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About AL-97

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  1. AL-97

    Doom Pictures Thread 2020

    D4D + Epic + some custom textures
  2. AL-97

    Recent remaster craze

    I would even say, "Remaster" :)
  3. AL-97

    what are you working on? I wanna see your wads.

    @Impie Is that a new episode in the Realms of Dr. Chaos series?
  4. AL-97

    What horror themed WADS do you recommend?

    Atmosfear by Dragonfly is a cool, dark, brooding single level horror project.
  5. AL-97

    Places to find 3DGE mods

    https://doomwiki.org/wiki/EDGE#Popular_add-ons ZDoom forums "EDGE" search query ZDoom forums "3DGE" search query
  6. https://forum.zdoom.org/viewtopic.php?f=43&t=53545
  7. AL-97

    Cacowards 2020 Mentionation Thread

    Even though we recently saw the release of two wonderful episodes, The Wayfarer and Faithless, Heretic projects are still few and far between. So it is very important to mention the amazing Quest for the Crystal Skulls episode, yet not because of how uncommon the Heretic projects are, but because of how high it sets the bar. Quest for the Crystal Skulls is the episode of astonishing quality, with the phenomenal amount of attention put into the detailing of levels, progression and gameplay. And while it is understandable, if unfortunate, that Heretic projects usually do not get the same amount of attention as their DOOM counterparts, I would strongly advise everyone to check this incredible episode out. Believe me, this one is more than worth your time.
  8. AL-97

    Dissolution: Remastered Demo released!

    I actually thought that was a feature. Those "Unseen Evils", you know :)
  9. AL-97

    Post your Doom video! [but don't quote video]

    Full playthrough of the Dissolution: Remastered demo:
  10. AL-97

    Dissolution: Remastered Demo released!

    Finished the demo and can say that you did a great job on updating the Dissolution's visuals to a modern standard. It really feels like a true remaster. Old layouts are easily recognizable, yet feel fresh thanks to the use of current GZDoom-specific features. The MAP02, I think, is the standout of the demo: it feels the most polished, varied in terms of visual diversity, and offers most fluid progression. I hope more people will get a chance to experience the demo and to widen its reach I would like to suggest posting your episode over at the ZDoom forums, as GZDOOM-specific projects usually do better over there. Having said that, there are a few drawbacks that I would like to mention as well: On MAP03 - Dream Eden: There's a Yellow Skull Key, but it is completely unnecessary as there's no door or a button that requires is; The map offers plenty of rocket ammo, but no Rocket Launcher as it's only found on the next map where it is immediately made redundant by the BFG; Unless you go for a Plasma Rifle secret, there's some serious ammo starvation going on. Fighting Mancubuses and Arachnotrons with a chainsaw isn't fun; The two shootable switches in the square room with two Arachnotrons always spawn Cacodemons at the west first and Imps over at the east second regardless of the order you shoot those switches. Think they should spawn monsters on the opposite side of where you are; When returning from said switches through Red Skull Key corridor it should be repopulated with a new batch of monsters. Feels empty otherwise; The large open area before the Blood Trial feels empty with just a few Mancubuses and Imps. Maybe populate it with a bunch of low-tier monsters? In the very beginning of the map there's a Mancubus, Hell Knight and a Baron of Hell all standing one after another in a tight corridor. With no way around, it takes a noticeable amount of time to go through those with just an SSG. Maybe put higher tier monsters in a larger, more open areas and populate tight corridors with more easily, and faster, dispatchable enemies? Is there a reason why there are two Cacodemons in an adjacent corridor? What's the point of having a flying monster where it can't fly around. On MAP04 - Sacrificial Grounds: Getting a Red Cross pickup requires the use of jump, while Blue Cross isn't; Those two secret sectors should really be one. They are one in front of the other - if you found one, you found the other. You are storing textures in .TGAs and .PNGs, converting those to .JPGs with 95% quality rate should cut the size of the file at least in half with no visible quality loss. Would love the opening fly-by from original version to return, even if just a TITLEMAP. Probably worth mentioning somewhere that the use of mouselook is required. Otherwise, those vanilla-controls purists might get stuck. Now, I understand that most of those problems are the legacy of original release, yet I think that when updating the visuals it is also important to take care of the gameplay. There's really no reason why those almost twenty-year-old idiosyncrasies cannot be polished out. Particularly, the excessive use of stealth monsters needs to go. Unfortunately, all that it does is it leads to more random and less interesting fights. I also did a video playthrough of the demo. Because you're using high-resolution textures, I chose to complement those with upscaled monster sprites from Neural Upscale 2X project for a more consistent look and with a patch replacing those stealth monsters with their translucent ("SoulTrans") counterparts among other mods:
  11. AL-97

    Doom Pictures Thread 2020

    But those are great looking few rooms! Hope you will find inspiration to finish this project. These shots look awesome.
  12. AL-97

    Dissolution: Remastered Demo released!

    I am confused. Is Dissolution: Remastered a demo for Project Slipgate: Remastered or are there any plans to update it with maps from the original release from 2002? What is being uploaded to idgames: a current demo or are you releasing the full episode already?