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Starman the Blaziken

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Posts posted by Starman the Blaziken


  1. I was trying out Freedoom on Chocolate Doom since it was a "why not try it out" sort of thing, since I was just poking around with Phase 1 a bit, listening to the music while fighting the 3 chapter's bosses and got lazy and quit in chapter 4 when I fell into a toxic pit (While forgetting the idclip cheat). So I went to Phase 2 and instantly went to map 30 with The Jaws of Defeat being there of course.

    Problems are when I took a look at the boss is well, apparently due to the normal sound limitations of ye olde Doom, too many monsters trigger and thus it is kind of impossible to listen to The Jaws of Defeat without noclipping from behind it, and even then I think the sound it does say all the words but does not finish itself at the very end before it just throws out a summony cylinder which makes an overlapping global sound (I recommend to adjust it to the timing when it finishes saying the backwards words).

    Another bug is said summony cylinders have a tendency to not be aimed right, mostly be fired above their correct summon location, I think the one on the upper platform where the serpentcentipedes are, is fine. But the lower area where the bio-suits and spheres are, is the place where it is broken since the cylinders are thrown to the upper platforms, but the summoned monster is summoned to it's correct location.
    Oh, and a side note, the lava textures that go up to the area where the Assault Tripod is, is bugged in individual rectangles, though all floor textures of the lava are fine.


  2. As much as I still want that normal Combat slug spriteage needs to be redone, now from being a pile of moving melted pale cheese, is now a pile of squishy re-animated dried sidewalk gum that shoots hot Mountain Dew, certainly do not take a drink from him any time soon. o3o


  3. 1 hour ago, Bratish said:

     

    I do not know if my information will be something shocking or unexpected for You, but you are deeply mistaken in calling my work a “mini-mod.”

    First, You are tricking yourself, thinking that this is another funny-mod that replaces several sounds, since in fact it is a "Total Sound Modification" - NOT humorous sound mod, which in addition to complete replacement of primary IWAD sounds also adds unique sounds for each monster, not limited to original values in SNDINFO (For example, in my mod all 3 types of armed zombies have their own set of sounds, including even sound of shooting attack, etc.).

    Secondly, size of my so-called “mini-mod” is 39.6 MB, which is 1.76 times size of same “freeoom1.wad”.

     

    I hope You (and other users) take note of this information.

     

    I mean it just adds sounds really, nothing... Really... Modificationy except sounds really.


  4. 1 hour ago, The Maverick013 said:

    Quick question: What are the health bonuses? I wanted to add some images to the instruction manual, but I don't know in what category place them. The original Doom manuals placed the potions with all the otherwordly artifacts. But here, I don't know if they are magical.

    Actually those blue bottles in Doom in actor-wise are called water bottles. Maybe just a sorts of healing water, or just oddly shiny water that attracts Doom Guy's face.


  5. 8 minutes ago, luckypunk said:

    Did the strawberry jam ever make it into a release? As far as I remember, I'd posted the jam version and someone immediately bullied me into improving it. So I copied bits and pieces from other frames into the jam.

     

    In my memory there were only a few hours between both versions. But then it's been a while. My memory might be off.

     

    So yes, that's the reason why it looks the way it looks.

     

    Actually the last 3 frames, uh...

    image.png.5e7d28339a19f58639cb2e61df351a37.pngimage.png.336891674bdc148c454fa173fc61800e.pngimage.png.4e2df9f584bb1f203cd5702fd3028888.png
    Starts from BOSSM0 but yeh, that is what I mean


  6. 2 hours ago, luckypunk said:

    Actually it kind of is. Ray never finished the attack frames or the death animation. And the mess I made there was never meant as a permanent solution.

     

    If anyone feels inspired, these two aspects of the Pestmeister are still up for grabs.

     

    Is that why it looks like a bunch of broken pieces as of now? (As I will miss the old death frame where the turn into instant strawberry jam though)
     

     

    7 hours ago, Ferk said:

     

    No, ignore the arrow. That's just because I took the image from a post by Raymoohawk where he was showing the progress he was making. The sprite is not finished, the placeholder is the current recolored green version of the Pestmeister.

    The one in the left is a placeholder, the one in the right is not.

    image.png

     

    I don't think there are plans at the moment to replace the armored Pestmeister (the one in the right of the image). What I was trying to tell you is that the Baron replacement (the Nukeptile) is not supposed to be a recolored version of it. They are meant to be different, it's just that the Baron wasn't completed so for now we get a recolor.

    Personally, I do think it does look a bit weird. That's why I proposed my edited replacement with also a different name.

    Eh, I figured that the 2nd Nukenewt sprites (shading and armor similar to the normal player armor) are going to replace the Pain Lord.

    But I know for one thing is that I rather keep the Pain Lord in history since well, apart from the minor differences, I thought that he was the final product since both Moo Moos in Doom are color changes with sounds as well since they also fit a description of the species (and with all those statues laying around) that allies to the Jaws of Defeat ever since I saw Maverick's lore take on Freedoom which I plan to take a bit of changes to make the lore click in place well.

    … Though for some odd reason I want to make like a cute chibi design of ether one since I dunno, they would look adorable as a plush. .3.


  7. Also I figured it would look something like that along with said name change, but I am normally more fond of the armored with lizard beaks Pain Lord and Pain Bringer.
    Not to say that the Nukeptile looks weird, but the names are just kind of something I will joke on for years calling it Nukenewt since it is not easy to say Nukeptile without feeling like as if that p is just a road bump.


  8. A bit of a think about it, but it is more to the creators of the sprites I would talk to a bit since I know they are the ones to make some of the creepy creatures and it is a bit hard to tell a bit about what kind of makes them hold even though I am sure it has been discussed over the years about said creatures.


  9. I would make a tad bit of edits and changes to the lore, though I do like it.
    I was thinking of making a post about someone to make well made pictures and detailed pointers of information about them and their external anatomy and their very lore of every monster. Just something rather cool for thought since I know Doom is well... Demons, zombies, and more demons... Oh, and a goat skull with the brain of a human head.


  10. Speaking on texturing though, might someone ever think of sprucing up the textures for the Techno spider and maybe the Combat Cheese Blob?
    Because apart from the perspective of the sprite's fire and fatal explosions seeming off from the game's own normal explosions a little, the death frames seem a little off too.


  11. Honestly I love the designs used for so long, heck even their names as Pain Lord and Pain Bringer, though as much as I would hate to see a design change just because those silly names: pest miester and nukenewt just sound kind of dorky, I think only a *bit* of an update needs to be done with then since their real design deference is the red and green twizzlers that are apart of them.

    (Also nice deer boi Da4k :P)
    And where the Dark Soldiers just as tall in the 0.7 version as they where in the 0.6.4 version too? They seemed to be when I looked at the 0.6.4 version.


  12. On ‎5‎/‎30‎/‎2019 at 3:09 AM, Ferk said:

    That's a really good idea :)

    Maybe something like this should be also generated through git and maybe even included in the download, or at least be part of the website at https://freedoom.github.io/ (perhaps it could be made into html and committed to the website repository?)

     

    Some things:

     

    - I believe it should be "QUIT GAME", not "QUITE GAME" :P

     

    - The name for the "Pain Bringer" was changed. It's now "Pestmeister", the "Pain Lord" I'm not so sure if it was renamed or not, it's just a placeholder for now (the new one is supposed to be a lizard named "Nukeptile"... I honestly don't like the concept, personally).

     

    I prefer the names of Pain Bringer and Pain Lord which will hold a place in my heart, it just sounds better than PEZtboi and Nukenewt.


  13. On ‎6‎/‎22‎/‎2019 at 1:53 AM, Ferk said:

    This seems to be the pull request on Github that added it: https://github.com/freedoom/freedoom/pull/463

    I left a comment asking about it.

     

    If by original you mean the distorted version that's being used, you can download it from here:

       https://github.com/freedoom/freedoom/blob/f49c6070de8646a188f5b2e61ddfc7e1982b55df/sounds/dsbossit.wav

    If you meant the actual original recording... I think it's pretty obvious nobody that has answered in this thread has it.

    I checked the GitHub comment section, and it seems that they never answered yet, who knows if they even know their is a comment there...


  14. 29 minutes ago, Ferk said:

    If you mean the original recording of the current sound before it was reversed and edited, like I mentioned before, I think he obviously doesn't have it, otherwise why would have he tried to reconstruct it from the current sound?

     

    If anyone has the original is Elon Satoshi.. but since he made the recording you might as well just ask what's the actual sentence he used. Which is what I did in the PR.

    Eh, nevermind, I goofed and thought that the one that has been used for so long was the one used in the test builds but I was wrong on that. >.>


  15. On ‎4‎/‎23‎/‎2019 at 12:07 AM, D4RKP1G said:

     

     

    Why is H-Doom so hated?, i don't get all this hate, I mean I get the idea of sexualizing one of the best games on the gaming history, but it's nonsense to me

     

    but speaking of the SSG,

    Eriance just fucked up an amazing weapon, the old SSG is way better than this recent one

    Because it is just explicit (as you said), weird, and nonsensical for it to even be a WAD for Doom. That is why it is hated

    Also what old one are you talking about? Their are multiple old Double Barreled Shotgun sprites back in this game's past.


  16. 11 hours ago, Ferk said:

    This seems to be the pull request on Github that added it: https://github.com/freedoom/freedoom/pull/463

    I left a comment asking about it.

     

    If by original you mean the distorted version that's being used, you can download it from here:

       https://github.com/freedoom/freedoom/blob/f49c6070de8646a188f5b2e61ddfc7e1982b55df/sounds/dsbossit.wav

    If you meant the actual original recording... I think it's pretty obvious nobody that has answered in this thread has it.

    I mean the original as in the one before it was changed to what is used today, that is what I am talking about by the "Dead easter egg"
    Well dead as in no longer talked about...


  17. On ‎11‎/‎26‎/‎2018 at 6:08 PM, TheMightyHeracross said:

    The Doom Wiki says:

    This is true for older versions but the sound seems to have been replaced in newer versions. I tried to reverse it and change the pitch, but it's still a bit warped and I'm not a good enough sound editor to do any better than this.

    All I can make out is something like ""You should ___, ____ onwards, the reckoning." Then again I could be totally wrong.

    Can I ask you two things on that? Anyone else can ask me on this but one, what version might have changed the sound to the current one? (since all available old builds do not use a different one)
    And two, do you have (if anyone does as well too I guess) the original sound file for the boss encounter sound? I might try to decrypt it myself for the sake of everyone being confused over the 2nd part of a dead easter egg.

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