Dravencour

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About Dravencour

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  1. I primarily use ethernet for the same reasons as Cupcake -- ethernet isn't dependent upon your general area and cell reception.
  2. Pistol's pretty accurate for long range against zombies and the occasional imp. But when a horde of pinkies is breathing down your neck? Get one of the boomsticks ASAP. You need fourteen bullets just to bring down one, and you don't always have the luxury of having space to evade them.
  3. Trying to map vanilla again alerted me to two major things: 1. Offsetting an upper texture will offset the lower texture at the same time, which isn't exactly convenient when you're used to UDMP's customization options. 2. You can't offset flats in vanilla either. If you want your flats aligned, your sectors have to conform to the grid. Aggravating? Oh, you betcha.
  4. This was something I encountered in later Doom II, and was very much a nice feature.
  5. When it comes to exits, two main things signify an exit for me -- the exit sign, and a door with the exit door texture. E1M1 did this quite clearly. Its exit door had the specific texture, and the exit sign right above it. The only thing that level perhaps did wrong was placing the exit switch to the right instead of straight ahead; but to be honest, since it's the only switch in the exit room and is easily found, that is not an issue.
  6. My version of Battle Chess was the original 1988 version, back before Amiga CD was even a thing. https://www.youtube.com/watch?v=o6HYbQCRwgk
  7. My first PC game that I can remember was a game called Battle Chess. It differed from other chess games of the time by the fact that each piece was an actual character (pawns were soldiers, bishops were priests, rooks were these damned morphing rock monsters, etc.), and by what happened whenever you captured a piece. The capturing piece would do battle with the other piece and kill them. It was pretty awesome at the time.
  8. The Assault Rifle excels at long-range accuracy, and is a good overall weapon for low to mid-tier foes. Mods that use the weapon tend to up the fire rate of the chaingun to compensate (as Brutal Doom does).
  9. Setting the Ellipse tool in the GZDoom Builder to 10 sides manually also provides a nice guide for pentagrams, and one that gave me an even nicer one than the first method. Now all I need to do is find out how to put this pentagram in a circle so that I can use the thing for a "summoning battle" in one of the maps that I'm working on.
  10. Demonic symbolism is pretty par for the course considering what game we're playing. Doom is all about killing demons from Hell.
  11. Downloading now. This should be interesting.
  12. There have been moments when a game gets too aggravating, but I don't generally rage out and quit. I might take a break from the game to cool off a bit, especially if I'm not having much success getting past a particular segment, and find something else to do, but things like breaking controllers and computer stuff is not my style. That kind of thing costs money.
  13. My first Doom game was Doom II, and it was one of the games that was on my aunt's computer courtesy of one of my cooler uncles (he was a brother-in-law of hers). Said uncle also introduced me to Wolfenstein and Heretic. Until I could get a computer that had the four megs of RAM needed to run Doom II and Heretic, Wolfenstein was all I could play 3D-wise on my family's computer, and I needed to be at my aunt's place to play the other two, and the first time I played Wolfenstein, I didn't even have Sound Blaster, so I had to make do with the regular computer sound (those were the days, I tell ya). Doom II was a joy to play, and I even got the hang of learning to circle-strafe using the keyboard before learning how to mouse. When we got a Windows machine, I got both the Ultimate Doom and Doom II, and the Master Levels on CD, and those ended up being my mainstays during the late 90s. I discovered I could create my own levels after a trip to Barnes and Noble yielded me a book on how to create my own levels, which came with a CD with RGDOOMED on it. I created two major maps in my early days, one being a map based on my old school (this was before Columbine, and my major "story" for the map involved demons taking it over and you having to clear the place out so it would be safe for students again) which never did get released due to me not being too satisfied with how it turned out, and the other being a simple deathmatch map which had a custom midi on it which I uploaded to ftp.cdrom.com. The Quake games were my other main games during the late 90s, along with the shareware versions of Duke 3D and Shadow Warrior. I'm pretty amazed at how much gaming has improved since those heady early days, and I still game from time to time. My current favorites are the new Doom and the rebooted Shadow Warrior series, which are seriously awesome; though I'm starting to get back into mapping for the original Doom series again.
  14. BFG Division is my favorite of the themes (nothing better for going berserk and Glory Killing these bastards left and right), followed closely by Damnation with the awesome choir. Rip and Tear isn't too bad either.
  15. Ultraviolence is a reference to the Anthony Burgess novel A Clockwork Orange, and is used by its psycho main character Alex in reference to the horrendous and violent acts he and his droogs would perform against others. Real horrorshow.