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engineer

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Everything posted by engineer

  1. This is supposed to be a fuel dump; presumably, the idea is that large quantities of fuel are moved in and out of this part of the base. Once you get to the actual fuel dump, the hallways become smaller. I've been playing through the original maps and the DTWiD maps to get ideas. I can shrink the hollways down a bit though.
  2. Shield your eyes. Also, pics taken in Sjulltag. It runs just fine (and is being tested) in Chocolate Doom 1 2 3 4
  3. The biggest problem is that my mind managed to puke up a bizarre copy of E2M4's start for the first 2 rooms, sans teleporter. Doesn't really resemble it after that, though.
  4. This has actually inspired me to try my had at an id-Style E2 map. Don't know if it'll be done in time to contribute it, though.
  5. engineer

    Brutal Doom version 18a

    I had a hell of a time trying to play NRFTL with Brutal Doom. The new Imp melee is way too strong now.
  6. engineer

    Brutal Doom version 18a

    Here's some more sounds I had laying around the HD that I adapted for use in Brutal Doom. New shotgun pump, reloads for shotgun and rifle/MP40/Rocket Launcher and some experimental BFG sounds. https://sites.google.com/site/georgheissmann/STGNPUMP.rar
  7. engineer

    Brutal Doom version 18a

    Wait, the minigun got tweaked?
  8. engineer

    Good Weapon Packs?

    Brutal doom's modified weapon set is pretty good.
  9. engineer

    Brutal Doom version 18a

    Why not allow certain world objects to be used as weapons? I'd love to use the impaled guy poles as single use javelins, or torches and candlabras as fiery, limited use melee weapons?
  10. engineer

    Brutal Doom version 18a

    Yeah, it's the view bob making it look jittery. Also, LOVE how the minigun sound was fully integrated into the mod with the redone minigun art!
  11. engineer

    Brutal Doom version 18a

    The new shotgun reload animations are a tad jittery on a couple of frames, but otherwise it seems to be fine.
  12. engineer

    Brutal Doom version 18a

    Any other sounds that need to be redone?
  13. engineer

    Brutal Doom version 18a

    I can't seem to find the rifle sound in the PK3 file. Also, can you make it to where the revenant doesn't spew blood, but bone fragments and chunks of metal and internal organs when shot?
  14. engineer

    Brutal Doom version 18a

    The Cacodemon also needs an alternate corpse that lacks the eye, for when the fatality move is performed. Same thing for the Mancubus and it's fatality.
  15. engineer

    Brutal Doom version 18a

    Also, you should be able to drop the file directly into the pk3's SOUNDS folder.
  16. engineer

    Brutal Doom version 18a

    That's how all of the sounds were packaged, but Goldwave loads it just fine.
  17. engineer

    Brutal Doom version 18a

    https://sites.google.com/site/georgheissmann/DSMINIGN.rar
  18. engineer

    Brutal Doom version 18a

    I changed the minigun sound to something a bit more.... realistic. Obviously, not everyone will like that. I think it turned out pretty well, though. http://www.youtube.com/watch?v=qW6yitLiKOQ
  19. engineer

    WW2 mod

    Red Orchestra rips, actually.
  20. engineer

    Which type of doom level do you like them most?

    Refresh my memory, please: Which Hell-themed maps did Sandy Petersen work on?
  21. engineer

    iDoom iNfo

    Just a thought, but you might get around lisencing issues by releasing them as a "semi-patch" .exe that looks for un-modified Doom/Doom2/Final Doom IWADs and then drops a PWAD with the files in the folders containing said IWADs. I'm not a lawyer, though.
  22. http://www.paulthrussell.ca/samples.html Haha, holy shit. I wonder if he knows about the playable/less goofy remake of it from a couple of years or so ago
  23. engineer

    Alando Guns X uploaded

    REJECTS file in the idgames\ main folder.
  24. engineer

    Alando Guns X uploaded

    from REJECTS: Fri Mar 20 07:06:59 PDT 2009 Rejected alangnsx.zip because: must include a txt file by the same name either in or with the zip
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