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Big Ol Billy

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About Big Ol Billy

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  1. Check out Anthony Braxton: I also recommend the album by Old Nick entitled *clears throat*: "The Night Of The Ambush And The Pillage By The Queen Ann Styl'd Furniture, Animated By One Of The Dozen Or So Spells That Thee Eastern Vampyre Has Studied (T.N.O.T.A.A.T.P.B.T.Q.A.S.F.A.B.O.O.T.D.O.S.S.T.T.E.V.H.S)"
  2. Big Ol Billy

    DBK03: Shrine of the Silver CyberPrimate

    Thanks so much, these vids (along with @Biodegradable’s and a few other streams I’ve caught) are really helping us get this RC2 in shape! The bonus content is a bit more niche, so my strategy has been to leave it for more determined/interested players to sniff out. But would love to see some play footage. To give you an idea of what it contains:
  3. Big Ol Billy

    DBK03: Shrine of the Silver CyberPrimate

    Amazing 1% health performance! Lol
  4. Big Ol Billy

    DBK03: Shrine of the Silver CyberPrimate

    Dang, I’ll try to look into this as well. Seems likely that it’s a mod issue, since this hasn’t come up in other un- or differently-modded playthroughs. But like I said I was really digging what Nash’s Gore added to the experience, so it would be interesting to see what exactly the problem is and whether it could be addressed unobtrusively.
  5. BIOLAB INCIDENT INSPECTOR (plays MAP14) Map name: Biolab Incident Inspector Author: Big Ol' Billy Midi title and composer: "Zoid Thou Art" by Big Ol' Billy Source port used: tested in DSDA-Doom 0.25.6 -cl 9 Difficulties: Yes, including a healthy amount of multiplayer-only monsters and ammo for a New Game+ type experience on -solo-net UV Coop starts: Yes, there's also a bit of a coop gimmick: players 1&3 start on one side of the map, while players 2&4 start on the other They tried fencing off the ol' UAC Biolab, but something is still leaking... In the spirit of the Scythes' speedmappy origins, I tried not to overthink this. I mainly wanted to find some midpoint between my current sensibilities and Alm's classic style, and include a cyberdemon ala Scythe 2 MAP14.
  6. Big Ol Billy

    DBK03: Shrine of the Silver CyberPrimate

    I'm loving these playthroughs! I'm actually really digging the gore mod you've got going on here too—that extra bit of splattery-ness works really well with the whole "ultra-violent game show" concept of the set. Which mod is this?
  7. Big Ol Billy

    DBK03: Shrine of the Silver CyberPrimate

    Nice playing! FYI what's your mod setup and GZ version? I'm happy to see that tweaked weapons and ammo pickups (which I think are visual changes only?) are playing well with the set. Also nice to see the Doomgirl HUDface and sfx, since I wanted to make sure the project would work narratively with non-Doomguy protagonists as well! I noticed a little bit of visual weirdness with the colored sectors in slightly older GZ versions, similar to what popped up a couple of times here in the blue skull key fight, but I thought I had ironed out the kinks for 4.10.0. Generally with these the aim is compatibility with ZDoom 2.8.1 and the latest GZ, but I don't know if I totally understand the range of visual config options in GZ people might have, so I want to try to support those as much as possible!
  8. Big Ol Billy

    DBK03: Shrine of the Silver CyberPrimate

    @mancubian_candidate Glad you enjoyed MAP01!
  9. I like the looks of this project and the prospective contributors! Gimme something in E2, making a short Scythe-y map before the end of November sounds fun and doable.
  10. Big Ol Billy

    DBK03: Shrine of the Silver CyberPrimate

    Wonderful, I’m hoping nothing breaks on the final infinite fight as people more skilled than me take it on (I think my highest so far is in the low 500s?). Glad you enjoyed the set! Also thanks @TJG1289 for the comments, very encouraging for us!
  11. Big Ol Billy

    DBK03: Shrine of the Silver CyberPrimate

    All the bonus maps are by me, I got a lil carried away lol
  12. Big Ol Billy

    DBK03: Shrine of the Silver CyberPrimate

    Good question, I confess I've often been caught of a cycle where a few minor, often port-specific bugs pop up as I'm transitioning from finalizing one project to launching the next. Which means it's easy to feel like "well, I shouldn't upload this to idgames yet because the remaining fixes are pretty trivial"--but then it's hard to make the time and headspace as I'm getting excited about the next big project. Switching the DBKs to a looser schedule was an attempt to break the cycle, but it remains to be seen whether I can do it. For all intents and purposes the most recent RCs of DBK01/2 are final. But while I've got a good excuse to take a breath from DBK03 and wait for some feedback and videos, this is potentially a good moment to see if I can get the two prior installments officially idgames'd. (As long as I can resist adding to the couple of possible DBK04 maps I've already got in the works XD.)
  13. The universe's favorite ultra-violent Mesoamerican-themed game show has moved to a new network: the Diabolical Broadcasting Korporation! Take the role of a "lucky" contestant and battle your way through six thrilling, adventurous maps to find the legendary Silver CyberPrimate. And didn't someone say there were gonna be prizes? Shrine of the Silver CyberPrimate is a 6+? map techno-mesoamerican adventure from the Diabolical Broadcasting Korporation, serving as a semi-spiritual successor to DBP09: Legends of the Hidden Tech. The project targets ZDoom 2.8.1 but has also been tested with recent GZDoom versions, especially 4.10.0. As with previous DBKs, the goal here is to use well-established ZDoom features to suggest a hypothetical '90s game engine made up of bits of Doom, Build, Quake, and Hexen. Since our goal is not to push the bleeding edge of modern source ports, effort has been made to keep the set playable on lower-spec machines. UV difficulty should provide a healthy (if not ball-busting) challenge for experienced players, especially when combined with pistol starts and no-freelook. But don't feel bad about dialing the difficulty down, as all difficulties have been tested. >>DOWNLOAD RC1<< Previous versions: none yet IWAD: Doom 2 Source ports: ZDoom 2.8.1, recent GZDoom versions Freelook: Allowed. No-freelook play has been tested extensively and will give you the most challenging, old-school experience. Jump: No Crouch: No Swimming: Required—if not using freelook, make sure to have swim up/down controls bound Difficulty settings: Yes, classic style (skills 1 and 2 have identical thing placement, as do skills 4 and 5) Multi-player starts: No. Please also mod carefully, as there are two custom monsters and many custom decorations. MAP LIST 01. "Qualifying Round" - Big Ol' Billy 02. "Mountain Temple Media Group" - Hydromecha with Glenzinho and Big Ol' Billy 03. "The Lost Village of Cheap Documentary B-Roll" - Big Ol' Billy 04. "Riverquest Safariventure" - Hydromecha with Scrangus McBrickdad and Big Ol' Billy 05. "The Orrery Stone" - Scrangus McBrickdad 06. "The Secret of the Cybermonkey" - Big Ol' Billy 07. "Big Prizes" - Big Ol' Billy extensive bonus content also available for the curious! SCREENSHOTS TIPS & TRICKS CREDITS PREVIOUS DBK01: Dungeon Synths DBK02: The DBK Holiday Special
  14. Big Ol Billy

    MyHouse.wad

  15. Apologies for the bump, but I haven't seen this bug documented or mentioned elsewhere. There's a softlock on E2M7 on the Easy skills because the Red Skull Key is only flagged for medium and hard. I've been playing through this in ZDoom with a controller, which has paired great with skill 2 for me (I think I want to test all my projects' Easy difficulties this way tbh). Otherwise the WAD is a fantastic experience, as we all know!
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