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D.Vile

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Everything posted by D.Vile

  1. I don't know if anyone has reported this before, but you can beat map 12 by literally turning back and interacting with the gate that serves as the entrance to the level. Looks like Jimmy copypasted it from a previous level but forgot to remove the corresponding exit linedef. Whooops!
  2. D.Vile

    Unmakyr, good or nah?

    The BFG crashing the game so often is the reason I still haven't beaten the Taras Nabad Master level... :(
  3. D.Vile

    Why are there demons in the Caribbean?

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

    [Megawad] Doom 2 In Spain Only [Now on idgames]

    "Logotipo Malvado" (literally "Evil Logotype") also cracked me up as well.
  6. The writers were obviously making shit up as they went along and did not think this through.
  7. 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:
  8. 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 ?
  9. 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?
  10. D.Vile

    The UnMaking: a 33-map nightmare for Doom 64 (FINAL RC)

    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 ?
  11. D.Vile

    The UnMaking: a 33-map nightmare for Doom 64 (FINAL RC)

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

    The UnMaking: a 33-map nightmare for Doom 64 (FINAL RC)

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

    The UnMaking: a 33-map nightmare for Doom 64 (FINAL RC)

    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.
  14. D.Vile

    The UnMaking: a 33-map nightmare for Doom 64 (FINAL RC)

    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.
  15. D.Vile

    The UnMaking: a 33-map nightmare for Doom 64 (FINAL RC)

    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.
  16. D.Vile

    The UnMaking: a 33-map nightmare for Doom 64 (FINAL RC)

    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.
  17. D.Vile

    The UnMaking: a 33-map nightmare for Doom 64 (FINAL RC)

    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.
  18. D.Vile

    Sandy Petersen giving a Doom 2 level 16 house tour

    From the way he talked, you can tell this man is proud of his work. He has always been underrated as a designer IMO, and I wouldn't mind seeing him designing Doom levels again, like Romero did with SIGIL. But I guess he has been a little too busy designing tabletop board games lately. BTW, speaking of board games, did you guys know he did actually include Doomguy and the Cyberdemon as miniatures in his newest game ? https://imgur.com/r/doom/96kdwdy https://www.kickstarter.com/projects/petersengames/return-to-planet-apocalypse/
  19. D.Vile

    Wolfenstein 3D and Heretic levels in Doom II?

    Kama Sutra did remake Heretic's E1M4 as a slaughtermap, and it's by far one of the most memorable levels in the whole wad.
  20. D.Vile

    Spirit Statistics

    Nice video, but Decino forgot to mention that possessed Marauders can still be faltered -
  21. D.Vile

    The Ancient Gods - Trailer and Release Date

    Did anybody save the video ? The links are already taken down. :(
  22. D.Vile

    Eternity Engine 4.01 Released

    Yep, just tried it. The game is mostly playable, but some of the inventory items (like the morph ovum) and tomed weapons (the Hellstaff and the Gauntlets of Power) still don't work properly.
  23. D.Vile

    DOS Doom Code Execution

    Is that supposed to be colored lighting !? That`s neat, reminds me of Doom 64. And speaking of that game, I wonder if it might be possible to recreate that Terraformer room with some basic scripting...
  24. I'm going to laugh so hard if Doomguy ends up becoming the face of XBox as opposed to Master Chief.
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