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Everything posted by JBerg
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does anyone know how to reach the secret exit yet? edit: nvm i got it
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If you had been involved in the development of Doom and Doom II
JBerg replied to Psychagogue's topic in Doom General
fixed the infinitely tall monster issue -
I think doomworld should allow uploads of straightup wads instead of zips
JBerg replied to Shakariki Heisenberg's topic in Everything Else
I like the system with zips. You also have the accompanying text files with info on the wad you're about to play. -
My critisism on GZdoom/ZDoom (mod note: derailed by toxic garbage, not worth the effort to save)
JBerg replied to BUYXRAYS's topic in Source Ports
M1 Macs don’t support Vulcan. It’s either OpenGL or Metal for them and gzdoom doesn’t support Metal yet. -
3 small changes to the gameplay that would make the games better?
JBerg replied to Zirbiss's topic in Doom General
The infinitely tall actors were always the most annoying part of the classic dooms for me. -
Can't wait to see what other insane shit the "fine" people leading X are going to try to pull next!
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I felt something was off with the railgun during my playthrough. I thought I was misremembering its damage in the original.
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This behaviour seems to still be there.
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It's really great yeah. It would be cool if they added the Zaero expansion as well.
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yeah, the one that you're kind of screwed if you have 2 or 3 of them coming at you together.
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I finished all the campaigns in the game on nightmare without save scumming so 'gitting gud' is not the issue. My issue is their attack almost not being avoidable. At least in Quake 1, when fiends launch themselves at you, you can avoid their attacks and not take damage. Imo, the Berserker's new attack is not fun.
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this remaster is excellent but the Beserker's new homing jump is a tad excessive. I wish we could dodge it; I haven't found a way to not get hit by it once they launch the attack.
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I prefer not to save mid level because it makes things more tense but I think it’s ok to just save whenever you feel like it.
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I had no idea that sewer map came from maximum doom until I read this.
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Am I the only one that uses doom builder 2 for doom mapping?
JBerg replied to Ash4ash's topic in Doom Editing
There's also https://eureka-editor.sourceforge.net/ and https://twilightedge.com/mac/redoomed/index.html The later being a port of the original id software editor. Not sure how easy it is to use though. -
Quebec, Canada
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Hello everyone, it's been a while since I've made anything for Doom so here's a city themed level! Tested on: Crispy Doom and DSDA Doom Format: Limit Removing IWad: Doom2 Map slot: MAP01 Difficulty levels implemented. Download: idgames: https://www.doomworld.com/idgames/levels/doom2/Ports/d-f/deadend google drive: https://drive.google.com/file/d/1XXOFhchjr5AxLMFMKg_NO5Py2rvD06Um/view?usp=share_link
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the smoking dog [D2 vanilla 5 maps] released
JBerg replied to pbldcttr's topic in WAD Releases & Development
I tried playing this today but it keeps crashing in DSDA Doom 0.25 and also it bugs out using Crispy Doom 6.0.0 -
[Limit Removing, city map] Dead End Dust-Up
JBerg replied to JBerg's topic in WAD Releases & Development
Thanks! Also thanks for letting me know about the crate texture -
[Community Project] Doomed Urbex (State Of 1st Beta Compilation)
JBerg replied to RastaManGames's topic in WAD Releases & Development
The project went through a leadership change and we lost some maps along with that. I may be wrong but I think it's still a while away -
[Community Project] Doomed Urbex (State Of 1st Beta Compilation)
JBerg replied to RastaManGames's topic in WAD Releases & Development
Fun to see some life come back to this CP. Keep up the good work @OceanMadman -
You go Laz!
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Jfc wtf?!? Going to have to donate after reading all that