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the_dude

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  1. the_dude

    Eternal Quotes

    HHHAEEEEUUUHHHHHHHHH?!?! --Tim Allen
  2. the_dude

    Cultists of Doom Slayer

    Agreed. It's kind of like the first Matrix, vs Matrix Reloaded, and its sequels. Was awesome when Neo was vulnerable, didn't know what was going to happen, etc... When you find out he's the one, you know he can't really die, atleast until there's some closure. With Doomguy, he seems almost immortal. His death's were still cool, but idk, maybe I'm just an old Doom lover, but the classics have him screaming when dying. Even more so in D64, the screams and sfx were way more pronounced when injured and dying! (this is not to discredit when things eat you and rip you limb from limb, cuz that's frickin cool too, and also not discrediting the silent Doomguy theme they have in D16. Just liked how Doomguy is mortal and it showed).
  3. the_dude

    Pulling audio files from wads

    I played a pretty bad WAD sometime ago but in it had some awesome music I want to use in some maps I'm making. I can't remember which wad/files had this map, but I have a few files I want to check for this music. Any suggestions as to exploring these files for their audio content? Sorry if such a nubish question. Original post made in parent forum, apologies for spam, as I can't figure out how to remove it! Thanks!
  4. the_dude

    I played the Mars Core demo ... a lot

    OHBOYOHBOYOHBOYOHBOYOHBOYOHBOYOHBOYOHBOYOHBOYOHBOYOHBOYOHBOYOHBOYOHBOYOHBOYOHBOY
  5. the_dude

    i dont know what to call the art style in doom64.

    You hit it on the head, in regards to the pixel type of graphic design back in the 90's. Pinkies are far more muscular and evil looking, cacodemons definitely more evil looking, although it wasn't until someone pointed out on reddit, they're still one eye'd, and the design of the eye actually makes it look like a 2 cross-eye'd caco. Come to think of it, I guess D64 gfx was definitely a good example of 3 years or so of enhanced gaming design, when compared to Doom 1 I guess. (if I have timeline in mind correct). The art design though was by far my favorite, and thanks for bumpin the thread, because the posts on here are definitely insightful as to architecture!
  6. the_dude

    Is Doom 3's level design bad?

    Definitelyyyy. I played this game religiously as a middle-schooler and frankly, Idk why the game gets put down so often. Little demon babies, fun machine gun, dank chain gun, tons of demon variability, and this game.... had.... a lore! (plasma rifle was bullshit though, as it is in current dooms too. Sorry I just love the Doom64 plasma rifle too much). But yeahhhh the levels super tight, and relatively speaking, doom guy was a fatty that ran super slow lol
  7. the_dude

    Is Doom 3's level design bad?

    The game was designed to be a horror/thriller. It was entirely intended to be scary, hence no splitscreen, tight spaces, DARK AF, etc... I think the intent was to make it close and personal.
  8. Mother Demon I would argue is my favorite demon ever developed. She is hardly mentioned in any lore, but is I think hardest boss fight in the series.
  9. the_dude

    why is doom 64 so expensive?

    What the fuck is that avatar.... º-º
  10. the_dude

    why is doom 64 so expensive?

    You get what you pay for. Doom 64 is arguably the greatest Doom ever made. Open for arguments (change my mind) =D
  11. the_dude

    what is your playstyle

    Idk about anyone else, but I play a ton of doom in between other games loading and stuff, due to it being so fast and painless getting into a game. So I get careless in survival where I'm usually the meat gettin ground in the meatgrinder. Shotgun blazin gettin mutilated within 1 min of each match. Always fun XD
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