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About whirledtsar

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  1. whirledtsar

    [Hexen] Lepistus - final

    Over the last few months ive been gradually updating the wad with various improvements and have now uploaded it to idgames. https://www.doomworld.com/idgames/levels/hexen/j-l/lepistus
  2. whirledtsar

    Things that mappers do that annoy you.

    Not sure what the message of this image is supposed to be, but many of these sound perfectly reasonable. It seems like, in threads such as this, people will always pour out of the woodwork to explain how, ACTUALLY, anything widely-considered shitty could actually be good. Well my stance is, sometimes things are just shitty and that's that.
  3. whirledtsar

    What would you replace the Pistol with?

    The pistol could only really be fun if it was either powerful but with a longer reload time, or automatic. So basically acting the same as the single-barrel shotgun or chaingun respectively. It shouldnt even exist, really.
  4. whirledtsar

    What is something about doom that you absolutely hate?

    The absurdly broad RNG range of some attacks. Like pinky bites and revenant fireballs. And it's random whether they even home or not! And hate is actually too strong for that, its more like mild annoyance and occasional frustration.
  5. whirledtsar

    SHRINE - A Total Conversion Mod for Doom 2

    That explains it, i do normally play gzdoom but without dynamic lights.
  6. whirledtsar

    SHRINE - A Total Conversion Mod for Doom 2

    This mod is a blast. I must give special compliments to the music, it's seriously kick-ass. I'd listen to it outside of the game even. However, there are some technical issues to report. For one thing, the door tracks are not properly unpegged. So it looks like the walls next to the doors move with them. You need to set any lines touching the inside of a door as "lower unpegged". Second, some props are not properly solid. The trees for example are in fact solid but much shorter than their sprite. Third, some props should not be solid at all. Things like candles and decorative gore should be non-solid so they don't impede the player's movement. Also, locked doors need color-coded markers like in the original Doom so that you can tell what key they need at a glance.
  7. whirledtsar

    Doom II Community Lifespan

    I've seen people defending Build map editors with the logic that people who don't like them are just too lazy. As if it's good for an editor to require a huge amount of memorization and constant reference checking. Elitism or perhaps just stockholm syndrome i suppose.
  8. whirledtsar

    "Artificial Difficulty" in video games / Doom?

    It seems like most times people complain about "artificial difficulty", it turns out theyre playing on the hardest or near-hardest skill level and refuse to even consider trying a different skill level possibly more fitting for them.
  9. whirledtsar

    Flash thoughts on Hexen: Deathkings' design

    Yeah my main issue with Deathkings is the CONSTANT respawning monsters (including dangerous baddies like Slaughtaurs), it's tedious and really discourages exploration. Which is antithetical to the game's very design.
  10. Sure, that would be fine.
  11. whirledtsar

    Favorite avant-garde doom wad?

    The Urotsuki series by Lainos has a pretty odd / original style. Its based on an anime but ive never seen it, so maybe its only surreal without that context.
  12. If you're expecting an ambush in the next room, it can be helpful to alert the monsters so you know what you'll be dealing with.