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Necron 99

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About Necron 99

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  1. Necron 99

    [Doom Mod IDEA] Mystery Box System From COD in Doom

    Doom Roguelike Arsenal has something pretty similar to that. You can find little boxes randomly in levels, and when you break em open, they give you a bunch of random shit like guns and armor
  2. Necron 99

    Things that mappers do that annoy you.

    The things that really bug me, are overusing revenants and forcing the player to take damage. I feel like too many mappers just use revenants as a "filler" enemy, when they don't know what else to place. This usually results in very frustrating moments unless the map design compliments having to fight 4 of those screaming bastards at once. I may be slightly biased since I generally hate revenants in their vanilla form. As to my other pet peeve, which is forcing players to take damage, thay just seems like a cheap way to add urgency or lazy design to me. Like forcing the player to travel over excessive amounts of damaging floors without any environment suits or a way to avoid them. Like, why can't they be a hazard instead of a vibe check to your health bar? Is an environment suit or two really that hard to place down? I dunno, I just don't understand why the player should HAVE to take damage to progress.
  3. Necron 99

    DOOM 4 VANILLA v2.5.8 [NEW!!]

    As far as I know, as long as you don't distribute the edited files online, then you should be fine
  4. Necron 99

    Am I the only one that doesn't like crushers?

    I'm a bit on the fence with crushers, but I'd say I'm leaning on the side if disliking them. Often, when I come across a crusher, it's the centerpiece of it's own encounter, like in map 2 of Doom 64. Basically, when the encounter is just a series of crushers, it tends to be boring, tedious, and nothing more than something to pad out the level. ON THE OTHER HAND, when a crusher is used in conjunction with something, like an enemy encounter (like in e2m2 of Ultimate Doom) or as part of an interesting puzzle (Like in the Guardian of Steel in Hexen), then they can be fun. In fact, I find that crushers have a better place in Hexen, rather than Doom. All in all, I rarely find crushers fun, but I believe they can be done right.
  5. Necron 99

    Hexen: Arcane Dungeons [RELEASE]

    I really dig this! This really seems like something that would fit Hexen super well. I really like the idea of unique enemies and bosses, but I also kinda hope it retains compatibility for other mods, mostly because this would kick ass with something like Samsara or Wrath of Cronos. But making this into its own thing could rock too. Either way, good luck! You're doin' god's work
  6. Necron 99

    H A L F - D O O M E D | HALF LIFE IN VANILLA DOOM

    Just downloaded the newest version, and I think the headcrab zombie attacks may still be bugged. They still try to swipe at me even when I'm not close enough
  7. Necron 99

    H A L F - D O O M E D | HALF LIFE IN VANILLA DOOM

    Nice to see another DeHacked based mod! Always had a soft spot for those. I've played it a bit, and found a couple errors however: -The headcrab zombie swipes at you even when not in melee range. From what I understand, this is because his claw attack is an attack state rather than a melee state. This means he'll swipe as long as the player is in sight rather than when he's within swiping range. -The mod doesn't seem to work with Chocolate Doom. It gives me an error which reads "P_SpawnMapThing: Unknown type 2005 at (-480,848)" when I attempt to start the game. These are the only glaring objective problems I've spotted so far, but I'll let you know if I find more. Good luck!
  8. Necron 99

    DOOM 4 VANILLA v2.5.8 [NEW!!]

    Little bug report: I can't switch to the chainsaw when out of bullets on the GZDoom version EDIT: The Cyber-Mancubus' obituary says I got killed by a Cyberdemon, but that could just be DeHacked being fucky
  9. Necron 99

    Dehacked Doom 64 v1.1

    I really like this! Especially since this is mostly vanilla compatible. Couple things I noticed though, the pistol has no muzzle flash, and the shotguns both have muzzle flashes that seem to be offset too low on the gun. Other than that, seems to be going great so far!
  10. Necron 99

    What's the best Doom WAD of them all?

    That's pretty subjective, but I know Switcheroom is one of my personal favorites
  11. Necron 99

    Do you like mods where weapons have recoil?

    Recoil is fine in moderation, but there's certain things that bug me when modders do it. 1. When the recoil physically moves the character. This is ok if it makes sense for the weapon (i.e. a huge laser cannon) but otherwise it's just annoying. 2. When the recoil resets your view for you, like the Quake 2 machine gun. This is annoying because I'm already altering my view to compensate for the recoil, but when I'm done firing I end up pointing at my feet. 3. When the recoil makes the weapon actively unfun and difficult to fire. A low damage, semi auto weapon, should not be forcing me to fire at the ceiling after firing it more than twice. The recoil should facilitate how the gun is supposed to be used. That's my 2 cents, anyways. Other people may feel different, but at the end of the day, I just reccomend making CVAR that lets people disable or tweak recoil, because, for me at least, bad recoil can ruin a mod.
  12. Necron 99

    Is Requiem That Good?

    I'd say the level design in recent years has gotten more of a focus on architecture, while gameplay has just kinda gotten generally harder. Most new wads are for more experienced players, (but there are many options out there to make these wads more accessible to newer players) which makes sense, because many of us have been playing Doom for quite some time. Most new mapsets rely heavily on high enemy counts and specific monster combinations to craft difficult situations for the player, while older mapsets created more of a steady difficulty in their levels. New mapsets are moreso focused on difficult scenarios within a level, while old mapsets tend to be focused on wholesale difficult/easy levels, with a steadier flow of challenge. Of course, there are many exceptions, but this is my general experience. (Apologies for the big ass wall of text)
  13. Necron 99

    Is Requiem That Good?

    Personally, I really like Requiem. But when it comes to Doom maps, I'm relatively easy to please. But the overall general consensus would be that Requiem is a classic, and has inspired many fantastic wads, but some parts of it are quite dated, just like most 90's wads.
  14. ...then pick up mapmaking and make something you want to see, I guess? Most other people genuinely enjoy this sort of gameplay/level design. Mapmaking is a passion project. You can't expect them to cater to you. Most other people do not see these mapsets as objectively bad, and find the way they're designed very enjoyable. Also, playing strictly HMP isn't gonna get you a "medium" experience every time. HMP on Alien Vendetta is very different from HMP on something like Biowar. Its subjective. Just lower the difficulty until its balanced and you can enjoy it
  15. So you're saying that, since you're unwilling to play on a difficulty lower than HMP, people should stop making such """difficult""" wads to cater to players like you. Lower your pride, dude. Not like anyone will know you played on an easy difficulty on a hard wad. Otherwise, I don't know, check out shit like autoautosave by m8f. That helps me through tough wads. Regardless, you can't openly disrespect this community's most talented people just because they make wads that are too hard for you, and still expect everyone to give you serious help. Be an ass, and people will be an ass back. Eye for an eye, dude
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