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AschTheConjurer

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Everything posted by AschTheConjurer

  1. As per title: I'm already assuming the answer is "no". I'm also assuming the follow up is something along the lines of "specific Eternity Engine features are needed for it". I tried looking up if there's any projects going on to try and adapt it to a format other sourceports can handle, but results were a bust. I want to play it, because it seems interesting and it's Skillsaw, but tonight's experience with Eternity Engine has turned me off the port completely. Could it even happen at all, or am I better off just forgetting about the idea altogether?
  2. AschTheConjurer

    Will a non-Eternity Engine version of Heartlands exist?

    Nothing; I can run it perfectly fine. I just didn't know how stripped-down the port is before I used it for the first time tonight. I had heard about Eternity's mapping features, which is what made me interested in projects made for it. But it has some aspects I consider dealbreakers, and I know most people wouldn't care about any of them (and more than likely actually enjoy the things I don't like). I'm not really interested in rambling about my personal gripes though, the point of the thread was just to ask if there was some conversion project or some such that people knew about: I've been out of the loop for ages now because Doom stopped being my major hobby a while ago. Bugger, but expected.
  3. Downloaded this months ago when v2.5 dropped and forgot about it, until I picked it blindly to throw together with the Unfamiliar: Martian Fury wad (also blindly picked) for a BitChute video the other night. Normally, I get profoundly bored by gameplay mods that are more-or-less vanilla weapon swaps, but this is actually a very nice vanilla-replacement mod that's had me constantly coming back to get in some more levels of Unfam_marsfury.wad in between doing other stuff. Good sound effects (both for weapons and for enemies and their death cues), no weapon-switch animations is a refreshing change, very nice gib effects that pair well with Nashgore. I wish I could comment on the new lighting effects but I've only just started using Dynamic Lighting again after getting GZD 4.4.2 so I'm not in a position to give a good opinion on how well they're implemented. Also goddamn, the mostly-invisible imps are probably the single most challenging enemy I've had to deal with in most mods because of how their bloody feet blend in with gore from other monsters as they walk around. It's not a cheese tactic or making them bullet sponges, it's actually an interesting tactical problem for once, that's been made more intense by my choice of adding on Nashgore. If I ever get around to recording and editing my Going_Down.wad 'movie' I wanna do, Supercharge is definitely going to be one of the mods in rotation with TreasureTech, Guncaster, and Trailblazer. EDIT: Also, I scrolled up a a bit and saw there's a bit of controversy about your choice of sound effects. Frankly, as someone who grinds through DOOM mods like a butcher makes mince, I don't really care where the sound effects come from, as long as they're: 1) Distinct sounds that I can tell apart (so two different shotguns should make distinct sounds) 2) Appropriate to the things they're for (the SSG doesn't use a pistol sound effect from another game I've played) 3) They serve a gameplay purpose (the clanky noise of shotgunners dying is a great audio cue for the player) Don't get me wrong, I'm always blown away to see or hear entirely original assets, but good design is the most important thing to a player like me. I remember people kicking up shit about WildWeasel's use of Tekwar sprites in WW Presents: TERRORISTS! and again, to someone like me that's just not really that important compared to is the gameplay good and is everything thematically appropriate for the mod?
  4. Just discovered Arachno MIDI Soundfont and put it in GZDoom, and have had a fiddle with a couple of my favourite WADs to see how they sound. Absolutely 9/10, I mean honestly you could only get 10/10 if you somehow had a soundfont that caters to every wad ever. Anyway, I'd love suggestions for WADs that have their own unique soundtracks to try out with Arachno. Already been playing with Going Down, Alfonzone, and Eviternity - makes everything sound smooth as hell. Give me whatever else you guys got.
  5. AschTheConjurer

    Would like suggestions of wads with their own custom music plz

    Niiiiice, I have a similar archive for doom modding stuff up on my private MEGA for my family. I love collections like these, it's like walking into an opportunity shop where everything's free
  6. AschTheConjurer

    Would like suggestions of wads with their own custom music plz

    Ahhhh yeah I get you. Sadly I don't know any MIDI-editing programs myself, anything I could recommend you would just be me starting from scratch and doing the research into it from the ground up. I've more been looking into the art side of stuff lately, doing some pixelly stuff and waiting until some of the Voxel editing programs get some more convenience features.
  7. AschTheConjurer

    Would like suggestions of wads with their own custom music plz

    This is a god-tier post btw. I have a lot of these wads, but don't realise they have custom music because I have in-game music muted out in favour of whatever's playing in my media player
  8. AschTheConjurer

    Would like suggestions of wads with their own custom music plz

    For some reason the post got duped, idk wassup, probably edited it twice too fast or something
  9. AschTheConjurer

    Would like suggestions of wads with their own custom music plz

    Not sure if I'm understanding you right, but are you asking how to get and play MIDI music files? I recently discovered a media-player program called Foobar2000, it's very basic but allows you to basically "mod" the media player. There's a very easy-to-add-on MIDI Player for Foobar, and a way to make it use the Arachno Soundfont.sf2, but it's not explained the clearest. Starting with never having heard of Foobar2000 before, it took me about 90 seconds to get everything downloaded and have it recognize and use the Arachno soundfont, and play music with it - that's how easy it was. Fucking legend. Yeah I'll even take multiplayer-only mod recommendations, I have a simple commandline tool for unpacking wads and it's not hard to sort through pk3s to look for their music.
  10. I was very happy to have ETERNAL come out. Not only did some of those semi-wholesome semi-murderfest Animal Crossing/DOOM memes genuinely bring me to tears a couple times, at the notion of two completely unrelated (except for release date, to my knowledge) communities sharing some positivity in a shitty time, but DOOM ETERNAL also finally gave me a tangible thing to point to about a problem I'd had with DOOM 2016 that no one seemed to understand: I had taken issue with DOOM 2016 when it released because, as I saw it, they had basically 'stolen a shitload of content and design philosophies from some of my favourite OG DOOM modders' and implemented them in a fashion I personally considered worse and less fun than those mods. Then Eternal came along and DOUBLED-DOWN on 'stealing content from OG DOOM mods', but this time integrated it in a way I thought worked absolutely brilliantly. So while I don't really have the words to nitpick exactly HOW the execution is different, I could at least point to these two different things and say "this one did it wrong, this one does it right". Sadly, now I can't even replay DOOM Eternal to refine and qualify how I came to these conclusions, because as it was, DOOM Eternal could barely barely run on my computer (all settings minimum and cranked resolution down to effectively 360p), and now with Denuvo, it's not even worth starting up. Looks and plays like a Powerpoint Slideshow. To me, this feels like one of the only things in the gaming industry that made me happy has now been quite literally "taken away". This kinda sudden change that broke a game and made it unplayable for me is why I've detested the idea of 'Games as a Service' for so long.
  11. AschTheConjurer

    So, I've Been Thinking About Playing Blood...

    I'd say if you're interested in Death Wish -- arguably the best level pack for BLOOD, and for me personally it's supplanted the original game entirely -- then stick to BloodGDX and Fresh Supply. FS and DeathWish did briefly make changes to be more compatible with each other, but I don't know if it ever reached 100% perfect compatibility, so go with BloodGDX for surety if you don't mind missing out on some of the QoLs of Fresh Supply.
  12. AschTheConjurer

    Cacowards 2019 Mentionation Thread

    I checked my post history and I'm 99% sure I haven't reccommendateded something for CACO 2019 yet, so I'm going to be a buttlord and suggest ASHES: 2063's expansion/prologue campaign Dead Man Walking, created by ReformedJoe, despite the thread for it actually having been started on Dec 1st 2018. Original Thread: https://forum.zdoom.org/viewtopic.php?t=62707 It's gonna be a long while before the full ASHES: 2063 experience comes out and I can nominate that, so Dead Man Walking is what I'm going with instead, because it has fucking amazing atmosphere, intricate but realistic level design, music by PrimEval, some very cool GZD tricks, and it's short enough to not overstay its welcome.
  13. AschTheConjurer

    Cacowards 2019 Mentionation Thread

    The only other person I can think of is 'Kaiser' Villarreal, but he's been responsible for a lot more Strife-wise than just making some maps.
  14. AschTheConjurer

    Faithless - a Heretic hub [FINAL]

    Music: Frank Klepacki AUDIBLY EXCITED VIBRATING
  15. AschTheConjurer

    The Official 'Trying to Find a Specific WAD' Thread

    @Allison Is Livid @Keyboard_Doomer Sorry about the very late reply. Did a level-skip to check them out and it absolutely was MAP31 & MAP32 of TNT Evilution I was thinking of. It wouldn't have even occurred to me it was one of the IWADs, I assumed I was remembering player-made content. Cheers guys.
  16. AschTheConjurer

    The Official 'Trying to Find a Specific WAD' Thread

    I've just been playing EPIC2.WAD, thinking it was a wad I played a few years ago, but have obviously discovered it wasn't what I was thinking of. I don't remember most details of the wad I'm looking for beyond that I'm sure it had a very Egyptian theme (probably including Powerslave/Exhumed textures) and it was a 32-map megawad, but I have very vivid mental images of a couple of levels I remember in particular. I believe my most vivid memory of the WAD was either Map31 or 32: It was essentially divided into 2 halves, the first being a huuuuuge open area with 3 massive buildings floating in some kind of harbour (which may have been the level name, or something similar?), requiring the player to dodge and kill chaingunners, mancubi and revenants patrolling outside each of them while trying to get out of the water and into the buildings. One such building had a claustrophobic mazey 'basement' with muddy water and a number of Archviles, and lots of barrels. After each of the three buildings had been explored, the player proceeded behind the third building(with 3 keys?), opening the way and revealing a rendering exploit had prevented the player from seeing the area behind, which was literally just a wide open Plutonia-esque green area where the player has to survive an ambush by at least two cyberdemons and dozens of monsters of all kinds. At some other point in this WAD, two levels I remember less about are: A literal Mummy/Pharaoh-style Tomb under a pyramid, where the player spawns outside with plenty of supplies, stocks up, and heads on down into the level, culminating in a fight against a cyberdemon in a humongously tall and wide hallway with multiple blind/deaf Arachnotrons on pedestals -- and a level that I'm 90% sure is separate from the one just mentioned, where the theme diverges from Egyptian into strange subterranean caverns, involving a frankly silly amount of backtracking and switch hunting and crossing triggers, but it was the first time I had ever seen someone create convincing-looking curved tunnels in a WAD.
  17. AschTheConjurer

    Wads like don't play with hell??

    Assuming that you're looking for "semi-realistic" artstyle and design in maps: Dark Encounters, which is appropriately brutally hard when played with Project Brutality/Brutal DOOM. The Alfonzone is pretty great too, quite a lot of humor and some very interesting levels. A.L.T. is a wad I haven't played all the way through yet, but It's been a weird experience. It's been interesting exploring the city the wad takes place in, but the very first level starts with you blatantly looking at one of those player-kill-dummy(?) things which is immediately used to sap a big chunk of HP. Going Down has been one of my most enjoyable wads at the moment. The only thing I think i can say without spoiling it is: every level has a different level design/gameplay gimmick. And all you need to do is find the keycard and get back to the elevator, just keep going down. All of the above are mod-compatible with anything, I'm pretty sure. Also PRODOOMER because it's dumb but great
  18. AschTheConjurer

    First Wad: Hell Gate

    I've had a short play on Ultra-Violence. Bout half an hour, up to the Yellow key fight. To sum my negative feelings up on this map in short words, I would say it feels a lot like a slaughtermap that's missing the health and ammo availability to encourage the slaughtermap playstyle. Also TOO MA̞̼̗͇̺̥̮͖N҉̗̬͕̪Y̷̢̻̹͚̟̥̦̳ ̨̯̠͖̬̻̲̙͇͠A̸̪͉͖̺͎̻͇͍͘͠R͓̫C͏̭̗͍͙͇H͇̱͖̀ͅV̺̥̻̞̱̭̞̤̺͡Ḭ̵̶͔͔́L̵̛͇E҉̸̧͈̗̳̦͖̗̲̪͈S̲̺͚̳̤͓͠.̬̪̩̰͈͝͝. and a couple of places where it seems like lava damage is mandatory are both just not nice with the lack of health supplied. However, in terms of actual level geometry, It's interesting. The grating over the lava river you have to drop down confused me for a minute because I always assume that texture is impassable when it's used, but aside from that I'm liking the use of space and even a shootable switch that isn't just for a secret, it's for proper level progression. A couple of the rooms have some nice detail without going overboard, but again, the encounters in them are a bit blergh. Especially with the Mastermind who seems to have to be fought from a doorway. I'll have a bit more of a play of it tomorrow, see if I can finish it, and maybe give a few more thoughts.
  19. This. So much this. I'm going to have to play this even if it doesn't support gameplay and monster mods simply because of guaranteed damage. Few things get me fuming like bad RNG rolls in most other doom mods. Also, once I have a working mouse and keyboard again in a week and don't have to rely on a controller, that instant weapon switching is going to make my jiggly bits wiggle.
  20. AschTheConjurer

    Faithless - a Heretic hub [FINAL]

    A Heretic hub, of all things. That statement just by itself threw me for a loop twice in a handful of words. I haven't actually used GZD 4.0.0 yet, and I'm always hurt for not having any new Heretic maps to play, so I guess this is on the list for later tonight.
  21. AschTheConjurer

    First Wad: Hell Gate

    Looks interesting. I take it since it's your first WAD that it's simply a level pack and doesn't involve any new weapons or monsters? If so, I'll work it into the WADs I'm going through while playing Wild Weasel Presents: TERRORISTS and CJ's Neutronian Chaos
  22. Awwww yiss I have been waiting for ages for another JOYMAPS# to come out. Unfortunately Joymaps5 is broken in newer versions of GZDoom (something about not accepting the MenuHandler class anymore) so this is like my birthday come early.
  23. AschTheConjurer

    Doom Neural Upscale 2X [v 1.0]

    I have a feeling this incoming devil's advocacy will go badly, judging by the 14 pages of fairly unanimous praise, but.... This sprite pack just looks like the artificial sprite smoothing/scaling effect that Doomsday had last time I saw it several years ago, and GZDoom still has, even down to how it makes the edges of the sprites look unnaturally soft and.... just wrong. I suppose the sprites look nicer after they've been touched up after the fact, but I feel like that's cheating, because at that stage you might as well just redo the sprite altogether anyway. I dunno, I guess the purpose of me saying this is to make a public fool out of myself by admitting I don't really see why this is going as far as getting press attention, and why most of this thread seems to think the sprite pack is the second coming of Romero, when all I see is a sprite pack that looks.... weird. I suppose it has something to do with it being a good opportunity to promote whatever new neural net software has helped make it?
  24. Well I finally got round to finishing Bury My Heart Knee Deep after getting carried away playing A Robot Named Fight recently. 'S pretty fucking good. It could do with some more texture variance and area theming, depending on how much you're willing to move away from the Techbase look. Could probably also use more of those cool rocket-locked forcefields too, but for the other weapons, and also some more reasons to backtrack - since it's really only for those forcefields right now, which can mostly be got in one sweep once the rocket launcher is available. Maybe a couple more boss-like encounters just before major weapon or item unlocks. The map is a very good proof of concept, and while it would be unrealistic to want it to play just the same as any full metroidvania game, it could still probably use a few elements to encourage players to explore more and to dramatically set up some of the big encounters.
  25. That's an.... iiiiiiiiiinteresting way of doing it. But, cool.
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