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About BioRenegat

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  1. BioRenegat

    Most creative DEHACKED custom monster?

    Ok, I will start with something less obvious: 1)Insane Weapons Patch This was made in 1996, but this wad has some really impressive stuff (well, at least for it's time), like Hell knights shooting grenades (like actual ones, with arch trajectory and stuff), arch viles unleashing lightning bolts, and then, after death, turning right into the orb of infinite monster resurrection, and more other really weird and wacky stuff. It might not hold up visually, or it's just strange in overall, but I feel like this is quite important part of the DEHACKED history, and it perfectly demonstrates, just how far could boundaries be pushed. Link:https://www.doomworld.com/idgames/combos/insane 2)Struggle : Antaresian Legacy This is quite a modern one, but still, it's definitely a gem, when it comes to custom monsters. It has wide variety of new enemy archetypes, and what's even more important that it utilises frames really efficiently, I would suggest to take a look at it. Link:https://www.doomworld.com/idgames/levels/doom2/Ports/megawads/strg 3)4 Seasons of Doom It has trash imps, I mean, do I need to say more? (Ok, it might not have some insane custom monsters, but it's still pretty amazing wad, it definitely deserves more love, so, if you have some free time, give it a shot) Link: 4)Eviternity It has some really cool late game custom monsters, well, and besides, it's bloody amazing wad, if you didn't play it yet, well, what are you waiting for? These kind of works are the only thing justifying our existence (well, and maybe some good morning coffee). I will try to think of some more wads, but Catpho is right, Obsidian makes some really cool stuff with dehacked, I definitely recommend checking his works.
  2. BioRenegat

    MAYhem 2018 - Purple Version!

    @Bob9001 This secret is timed, you gotta rush to this place, after descending right into the water pit. This is the only way to get Plasma rifle (I'm assuming you are talking about that secret)
  3. BioRenegat

    Eagle Mapping Project - RC1

    @Bushpig2dope So, I checked your map, and, good lord, if it isn't a treat. Definitely enjoyed it for sure. I can't add really much, since Aquila summed up everything pretty well, but there is one problem, which practically killed my whole run, (I recorded it, by the way, here is a link to the demo https://www.dropbox.com/s/k6v5wc7bsc7vw1a/Recfac.lmp?dl=0, I think it will give you some additional insights, or something (just to clarify, it's my first run)), the final lift to the exit can be lowered only once (seems like you used s1 action instead of sr), which is, well, not exactly a good thing, since you are getting soft locked. Other than that, absolutely marvelous creation.
  4. BioRenegat

    Eagle Mapping Project - RC1

    @WindbagJacket Alright, I got spared by gods 1 free hour today, might as well spend it by drinking cheap coffee, and testing your wonderful creation. I played your map, and I'm pretty much on the same wavelength as Aquila, it was really delightful experience, visuals are on point, gameplay just oozes with fun, progression is solid, but it isn't without flaws. Besides what Aquila found out, there are also few sectors missing sky transfer action, which creates quite bizarre aurora borealis in the distance (only within prboom+ though, every other port shouldn't show this inconvenience) And I will say, that I definitely enjoyed all of these encounters, but you can just completely skip final encounter with cyberdemon, or just cheese it by standing behind the blue key door, it's nothing crucial really, but perhaps you should lock the player within this area somehow. (it's more of a personal preference though, not gonna lie) And, I guess that's it? I also recorded demo of your map with prboom+ (my first attempt at it), not sure if you have it or not, since you mentioned that you only tested your map in zdoom, if that's the case, I can upload this demo as a video, so that you could watch it regardless of if you have necessary tools or not. Here is a link: https://www.dropbox.com/s/csc1zetsqpmh8pa/EagleWindbag.lmp?dl=0 Yeah, so, thanks for creating this nice little experience.
  5. BioRenegat

    Eagle Mapping Project - RC1

    Ehh, I guess I will post my map, not exactly satisfied with it (especially the beginning of it), but I'm currently so booked to the brim with work, that I can't really adjust anything, still, it was high pleasure working on it. I have to thank Aquila and NoReason for their feedback, they provided some invaluable comments for sure, managed to improve bunch of stuff. Here is a link to it: https://www.dropbox.com/s/zvak91u69dlyct8/EagleBio.zip?dl=0 Some info: Tested mostly within prboom+ and glboom, it might act funky within gzdoom though, considering how complex mechanically some of these encounters. Build time: ~14 days All difficulties are implemented, though I must warn you, that you might have to wait a tiny bit on HMP and lower difficulties during some of these encounters. I think that's it? Here are some screenshots of the first half of this map (I already posted them long time ago in another topic though), don't want to spoil much, I guess.
  6. BioRenegat

    Share Your Sprites!

    Thanks, that's gotta be "scorpion" tail (regarding your statement about "that thing on top of it's head") for that ugly bastard, I will be making 2 versions of this monster, one with the tail, and one without it. Here you can see how it will be looking like from the side (it's still kinda draft though, but in terms of color scheme and general shape this is pretty much concrete look for it). I also sorta tested it within original doom setting, and stylistically it looks kinda out of the place, but once you put it in maps with alien/gothic aesthetics, it definitely fits pretty well.
  7. BioRenegat

    Custom Monster Sprite

    I assume the reason it is invisible, is because you didn't change offsets of the sprites. The way to do it, is by choosing all sprites simultaneously, after that, in the right window, you will see 2 options: Convert Gfx to and Modify Gfx offsets, pick up the second one. After that, you have to choose "monsters" in the automatic offsets and then press ok to release your fluffy demon right into the world of mortals. Also, you can do it manually, by dragging sprites into the center of the cross (to see it, you have to enable "sprite" view, it's in the bottom of the sprite screen, by default it is set as "Auto", so you gotta change that). Well, and here you go, that should make everything work (theoretically) as smooth as a butter.
  8. BioRenegat

    Share Your Sprites!

    Thanks, yeah, it's from the scratch, I guess. Though, since I'm not exactly great pixel artist, and replicating original doom art style is quite tough (they were using models as a reference, making process of creating such stuff like lightning and e.t.c much more bearable), I do pretty much the same, when it comes to weapons and monsters - I use 3d models as a reference, allowing me to somewhat easily draw them.
  9. BioRenegat

    Share Your Sprites!

    Depending on my time and mood, I will, perhaps, finish this fella, though that means I gotta create +30~ extra frames, which isn't exactly walk in the park.
  10. BioRenegat

    Eagle Mapping Project - RC1

    Welp, I'm glad to provide this cutie for everybody, that was quite fun working on it. If anybody has some feedback/critique/suggestions (we will really appreciate it), regarding this new enemy, remember, that it's always possible to tweak this guy, and doing so earlier is definitely better.
  11. BioRenegat

    Eagle Mapping Project - RC1

    Well, the way I see it, if we are going to actually replace spider mastermind with the Demolisher, then the best way to do it is by trying to change other monsters as little as possible, since some of the mappers made quite a huge progress, or even already finished their maps. So, considering all these options, I think replacing arachnotron with the chaingun variant is too much big of a loss, since we are losing really important archetype - he is the only monster with ability to shoot projectiles without stopping, allowing to create some really unique encounters with it. On another hand, giving cacodemon hell knight projectile will be not that drastic of a change, since the enemy still will act in the same fashion. In fact, to accommodate for 50% damage and speed projectile boost, we can just decrease hp of the cacodemon, making it much more balanced (hell, maybe just completely make entirely new enemy, with different sprites, like grells from the mayhem purple). So, yeah, I would vote for the second option. (Ps, since I will be probably the one to actually work with the dehacked (if, of course, we would decide to change these enemies in the first place), I also propose variant of giving Demolisher instead of additional BFG attack just something simple, like, for example, barage of arachnotron projectiles, this way we don't actually have to change anything at all. Just something for all of you to consider)
  12. BioRenegat

    The greatest video game of this decade so far

    Come on, guys, no love for the precious "shovel knight"? This game is sweet as a candy. (Though, I wouldn't say it's the best game of the decade, but for me it definitely holds quite special place, music, sprite work, fluent and solid controls, everything is on point.)
  13. BioRenegat

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

    Some screenshots for the boom compatible map (with like billion fake ceiling and floor sectors), made for the "eagle mapping project", there is a lot to improve upon, but I think so far it shapes quite nicely.
  14. BioRenegat

    Eagle Mapping Project - RC1

    Man, after 4 months hiatus, it sure is quite tough to map, but yeah, I'm totally in. Already made some small progress, I think instead of my previous 50 minutes long horrendous monstrosity of a map, which I submitted during another community mapping project, I will go with something compact and neat this time.
  15. BioRenegat

    Eagle Mapping Project - RC1

    Welp, took a swig of your map, and I must say, it left quite a nice aftertaste, these textures/palette are neat for sure. I might even participate, since the map requirements are almost non existent. Just one question, could we suggest or add additional textures/sprites? For instance, all black texture would be quite handy.