Jump to content
Search In
  • More options...
Find results that contain...
Find results in...


  • Content count

  • Joined

  • Last visited

About galileo31dos01

  • Rank
    Senior Member

Recent Profile Visitors

5397 profile views
  1. galileo31dos01

    Final Invasion (Boom wad)

    Played up to map 07 and stopped because I couldn't find what to do in the hallways of silent teleports. Ok, first two maps were a bit bland, just rooms with doors and corridors in between, a SSG that looked inaccessible, and lots of trees and hanging corpses obstructing the way, more than they should. The green glowing slime texture is cool. Later more open areas, but more detailing which makes movement awkward sometimes. The combat seems to go for slaughtery incidental plus teleporting mobs, the thing is that you only placed one teleporting sector so monsters spawn one by one whenever they feel like, resulting in situations like a sudden chaingunner after 10 seconds of nothing happening. Someone with better knowledge on this topic could give you a proper advice on how to make setups like that. In map 03 I think, I was not a fan of the fireblu fake wall part, the spiders are heavily affected by blockmap there for whatever reason and it's tedious to take them all out. Also map 06 was just a few ambushes and done, like nothing relevant happened. I saw you used PSX sound effects and custom weapon sprites, you can find sounds for the archvile here.
  2. galileo31dos01

    What are you playing now?

    Newdoom really impressed me, honestly was expecting it to be inconsistent, and it turned out to be pretty well done overall, that is, kinda like a community chest but mostly with similar ideas, lots of work on visuals, actually interesting traps besides all the incidental stuff, no overly intricate progression involving fake walls (switch hunts however do appear), of course some minuses but nothing absurd or horrifying. One thing for sure, it's not for any limit-removing port, better to use something Boom compatible or ZDoom to avoid any issues with progression and maxing maps, I needed to cheat through a couple times and it's a shame because most if not all maps can be completed (not maxed) in Crispy or complevel 2. I don't blame anyone but myself for insisting to use the wrong port for the occasion, but still had fun with it regardless. Anyway, I'm ready to start 50 Shades of Graytall with glboom+, either today or tomorrow, whenever I get my own hud done for it.
  3. galileo31dos01

    Best Memories of Classic Doom

    Pretty much everything that had to do with meeting new stuff. This includes: monsters from Doom I, all of them actually, I used to like spectres a lot. Weapons of course, the BFG in E4M2, and then never using it lol. Secrets of course, one of the main reasons I play this game is because of them, I still remember my determination to find each and every single in UD, with help of videos and this forum of course >_> ... The first pain elemental, my god that thing scared the hell out of me, a huge floating ball with a huge single eye and an unique voice. Chasm of course, hearing so much hate about it, but I happened to enjoy it more or less. TNT's amazing music and long adventures. Plutonia's savage gameplay took me to search for more Doom, and then I found pwads, and here I am (:
  4. galileo31dos01

    Elmlea Single

    Done with these settings: - GLBoom+ - Ultra-Violence. - Pistol starts. - Saves every 10 minutes or no saving. This is a funny memewad of concepts and tricks from the Boom engine. It's anything alike classic conventional Doom gameplay, ergo the chosen compatibility, and brings a specific gimmick in a satirical form for each map. Aesthetics are part of the idea too, by way of monotextured layouts of the simplest geometry, such as to find out which sector/linedef has an action, and mostly grey and brown as the predetermined colours, with a bit of green and red bricks in some levels. Besides, skies made of one resized texture, and music from TV series and movies, the ideal recipe for an experience in Doom one doesn't opt for everyday. Concept-wise, it's much appreciable to experience each map on its own, even more when the idea of carryovers will only block your progress in survival maps: better leave in bad shape and restart freshly than carry less than 15 hit points and be eternally murdered by former human ambushes. This example is one of Pinchy's numerous parodies of unconventional/inconvenient situations we've all been through in Doom. Humping walls to find progress like in primitive maps, having the screen constantly tinted because of pickups, being harassed by incoming projectiles from monsters out of your FOV, that fear of eating your own splash damage because the door can close at any moment, these are just a few of the most hilarious cases I've seen here. It wouldn't be bad to say not all of the gimmicks were clear enough to me, still don't know what's the meme in map 13. Same in some of the later maps, they seemed to have less ridiculous and more serious content, or at least not something different from earlier maps, but if anything I support that seemingly passion for zombiemen hordes, which held up my enjoyment most of the time. Funnily enough, it wasn't until the very last map that I laughed out loud at doomguy's surroundings, and there was nothing else than THE END messages under a sky in fireblu. Guess I couldn't hold my laugh for too long. Secret-wise, it's interesting to me that in a wad of this category the only existing secrets serve as a combination of the gimmick in question and helpful extras for survival. The second map's way to hide secret sectors is quite funny indeed. As for favourite maps, I found the concepts in map 02, 04, 07, 09 and 15 to entertain me more, last one because it tickled my fancy for exploration. Some of the rest like 05, 07, 11 and 14 woke my other feelings, not only they made me laugh but also feel tense, those imps and troopers could not beat me!... not more than twice... Overall, even if not all of the maps made sense, or had strange concepts I didn't understand, the point was to laugh, and I believe that was achieved here. Because laughter is good for the organism, check this out. My rate is 7/10.
  5. galileo31dos01

    What are you playing now?

    Lol ok, yeah I don't follow that club. Then I'd suggest to check this thread.
  6. galileo31dos01

    What are you playing now?

    You could check Rush by Archi, it's a good one to get in the mood.
  7. galileo31dos01

    Your favorite WAD's to just kick back and relax playing?

    Some BTSX maps for the colorful everything, then Requiem, Memento Mori series, DTWID and sequel, NRFTL, mostly the older stuff that I played over a year ago. Those generally have relaxing gameplay, if not then for trickier wads I have Urania, Plutonia 2, or even D2INO. Always UV, usually pistol start, sometimes saveless. Not because they're my favourite wads, only because they don't require much planning or strategies, or else I can refresh my strats with set piece gameplay like Ancient Aliens or Valiant, but I don't intend to practice back anything that I've already played before, at least not for my own enjoyment, heh, depends on my mood.
  8. galileo31dos01

    Crispy Doom 5.2 (Update: June 20, 2018)

    Me neither, checked both examples and the issue doesn't happen.
  9. galileo31dos01

    Crispy Doom 5.2 (Update: June 20, 2018)

    Doom Retro? I never used that :s Ok, I found another example. It just happened when I opened the first door in ndcp.wad map 09, while it's open=screen bobs, while it's opening or closing=screen doesn't bob. Happens specifically in that sector. Let me search Doom Retro and test it.
  10. galileo31dos01

    Crispy Doom 5.2 (Update: June 20, 2018)

    PRBoom+ complevel 2 or 9 didn't show this, neither ZDoom or Crispy 4.2, so far only 5.2. With this I meant in other wads like Zone 300 and System Vices, both authentically vanilla. It happens randomly, or not, for example if you start that map from ndcp.wad, turn idclip and go to the area from my savestate, flip the skull switch, then open the wide door and stick to the wall in front of you, you'll hear like a lift raising and lowering (which I assume correspond to the lifts with shotgunners on them, or mancubi if they died), the moments where the lift stops are when the screen bobs, and when it's moving the screen doesn't bob. Although if both lifts are working then the screen never bobs... I wish I can give a proper example but that's all I have now :/
  11. galileo31dos01

    Crispy Doom 5.2 (Update: June 20, 2018)

    Here's an odd situation that has been happening with the last release: you know when doomguy is running, the weapon is bobbing and so does the screen. Well, sometimes, and it's hard to tell when or why, but sometimes the screen doesn't bob, sort of like in Wolf3d. So here is a savestate of a visual example of that happening: ndcpmap06.zip The wad is Newdoom Community Project (ndcp.wad), map 06, skill 4, second savestate. It isn't a demo because the map has an issue with a gate not opening in its entirely, possibly due to testing on a ZDoom port. Notice that the screen bobs at the place doomguy is standing, follow the green flat and then see how the screen stops bobbing, go through the opened door to observe better. I hope you can see it too :s
  12. galileo31dos01

    What are you playing now?

    The question is, why? That's really weird, maybe the monsters have something to do with how the bridges behave, but that leaves me with the intrigue if they are actually boom or not...
  13. galileo31dos01

    What are you playing now?

    Dammit, hype is now low, I wanted to use Crispy because it supports opl3, contrary to prboom+, and I added midis based on how they sound in Crispy... This happened before so it's nothing new to me, I could cheat my way through the bridges, thing is if there're other things that could break progression (like infinite height off required), but it doesn't look like mappers went for full boomisms and zdoomisms, as far as I could see.
  14. galileo31dos01

    What are you playing now?

    It's right at the start of map 19 (ndcp.wad), you see some 3d faux bridges or whatever they're called, you can't cross them from below in Crispy or Prboom+ complevel 2, but you can with boom compatibility. That's the thing, the text file says the wad is limit-removing, that is recommended to use Prboom, ZDoom, GZDoom, etc. It wouldn't surprise me to find out the wad is cl9, "limit-removing" could mean anything except vanilla in that era, besides Crispy didn't exist back then so yeah :/
  15. galileo31dos01

    What are you playing now?

    What source port did you use to play this? It looks like some 3d faux bridges block doomguy with infinite height in Crispy Doom or complevel 2, particularly in map 19, but not in prboom+ complevel 9.