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About NeptunesTyrant
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Kinda reminds me of Quake 1's Vore, with the three legs and lipless mouth.
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I assumed they worked the same way as the Argent Energy cores from DooM 2016. i.e. you just crush it and the energy just kinda infuses into you.
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Monster you find the hardest/easiest to use effectively?
NeptunesTyrant replied to RonnieJamesDiner's topic in Doom General
I find Pain Elementals the hardest to use, as I find their lost soul spawning hard to balance. They're almost certain death in confined spaces and infuriating in wide open areas. As most of the others have said, Imps are the most versatile as they work well both as solitary ambushers/snipers and in massed hordes without drowning the player in hitscan. -
SIGIL v1.21 - New Romero megawad [released!]
NeptunesTyrant replied to MsKaye's topic in Doom General
Upto Part way through E5M5, and I have to say, I'm really not liking it so far. Thin Walkways, Mass Crushers and Required Shootable Switches/Walls when ammo is at an absolute premium is not a fun experience. -
Mappers: What are some things that you'd like to incorporate more of in your designs, but find yourself struggling with?
NeptunesTyrant replied to Antnee's topic in Doom General
Detailing maps is my bane. Also finding the balance between too much and too little resources in a map. -
Polyobjects and Sound Sequences
NeptunesTyrant replied to NeptunesTyrant's question in Editing Questions
Thanks, that did it. -
Trying to experiment with Polyobjects (Sliding Doors etc.). I've got the door working fine, but I can't get sound on it no matter what i try. I've got the sounds defined in SNDINFO and the basic SNDSEQ set up: I've got it attached to the PolyObjectStartLine as Sound Number 1, but nothing plays when I test the map. Did I miss something?
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First time experimenting with Fog and Transparency.
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Finally got around to downloading this, only to find that my computer straight up refuses to run the bundled GZDooM version. Damn...
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Elementalism, an ambitious new GZDoom mapset. Phase 1 out now!
NeptunesTyrant replied to Bauul's topic in WAD Releases & Development
Holy Crap does Antediluvian's Wall look amazing. How did you do those trees and rocks, are they 3d Models? -
Just want to say thanks for everyone's positive feedback. It feels like I achieved my initial "design statement" so-to-say, which was "If I can't make it look like Art, at least make it Fun." Oh, and I found a <!> missing thing on E2M6. Gonna fix that.
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Hadn't heard of them, the name was actually an obscure Doctor Who reference. @wintertowns, It seems like Boom is too limiting for what I want to do mapping-wise.
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Because I honestly don't know what Boom is.
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Give it a sec, had to double edit the post to reset the upload allowance.
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whipped up a quick credits.txt and reuploaded. No, Doom II is the intended IWAD, the maps are simply named in the eXmY format for the DooM1 feel.