Jump to content
Search In
  • More options...
Find results that contain...
Find results in...


  • Content count

  • Joined

  • Last visited

About Uroboros87

  • Rank
    Warming Up

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. Yup, flags are properly set. I even played around with different settings and floor and ceiling heights, no change. That same warping occurs when you use any door or elevator even in the official maps so I'm not sure if that is something I can fix.
  2. Well I tried to fix that but nothing was working. I thinks it's just a bug in the engine. If you look at the sides of the doors and elevators in the original game, they have that same distortion when you activate them. I've fixed all of the other issues that were found so far.
  3. This has been fixed, I was waiting to see if any other issues were found before uploading it as I didn't want to send a map with just one texture change.
  4. I have actually been playing sigil on the gec build of gzdoom with a PS3 controller setup with psx doom controls. I haven't completed sigil yet but it surprisingly plays pretty well with it. The maps definitely look like they would be hell to port though. I wouldn't mind taking a crack at it when I get more free time.
  5. That's what I did in phobos mission control. The fps was really bad in the computer room thanks to all the stairs and how open it was. Honestly, if it were me, I wouldn't be too afraid of cutting down rooms or changing them up just enough so that the original flow of the map is preserved but with better fps. He'll, some maps had areas completely removed in the psx version.
  6. I'll tell you what, playing through the beta on nightmare difficulty will put some hair on your chest and I'm already one hairy bastard haha.
  7. That map looks great @Dark Pulse, I can't wait to try it out! I think that because the PSX limitations, you are forced to get creative with how you approach porting the maps. That's probably why I like the exclusive playstation maps so much.
  8. Yeah, playing nightmare difficulty on the ps1 was no joke. I got slaughtered pretty easily haha. It would definitely be fun for multiplayer though.
  9. Speaking of cheats, I remember a while back messing with the main menu of psx doom in cheat engine. I set the difficulty to levels beyond what is normally allowed and during the game, the monsters had the same behavior that they would have on nightmare difficulty minus the respawn. I think that the nightmare difficulty was originally going to be used in psx doom but, for whatever reason, they didn't use it. Can anyone confirm this? If so, is there anyway to enable it for the master edition?
  10. I'm loving how the NRFTL maps are turning out so far. They fit quite well on the PlayStation even if they look like nightmares to port.
  11. Epsxe has that feature also. Though when i overclocked it, the music and sound effects we're also sped up. I dont know if it's just an issue with epsxe since I didnt notice the speed up in those videos.
  12. I'm aware that the playstation uses a different music format, I was just curious. I asked because i remember seeing some youtube videos a few posts back some sort of player for the music.
  13. I'm curious, will there be custom music in this project? The music in the original games were repeated in some maps and there are a lot of maps in this project. I worry that the music will start to sound repetitive.
  14. I'm not as familiar with NRFTL but, would it be better to port these maps to psxdoom or psxfinaldoom or will there be a custom exe specifically for NRFTL? I know final doom is the superior version but doesn't NRFTL use doom II assets.
  15. Looks good my friend! I've been waiting for this school semester to end before taking on another map but, at this rate there won't be anything left for me to work on haha.