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About Erick

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  1. Erick

    Any peculiar Doom habits?

    Blowing myself up with my own rockets near a wall because I fired too early or too late. Bonus points if I hit a Spectre instead and it survived a direct hit + splash damage.
  2. Erick

    Freedoom 0.12.0 is released!

    Freedoom works with limit-removing ports since 0.11.0, so you can use -complevel 2 for a while now on Freedoom: Phase 2 and FreeDM.
  3. Erick

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

    Deathmatch in War Games (1995), thought it might be fun to play a random deathmatch WAD in the 90s.
  4. Erick

    Freedoom 0.12.0 is released!

    Well, whenever I do have the time. I think a lot of the maps have good layouts and can be solid levels, just some have a lot of leftovers. I hope Chapter 1 in Phase 1 is a better experience now because there were a lot of things that I found too punishing for a first chapter like -20% damage nukage.
  5. Erick

    Game Obsessions You Don't Understand

    Yes. Oh and video games. All you do with video games is just press keys and click the mouse.
  6. They did? Quite honestly, I don't think casual viewers would even think twice or care much on the incorrect information, especially if most of them probably play Doom with modern source ports like GZDoom (which features jumping and crouching).
  7. your are cool erick

    1. Erick


      Thank you?

    2. pc234


      your are cool erick

  8. Erick

    Why Was Doom 4 Called Doom?

    Pretty sure people were calling Doom 1, 2, and Final Doom as "classic Doom" collectively way before Doom (2016) came around. :P
  9. Erick

    My own Freedoom's C3M5

    Some errors and inconsistencies I came across. Many sectors around this area are tagged but no lines share a tag number with them (and thankfully no action that could cause major problems). Best to clean those up. The entrance of the temple also has this sector tagged despite the teleport destination being placed on another. You can safely removed the tag from that. A few lava floor sectors do not have any damage effects, in fact the pit to the yellow skull would not hurt you at all, meaning it's not a threat at all. I would suggest either changing the lava near the green armor into boiling blood with a 10% damage floor for the sake of consistency or making the armor easier to pick up if you want to use a 20% damage floor, because otherwise the risk would be too much. I noticed that there are two actions to reveal this secret, this could just be reduced to just one action. Perhaps having a secret switch to shoot at and reveal this secret would be fitting. Some HOMs are also present and are visible. This side of the door should have no horizontal offsets. The door not looking right vertically is fault of the W105_1 patch though. Two monsters are stuck on each other when playing on easy difficulties. That is because this Serpentipede is flagged to appear on easy difficulties instead of only on medium and hard difficulties. A cell ammo pack is present on the left side of the room, should be a box of rockets to be consistent. The multiplayer only cell ammo packs do not have any difficulties set, so they won't appear in a multiplayer game at all. One sector caged has two teleport actions on single-sided walls and another has a 20% damage sector (with blinking lights). For the second one, that can be easily changed to a regular blinking lights effect (0.5 sec). Small oddities, nothing too important but I thought they might be worth mentioning. As for other suggestions, I would make use of the "lower to 8 above highest floor" action as it lowers sectors much faster and might also help on not having different floor textures clashing with each other. I would also have the sector with the minigun not lower when picking it up, doesn't seem necessary to me. I guess for now, you can just place some deathmatch spawns around the map, though adding a separate arena would be better given the layout with the main level.
  10. When looking at the FAQ, it shows that you can have a folder for your IWADs and that you don't need to put them in each engine directory. When I was setting up Doom Connector myself, I have a folder for my IWADs yet for ports like GZDoom and Chocolate Doom, it says I need to have my IWADs in both folders. What's weird is that Chocolate Doom was shown in the FAQ not needing the IWADs in the folder. Zandronum can be set up without needing the IWADs in its folder. Is there something I am missing?
  11. Erick


    There's definitely some ideas put into use here, but the result is rather sloppy. You start off with three teleporters in the first room, so going in blindly, I couldn't tell if I had to take one teleporter first or if I can complete the level in (almost) any order. To sum it up, you have to go through these teleporters in a linear order to complete the level, otherwise you'll be greeted by locked doors that serve as a reminder that you're going the wrong way. The level itself isn't overly confusing, but coming in the gauntlet room unprepared left a sour impression. The majority of rooms are spacious and not very pleasing to look at. You'll see big open rooms with dirt and marble textures placed throughout, and aside of the pentagram room with Spectres and an Arch-Vile at the center, the map just boils down to dull rooms and hallways you can run past through. With good use of powerups, you can get by most threats without an issue. There's some bits of carnage, but the overall gameplay feels plain. A little heads up, but when playing on a ZDoom port, the teleporters at the start of each area will teleport you to a random destination. That is because their lines are zero-tagged teleport actions, meaning they will teleport you to any destination placed on a zero-tagged sector. This can make the level more confusing to complete as you may end up in an area you aren't supposed to be at. When playing in vanilla, these teleporters will always teleport you to the start of the level.
  12. Erick

    DOOM: War Games

    Decent 1994 WAD with some alright use of textures and nice swarm of monsters when you hit all the switches at the center part of the level. It's pretty standard as far as gameplay goes, it has a few optional areas you can go to but otherwise, it's short and linear. Compared to many other levels around the time, this isn't too bad.
  13. It would be nice if the Cyberdemon in E5M6 (in single-player) also appears on Hurt Me Plenty instead of just Ultra-Violence. The maze area kind of feels a bit lacking without it, though I guess that's just me. Great that you can now revisit the first part of the level though, always felt odd that it was the only time SIGIL (besides E5M8) prevents you from revisiting an area. I am also looking forward to the changes for E5M8, hope it's fun for a pistol start.
  14. Erick

    Perfected Doom 3 BFG Edition released

    This isn't a BFG port of Perfected Doom 3, it looks like all you did was just took a few models and AI from other mods (The Ruiner, The Ultimate Mod, Hell in Time) and put them on the BFG Hi Def mod as a base. Why?
  15. Erick

    Miscellaneous demos (part 3)

    Toxic Plant by Jakub "KUBA18i" Majewski MAP01 UV-Max in 9:55 - txcplant-955.zip