could see the fliers being very difficult or untouchable forces en masse. I'm thinking of creatures that, in the game, typically do better at evading confrontation at given times, indirectly or not, and cacodemons and pain elementals are some of them. In this I leave out lost souls because I can imagine exploiting its IQ to have them circling the earth for an eternity. But also zombies with guns dude... idk
  24. galileo31dos01

    GRB's guess the map game

    Round 3:
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