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Everything posted by Maximum Matt
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Obviously very true Doom facts thread
Maximum Matt replied to ⇛Marnetmar⇛'s topic in Doom General Discussion
The Doom II map "Suburbs" was based on the floor plans of Sandy Petersen's old house he was living in, and The Citadel is based on the castle he bought from all the money he made from the first Doom. And of course, Monster Condo is based on his mother-in-law's place -
69. They don't leave a corpse, so you can't even admire your handiwork afterwards
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I made a video essay about Doom 2
Maximum Matt replied to My Celium's topic in Doom General Discussion
Romero wearin' a Sabbath Vol 4 shirt hell yea -
A way to Un-stuck monsters?
Maximum Matt replied to JoeyKelastiof's topic in Doom General Discussion
*COUGHamericanmcgeeunderhallsCOUGH COUGH* -
Questions for possible interview with Tom Hall [collection of questions is completed]
Maximum Matt replied to UnknDoomer's topic in Doom General Discussion
Although I bet that if you asked him if he ever felt like punching out Sandy Petersen for fucking up Gate To Limbo, there'd probably be a pretty intriguing answer -
Memento Mori 1 - Title Picture
Maximum Matt replied to vanilla_d00m's topic in Doom General Discussion
On topic, when's Memento Mori 4 coming out? -
Questions for possible interview with Tom Hall [collection of questions is completed]
Maximum Matt replied to UnknDoomer's topic in Doom General Discussion
Dammit -
AW HELL NO, this movie sucked intensely. I always said they should've just released a playthrough of Doom 3 in cinemas instead
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Classic Doom - New Update on Steam
Maximum Matt replied to AtimZarr1's topic in Doom General Discussion
Wicked -
At least Unholy Cathedral is nice to look at in some places. Limbo is just red and green turd. And Factory definitely sucks, but Downtown is wicked. And Nirvana is the official worst level btw. And Hunted for Plutonia, and Baron's Den for TNT.
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Sigil 3 better be out by the 30th anniversary of Doom II, though, and it better be a full 32-map megawad.
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Romero’s Doom II WAD: HELLION. Coming soon…ish?
Maximum Matt replied to EduardoAndFriends's topic in Doom General Discussion
Is this supposed to be Sigil 3, or a Doom II megawad? -
Classic Doom - New Update on Steam
Maximum Matt replied to AtimZarr1's topic in Doom General Discussion
But are they releasing Maximum Doom, tho? -
Experiencing "R_FindPlane" Overflow Error in Licensed IWADs
Maximum Matt replied to xsnowboarderx's topic in Doom General Discussion
Now the mods can close this thread. -
Experiencing "R_FindPlane" Overflow Error in Licensed IWADs
Maximum Matt replied to xsnowboarderx's topic in Doom General Discussion
The big hilly field just before the exit room is prone to this error, from certain angles. Habitat truly has it all. -
Technically impressive vanilla wads
Maximum Matt replied to FARTbob's topic in Doom General Discussion
But it IS in Maximum Doom. (albeit as a D2 conversion) And also happens to be an E3M1 edit. And is ALSO on Maximum goddamn Doom. -
For a project, do you prefer one HUGE mapset (over 32 maps) or separate releases?
Maximum Matt replied to dobu gabu maru's topic in Doom General Discussion
Gotta be a gigantic 32-map slog, it's not the true Doom experience otherwise. -
Have to have been from E3M9 instead of E3M1, because of the BFG. Unless the bastard cheated.
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Experiencing "R_FindPlane" Overflow Error in Licensed IWADs
Maximum Matt replied to xsnowboarderx's topic in Doom General Discussion
I know that in Neurosphere (Plutonia map 18) you can get the error in one specific area, although it's out of bounds and you have to noclip to get there. And of course, TNT's masterpiece Habitat has one as well. -
Quake 1 remaster "id vault" possibility
Maximum Matt replied to Scottier681's topic in Everything Else
They should do a DZone/Maximum Doom-style shovelware compilation. I remember playing some freakin' AWESOME fanmade Quake levels back in the day -
I mean let's face it, you only use non-run on The Chasm.
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So there I was, minding my own business, working my way through map 16 of Icarus, when I somehow triggered the all-ghosts glitch today. Only the second time in all my years of playing Doom that this has ever happened to me. I messed around with it for a few minutes until I got unnerved by trying to navigate through the center of the level and having demons randomly appear through walls to chomp my ass and I had to shut it down. I didn't check to see if I could save and reload this phenomenon - I'm pretty sure I tried the first time it happened and it just reverted back to normal on reloading, albeit with monsters now stuck in the wall. I'm now fascinated by the idea that, if the circumstances are right, you can cause an overflow that makes the game throw up its hands and be like "okay, guys, do what you want" and have all the baddies ignore the laws of physics and start walking through the walls and each other. I understand it gets triggered by firing a hitscan weapon across more than 128 'things' (linedefs, items, enemy corpses) which can confuse the game engine, but I don't know why that if this is the case I haven't seen this more often. I mean, I've played a shitload of slaughtermaps over the years, I'd assume they'd be most prone to this bug. But whatever. I guess I need to know what are the exact circumstances needed to trigger this glitch, and a very basic explanation of what's going on engine-wise (I'm talking more basic than this - http://games.moria.org.uk/doom/research/ghosts), and of course I wanna hear stories from anyone who has also encountered this. Rip n tear Peace
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Differences and similarities between Mario kaizo and Doom slaughter/combat puzzle?
Maximum Matt replied to DSC's topic in Doom General Discussion
HOLY F***