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D.Vile

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  1. D.Vile

    Flash thoughts on Heretic's design

    Funnily enough most of these would also describe Hexen's level design pretty accurately.
  2. Lack of regional popularity isn't that much of a hindrance as you'd like to think. Punch-Out isn't that well-known in Japan either, but that didn't prevent Little Mac from getting into the roster. And I'm also fairly sure no American/European knew what a 'Fire Emblem' was before Marth/Roy's debut in Melee.
  3. D.Vile

    REKKR - V1.16

    Alright, after replaying a few of the the game’s episodes, I’ve decided to write an analysis of Rekkr’s bestiary. So here are my thoughts:
  4. D.Vile

    REKKR - V1.16

    Useless ? Since the runes call the Explode codepointer twice, they stack an absurd amount of damage! Personally, I've found the weapon pretty decent for killing Former Dukes and SkeletonSpiders, provided that the latter is flying close enough. It's also useful against the occasional monster horde, like the one near the end of E3M7. One thing of note is that the Rune Launcher should theoretically also be the perfect weapon for dealing with ghost monsters (https://doomwiki.org/wiki/Ghost_monster), since the runes don't even need to be near a wall to deal splash damage.
  5. D.Vile

    REKKR - V1.16

    Then you should at least use the 'NOTDMATCH' flag to prevent it from harassing players during deathmatches. Nobody plays deathmatch with monsters on anyway. Alternatively, you could simply create a copy of the map area and move all deathmatch starts from the original to the copy, and then remove the Eyeball Generator from the new multiplayer arena.
  6. D.Vile

    REKKR - V1.16

    Good to hear about this! By the way, did you fix that annoying bug where the Eyeball Generator in E4M5 keeps spawning enemies even with the -nomonsters flag turned on ?
  7. D.Vile

    REKKR - V1.16

    Just finished this wad. Aside from a few balancing issues this is great TC all around. I just love the amount of effort they've put into detailing every single environment in the game. One of my favorite details is how in E1M1 there are two in-game objects which don't show up anywhere else in the game - a dead woman in blue and a tipped cradle. They appear in the final room of the level, which is inside a house. Once you start E1M2, you'll be standing outside that same house, but this time there'll be two shallow graves nearby. These graves were only dug very recently - if you use noclip in E1M1 you will notice them gone. At the same time, if you look from the window in E1M2, you will see that the dead woman and the cradle are no longer in that room. It wasn't until my second playthrough that I realized RekkrGuy had taken his time between the levels to bury his dead wife and child. :(
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