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ReaperAA

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About ReaperAA

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    Here, catch!!!

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  1. ReaperAA

    What sort of wads would you like to see?

    Maps that are around 10 to 15 minutes in length. Less numbers, but intelligent use of monsters (think Plutonia-like usage). Less BFG spam and more love towards underrated weapons like chaingun and plasmagun. Nice aesthetics with some build engine games like levels here and there.
  2. In case anyone missed this, Dario is back in action again and this time, he is playing.... VALIANT!!!
  3. ReaperAA

    The Activision Blizzard Situation ¿Any Thoughts?

    This honestly. I don't see Acti-blizzard getting worse than how bad it already is. If anything, if Kotick is kicked from his job, there might be a chance for things to improve. This kind of feels like the same situation as Gearbox and 3D Realms being under the umbrella of Embracer group, which made some people hopeful about Duke's future. Though pretty sure nothing is really gonna change about either Duke or Heretic/Hexen.
  4. ReaperAA

    The Activision Blizzard Situation ¿Any Thoughts?

    Microsoft Owns Activision-Blizzard. MOAB for short.
  5. ReaperAA

    Random Video Thread

    Normally, I am not much into anime girls stuff, but THIS...... this made me chuckle.
  6. @Immorpher offtopic but can you tell me where you got those color lighting files from. I too am using colored lights with the official maps, but they don't have as many lights as your version have Or are they just part of Quake 64?
  7. They assigned 1 point to 1000 Lines 3 CP now, which was previously assigned to Newdoom Community Project
  8. Great news. Changed the thread name to indicate the current name for the fork.
  9. ReaperAA

    Doom Pictures Thread 2022

    A very nice and atmospheric palette, but I do think that the blue range indices (which are purple-ish range in your palette's case) could have been more even in their brightness drop off. It looks like the brightness massively drops after the 8th index from the brightest blue and the next indices afterwards have very gradual brightness change.
  10. ReaperAA

    Choosing Only 5 wads to Play Forever

    Eviternity: My favorite modern megawad with nice aesthetics, combat difficulty that is ideal comfort zone for me and great sense of adventure. Also has a couple marathon sized maps that can keep me busy for longer periods. 1000 Lines 3 CP: Despite being limited by 1000 linedefs, the maps are really gorgeous and have well crafted layouts. The dehacked weapon changes are chef's kiss. Assault rifle and fast weapon switching is awesome (wish more wads had fast weapon switching). The 1000 lines limit means that the maps are more compact and thus prevent them from sloggy. Plutonia 2: I love Plutonia style combat and the sequel very much has that, while also having overall better level design. Gusta's maps in particular are really nice. Valiant: Skillsaw is a mapper who loves designing maps that have very very impressive architecture coupled with very punchy (and occasionally mean) gameplay. Gotta need my Skillsaw fix if I am stuck on an island. Although Heartland is my favorite Skillsaw wad because of its quality, but because it is much shorter than Valiant, I would choose Valiant over it if I am stuck on an island. Faithless Trilogy: Okay, this one is a Heretic wad, but I don't care. I like it enough that I am including it.
  11. ReaperAA

    Preferred WAD difficulty style?

    My preferences: Maps that are around 15-ish mins long on average. I don't mind if maps are shorter, but long maps in succession start feeling like a slog. Occasional long map is fine for me. Middle 2 episodes of Eviternity is generally my ideal comfort difficulty. I don't mind playing easier or harder maps when I am in mood though. I prefer maps that make intelligent use of monster to increase difficulty (like Plutonia) and not by throwing hordes of enemies at me (like Hell Revealed). I prefer good mix of incidental and arena encounters. All incidental combat or all arena combat can get tiring for me. In case of a megawad, I prefer variety in aesthetics. Samey looking aesthetics can get tiring for me. I don't like constant difficulty or an exponential difficulty curve in megawads. I prefer more ups and down in difficulty. I feel that breather maps are very important to have, especially in between a group of hard maps. Likewise, if there are many easy maps, it is important to have a tough map in between them to spice things up. Alien Vendetta mostly got it right, with the exception of maps 25, 26 and 27 being 3 consecutive maps that are very long.
  12. ReaperAA

    Favourite Map from each episode?

    Favorites of each episode: E1 : E1M7 or E1M5 E2 : E2M2 or E2M4 E3 : E3M6 E4 : E4M2 Least Favorites E1 : E1M9 E2 : E2M3 or E2M9 E3 : Almost every map other than E3M6. Probably E3M7 or E3M5 E4 : E4M4
  13. GZDoom: Most used Doom source port for good reasons. Supports all Doom engine games. Tons of graphical options and best modding capabilities among all Doom port. Very customizable. You can make the visuals look identical to vanilla or turn on all the Hardware renderer eyecandy. Support for various compatibilty options that can be tweaked to make GZDoom behave like near vanilla. Optional support for freelook, jumping and crouching. Support for Quake-style console. Highest number of sourceport-exclusive mods/content are made for it. Even some commercial retro FPS games such as Hedon, Selaco(WIP) and Supplice(WIP) use GZDoom. Probably more that I haven't listed. As of this date, the only source port to support Vulkan renderer. Now also comes with OpenGL ES renderer which means even low end computers can enjoy it. +20 years of legacy and still going strong. It runs Brootal Doom and Project Brootality DSDA-Doom: The de facto source port for speedrunners and demo recorders Being a fork of PrBoom+ means it has all of PrBoom+ features, including all the demo recording/playback features. Makes PrBoom+ totally obsolete Only demo compatible source port able to run Doom, Heretic and Hexen with the same .exe Most feature rich among all the demo-compatible source ports. Unlike most other Demo compatible ports, it actually has support for resolutions higher than 400p. Being conservative with modding and having hardware renderer means it usually has best performance among almost all source ports. One of the only 2 source ports that have complete MBF21 standard support (other being Woof). Only source port as of this date to support Rewind feature
  14. Best place to report crash or other bugs would be the Raze github page OR Raze bug report section in ZDoom forums
  15. Definite sounds like a unique idea. But I see one big BIG problem This here makes it a bad idea, especially if this is applied for the entire campaign and not just one mission/map of the campaign. Because with a game that just gives all the resources at the start, most players with likely just go gung-ho... until they reach a point where they realize that they shouldn't have, but then it would be too late and they would have to start over. Even with making adequate adjustments and warnings given to the players at the start of the campaign, some players will still make the mistakes of playing the game carelessly and waste their ammo resources by overkilling or missing their shots. For example, I have seen some occasions of casual Doom players on YT where they waste ammo by using some 5-6 shots of SSG to kill a far away cacodemon (which normally takes 2 SSG shots + maybe a few bullets). By the time they realise their mistake it would be too late and then the realization of starting over would easily frustrate many players.
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