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Everything posted by 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. -
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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Polyobjects and Sound Sequences
NeptunesTyrant replied to NeptunesTyrant's question in Editing Questions
Thanks, that did it. -
Living dead, malevolent spirits and monstrous horrors. Just another day at the office right? Except this time you're not a bad-ass space marine. You're just some schmuck with a torch and a large Fire Axe hoping the guards left something useful lying around. Can You get out alive and stay sane at the same time? Demo Level: Technopath.7z STATS: IWAD: DooM II New Enemies, Weapons and Textures Currently 1 Survival Horror Themed Map Built with DoomBuilder and SLADE Tested with both Zandronum and GZDoom GL Rendering required for Torch and Flare effects.
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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? -
An Ultimate DooM themed Map Pack. (Fixed a few missing Thing errors) Updated Link: THV.zip Specs: IWAD: DooM II Runs in Zandronum No. of Maps: 36 Designed for Continuous play on Hurt Me Plenty. Screenshots:
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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.
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Ah. Thanks for the feedback. I was hoping to capture the style of DooM 1 since I played each episode as a sort of research to note the textures, layouts and general colour schemes used by ID, since I know I neither have the patience nor the skill to try craft the giant beautiful worlds of some other mods and megawads.
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Whoops, my bad. Added to OP
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Dude. Chill, be aware of potential Time Zone differences. That said, This looks like it'll be a blast to play.
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Which all tracks from the soundtrack is your favourite?
NeptunesTyrant replied to MTF Sergeant's topic in Doom 2016
No-one's mentioned my favorite yet, Titan's Realm. -
It's definitely the weakest in the series, but I still find DooM3 to be a decent Horror Shooter, Especially with the fixes done for the BFG Edition.
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DOOM Eternal Gameplay Reveal Impressions
NeptunesTyrant replied to Touchdown's topic in Doom Eternal
Looks Freakin' Awesome! Except for that shoulder Predator/Revenant Cannon got distracting at times, and most of the knife Kills just don't have the same "oomph" as the punch/kick ones. Love the classic Designs coming back though, and Cacos bleed blue again! Interesting that the Arch-Vile seems to be this game's posterboy compared to DooM 2016's Revenant. -
Doom 64 for Doom II - v1.4 released, /idgames link is up
NeptunesTyrant replied to Mechadon's topic in WAD Releases & Development
Whew, Just got through this, being my first time through any version of DooM 64, gotta say if this is faithful to the original maps they sure did love their timed switch puzzles. Also the new Motherdemon sprite looked great. -
[WIP] Technopath: Dark Frontiers
NeptunesTyrant replied to NeptunesTyrant's topic in WAD Releases & Development
Certain enemy's attacks cause it, mainly the zombies (to represent them slowly zombiefying you) and the Blots (Who attempt to possess you).