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D.Vile

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About D.Vile

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    Green Marine

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  1. D.Vile

    Why are there demons in the Caribbean?

    The demons were summoned in a local voodoo ritual gone horribly wrong.
  2. Congratulations on the official Unity release!
  3. D.Vile

    [Megawad] Doom 2 In Spain Only [RC Final]

    "Logotipo Malvado" (literally "Evil Logotype") also cracked me up as well.
  4. The writers were obviously making shit up as they went along and did not think this through.
  5. So, an artwork of the second DLC just leaked today, showcasing some of the new enemies and also the Dark Lord's new appearance. Also, it looks like an old foe is also back:
  6. D.Vile

    Heartland - final version available on idgames

    I've been messing with Slade and I found out that in the game files there are animation sprites and edf coding for an entirely new monster called the "Tortured Soul". It's an edited Pain Elemental that releases a cloud of noxious gas when killed. The monster itself is perfectly functional and you can even summon it with console commands. But for whatever reason, it went completely unused in the campaign. Any reasons for that, Skillsaw ?
  7. D.Vile

    Heartland - final version available on idgames

    Just ran into a weird visual glitch in Map 03. Why is this medikit floating in mid-air?
  8. D.Vile

    The UnMaking: a 33-map nightmare for Doom 64

    You mean the switch before the area with the damaging liquid ? The one that is supposed to open a shortcut to said area ? And you know the shortcut is supposed to stay permanently open after you hit said switch, right ?
  9. D.Vile

    The UnMaking: a 33-map nightmare for Doom 64

    You have to use a program called Wadgen to convert a Doom 64 rom into an IWAD file.
  10. D.Vile

    The UnMaking: a 33-map nightmare for Doom 64

    You can technically use a macro command called "Thing_Alert" to cause all tagged monsters to become active and hostile towards the player.
  11. D.Vile

    The UnMaking: a 33-map nightmare for Doom 64

    Yeah, you can easily figure out this behavior once you realize that the marines in the title screen map were actually shooting at the player character all along! This wasn't really noticeable in the original N64 release due to the limited screen resolution, but the Nightdive remaster made it really obvious, as this time you can easily see an invincible Doomguy being shot near the edge of the map.
  12. D.Vile

    The UnMaking: a 33-map nightmare for Doom 64

    To be fair, Ryath's version of the puzzle is nowhere nearly as grating because: A) All the switches you need to press are located in the same room, so no backtracking is required. B) You don't have to manually time your button presses to adjust the lift's height.
  13. D.Vile

    The UnMaking: a 33-map nightmare for Doom 64

    Speaking of compatibility with the official Doom 64 remaster, does anyone here know if the Bethesda port also supports Doom 64 EX's "nightmare creatures" flag ? Many of the later levels make heavy use of nightmare monsters, and it would be a shame to lose them.
  14. D.Vile

    The UnMaking: a 33-map nightmare for Doom 64

    Ryath, did you design this mapset with Doom 64 compatibility settings in mind ? I've just found out that map 10 is unbeatable if you turn on infinitely tall actors (you can't walk on top of the barrels that lead to the switch that opens the final arena). Also, if you turn on "grab high items", you can easily get the blue key and bypass the whole explosive barrel gauntlet.
  15. D.Vile

    The UnMaking: a 33-map nightmare for Doom 64

    I just completed map 04, and I must say I am pretty amused that, after all these years, someone would make a level whose entire gimmick is literally taken from Marathon's much hated Colony Ship for Sale elevator puzzle, of all things.
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