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About Tangerine

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    Warming Up

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  1. Tangerine

    Doom: Annihilation update

    I think the only issue I have with the movie is that the characters look less like space marines, and more like swat team members. Does it represent what Doom's actually about? No, but I'm ok with that. It seems like a fun crappy movie to sit down and watch with the boys.
  2. Tangerine

    Post Your Doom Picture (Part 2)

    Working on a 12 map megawad with @Memerz1.
  3. Tangerine

    Doom 1-3 on the Switch?!

    I always wondered why NRFTL, or nerve.wad; Was so hard to get online. When you go to it's wad archive page, it still tells you that it's a commercial wad, but it doesn't appear in the commercial wads list. https://www.wad-archive.com/iwad/buy
  4. Tangerine

    Doom 1-3 on the Switch?!

    This poor lad can't even play the damn bugger. https://twitter.com/MrGreyfox/status/1154801404202164224 EDIT: Forgot the link
  5. Tangerine

    Doom 1-3 on the Switch?!

    From what I've played, it seems extremely reminiscent of the Doom Classic Collection released on PS3, with weirdly pitched sound, and frame drops; But I'm assuming that it's running off of some kind of emulator, rather than an actual source port.
  6. Tangerine

    Doom 1-3 on the Switch?!

    No? But I think this version of Doom is more targeted towards the casual demographic, whose only played Doom 2016. So any flaws that we notice in these ports, most consumers won't notice.
  7. Tangerine

    Doom 1-3 on the Switch?!

    It literally looks like you're signing your soul away to hell, unironically.
  8. Tangerine

    Doom 1-3 on the Switch?!

    So basically, 2 sub-par ports with modern-day shit crammed in? Lovely
  9. Tangerine

    Doom 1-3 on the Switch?!

    So, Doom just dropped randomly on the e-shop, then got de-listed?! What I'm talking about:
  10. ok, so good news and bad news. Good news, I actually been spending a good while learning how GZDoombuilder works, finally got the most basic things to work; Like doors and lifts. Bad news, now my problem has shifted to not knowing how to have multiple scripts in the same wad. For example: I could make a script for MAP01 where if I step on a linedef, the music changes. But if I try to make another script (same music change script) in MAP02; it won't work, and it'll overwrite the first one. If you don't know, this is the script: #include "zcommon.acs" script "changemusic" (void) { Setmusic("D_DM2INT", 0); }
  11. Well that sucks. I've tried using GZDoom Builder, I really hate how it takes everything I know about Doom Builder, and flips it on it's head; Like I can't make a door the same way I do in Doom Builder. But thanks for the help anyway.
  12. I've been having this problem with Doom builder for a while, where I can't seem to place a script execute on a linedef. I see people do it all the time in Doom Builder tutorials, But it always seems like we're using different versions. I use the ZDoom (Doom in Doom format). Is it an issue with what directory I place the script file? or is it something else?
  13. Tangerine

    Ultimate Doom 2 : Dead Anomaly

    Typically with a wad this bad, I'd think it's a joke; But no. This isn't played off as a joke wad, It's serious. Just like what M_W said, "Bad in ways only an earnest effort could produce."
  14. Tangerine

    Faded Dream (My first Doom Wad)

    It's actually pretty easy; In your MAPINFO, type in fade, followed by whatever color you want, in my case; lavender. Just a quick side note about the fog; The lower the brightness in a given sector, the closer the fog will be to the player. In laymen's terms, 255 brightness = no fade effect at all.