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About Tribal

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  1. Tribal

    Hexen Neural Upscale [08.01.2018]

    I always though they were fingers, like two hands holding the yellow stone
  2. Tribal

    Hexen Neural Upscale [08.01.2018]

    Wow! This is pretty awesome!
  3. Tribal

    Time Parallax - The Burial Vault (Vinesauce DMC II)

    I just found out what's going on here. It' a ZRift bug, this mod doesn't replaces the model if you activate a trigger that spawn a enemy type that was previously used in the map... i think it's because of the NewTID the enemy gets when he spawns... and i dont think you can do anything about it. I'll report this bug to Pandut (ZRift's author), maybe he can fix this in the next release :/
  4. Tribal

    Time Parallax - The Burial Vault (Vinesauce DMC II)

    Hi, I'm playing this map with ZRift (https://forum.zdoom.org/viewtopic.php?f=43&t=60811 ) a mod that replaces all the Doom enemies to Chasm enemies. But there are some Imps and Pinky Demons still in the map. These imps and demons are customized?
  5. Tribal

    Time Parallax - The Burial Vault (Vinesauce DMC II)

    man, this looks amazing o_O
  6. Tribal

    SIGIL - New Romero megawad for Feb 2019

    Well, i played the original doom games back in the day, and just last month i came back to see what the community was making... and all those huge levels, like a openworld game, filled with colors, 3D floors, slaughter maps with hundreds and hundreds of enemies... all of this is new to me... it's like a different game, i'm not saying it's bad, actually it's better, all these new possibillities makes the mapper's and modder's imagination fly freelly... But... the original doom, the "romero" doom wasn't like this. It was made of quick maps, with claustrophobic corridors and a few monsters, more emphasis on the progression and gameplay than the greatness of visuals, colors and open areas... So, what am i hoping to see in his new 5° episode? More of the classic doom gameplay, more of those closed combats that i love, more of those claustrophobics fights that made me sweat when i was a teenager... not a huge Ancient Aliens megawad (which is beautifull, don't get me wrong)... but i just want more of my old school classic doom :)
  7. Tribal

    Seeing Blue - Single Map! v1B

    I played this map some days ago (using ZRift mod). Since i'm new to all this "custom wads" universe, i didn't find anything wrong, i had a really fun time playing it :) Thanks for sharing it :)
  8. i downloaded just to be sure... the link still works :)
  9. I'm new to the Doom community so i would like to know if someone already made a list with maps/wads that don't have custom weapons and enemies. I'm asking this because i started to play maps with the ZRift mod https://forum.zdoom.org/viewtopic.php?f=43&t=60811 which already changes the enemies and weapons... so i think it would break compatibility thanks :)
  10. Hi, i'm new to the Doom scene, so i still don't know how to customize some things... I love this mod, it's beautiful, and it works perfectly with ZRift (this mod made by Pandut where you can fight Chasm enemies in Doom maps: https://forum.zdoom.org/viewtopic.php?f=43&t=60811 ) The thing is, since ZRift replaces every asset (monsters, decorations, itens, weapons, etc) with 3D models (md2 and some md3) i want to know if there is anything that i can change in Bolognese to make the code call for md2 gore models instead of pngs images, to make it fit better in ZRift. Some Quake mods have awesome custom gore models that i can save in md2 format to make it work with GZDoom engine. I'm not asking Sergeant_Mark_IV to change anything in the mod, i'm just asking for directions of how i can replace pngs images to md2 models, just to play by myself :) Thanks