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Everything posted by Tormentor667

  1. Tormentor667

    Doom Slayer Chronicles

    Jimmy pretty much summed up my thoughts on this.
  2. Tormentor667

    GTA Doom. v5.0.1 - WIP

    It needs day-night transitions
  3. Tormentor667

    WADs with huge file sizes

    Wait for Blade of Agony Chapter 3 (incl 1+2) - pretty sure we will reach 1GB
  4. Cant wait to play this :)
  5. Tormentor667

    Doom Slayer Chronicles

    Dude, impressive stuff you got here. Would you mind sharing the shader for the heat haze?
  6. Tormentor667

    DOOM: Anomality

    That looks promising!
  7. Tormentor667

    what are you working on? I wanna see your wads.

    Blast Nazis with your Sherman Tank! ZScript is most propably the best addition to GZDoom since the hardware renderer or DECORATE itself. AFADoomer made the impossible possible, he is still working hard to implement the feature to perfection but we are proud to announce drivable Sherman Tanks in Chapter 3 of Blade of Agony. You have any ideas or wishes when it comes to missions with a tank? Let us know about your thoughts, we are happy and thankful for any kind of inspiration from you :)
  8. Tormentor667

    DARKFORCES Wardusted v4

    So this is replacing everything except maps?
  9. Tormentor667

    Projects for DOOM's 25th birthday

    Ola Bjorling????
  10. Tormentor667

    [v 0 .9] Doom Neural Upscale 2X

    This is suprisingly good :)
  11. Tormentor667

    Cacowards 2017 discussion (24 years)

    Thanks for the info on Chapter 2 of Blade of Agony to anyone. We already have been worked a lot on Chapter 2 in the past months and improved all the things mentioned since then so I consider the problems solved. For Chapter 3 I promise you can expect the best we are capable to pull off.
  12. Tormentor667

    Cacowards 2017 discussion (24 years)

    I wouldn't consider this as negative as this. I mean, without any doubt all the winners have a reason for winning the Cacowards this year, the reviews explain very well why one or another project was chosen. Considering that some people are disappointed or even jealous just describes what status the Cacoward has: Everyone wants one :) Still, I really don't get it why Blade of Agony Chapter 2 hasn't been mentioned. It's not that I am angry or pissed, it's just that we discussed a lot in the team before the Cacowards and anyone was really hoping for an award, considering that it is definitely better and expands on Chapter 1. Wasn't it good enough or is it simply not considered as an "new wad" because it's a "Chapter 2" instead of something totally new? Just curious, I am not expecting to get a late Caco :)
  13. Tormentor667

    Cacowards 2017 discussion (24 years)

    Congratulations to all the winners, a lot of brilliant choices have been made and the articles are - as always - very entertaining to read :) Good job on that one to all the authors (mappers and texters in both cases). Though I have to admit that we are a bit disappointed, that Blade of Agony Chapter 2 hasn't been even mentioned somewhere. :(
  14. Tormentor667

    Cacowards 2017 Mentionation Thread

    Seconded, a lot of effort and dedication has been put into this.
  15. Tormentor667

    8-16 bit Music Replacements

    Is someone able to convert the old original PCSpeaker sounds to something that works with sourceports? That would make things perfect if you use ChibiDoom, LowRes Doom and 8bit music :)
  16. Tormentor667

    Skulldash Expansion - RELEASE DATE ANNOUNCED

    Very nice stuff, glad to see my map in there :) I see you improved a few things and I like what I see. Can't wait to play the final version when it is out my friend!
  17. Tormentor667

    DMXOPL v2.10 - Happy Holidays (Nov 27)

    Is it possible to listen to a demo somewhere?
  18. Tormentor667

    Doom 64 for Doom II - /idgames link is up

    This is amazing. How could I miss this? :)
  19. Tormentor667

    [Blade of Agony] Gameplay survey | p7

    Foreword So why a WolfenDoom project? Well, I was always a big fan of Laz Rojas' work, especially Operation Arctic Wolf or Operation Rheingold. It felt like a real sequel to Wolfenstein 3D. Since then I always thought about sending B.J. Blazkowicz back myself on even more story-driven missions around the world, kicking Nazi's asses. Especially the thought of having various operations and making them all unique in terms of look, feel and gameplay was something that I have ever dreamt of. In times of Vanilla and 56K, things like that have never been even possible. Now that the technical limits are gone, anything is possible in some way or another, and that was the moment when I wanted to start off. Story It's 1944, and the war approaches its peak. The U.S. has joined the Allied forces, and the Soviets are pushing back the front in the east. The tides of war are turning, and Hitler's victory seems more and more beyond his grasp. But the Nazis, refusing to capitulate, have grown obsessed with human experiments and occult artifacts, in which they see a potential escape from their final Doom. The Allied leaders reject this possibility as nonsense; nonetheless, some still fear what the F├╝hrer might be up to. The situation is nebulous, however, and little is certain. You are Cpt. William "B.J." Blazkowicz, an Allied spy, a fearless risk-taker, and the greatest soldier to ever take up arms in World War II. Your role has changed, though; you've retired from active duty, and now you spearhead operations as a systems analyst. You thought it would be the right choice--leading and motivating instead of doing the dirty work--but lately you've grown restless. At least until a few days ago, when you received an encrypted message from your old friend and comrade Cpt. Douglas Blake, calling you back to duty... Features Blade of Agony is much more than just a pastiche of the classic shooters that inspired it; the project will offer a unique experience. It also has many features not often seen in source port projects--Blade of Agony truly pushes GZDoom to its limits. 7 playable and unique levels in Chapter One (over 20 in the full game) Orchestra-quality game music Voice acting and ambient soundscapes A combination of low-poly models and sprite assets to create the perfect retro feeling Devastating armaments from the battlefields of WWII Interactive NPCs that support the twisted plot's progress and help you understand the game Beautiful special effects (weather, elements, explosions, etc.) Much, much more! Participating If you are interested in helping us out, the easiest way to do so is by making pull requests to the project's GitHub repository. The development repo is public, and we are happy to have any kind of help. We can't promise to implement every public change, but we'll have a thorough look at all of them, and we'll be thankful for any helpful improvements or suggestions. Development History can be read at the original thread over at https://forum.zdoom.org/viewtopic.php?f=19&t=47801 (no need to crosspost this) "May I use resource x from your mod?" It happened now for about a trillion times that people asked if they can use material from Blade of Agony. There are two answers on that: If it is original material exclusively developed for Blade of Agony by its authors, then clearly no (!), not until the final release of Blade of Agony which includes all 3 chapters. If it is material by other authors (for example elements from wildweasel's Nazis mod), ask the authors directly themselves. If you are not sure who made it, ask us or read the credits text file. I know that this WolfenDoom project borrowed a lot of resources from other games and projects, and we are happy to see our material of use for other modders in the future, but we simply don't want to spoil anything of it yet, that makes people think "Oh, I have seen this already before in a different mod than Blade of Agony" even though it has been exclusively created for our mod. I am sure people understand this. Best regards, Torm & Team Official Webpage
  20. Tormentor667

    [Blade of Agony] Gameplay survey | p7

    Better gameplay? We want that as well! Dear Doomers, we are currently investigating how the gameplay aspect of Blade of Agony could be improved. To actually find the right approach, we need your help - not only by playing the first two chapters but also by thinking about ideas what could be added or what could be changed to improve the gameplay aspects. It's not that you need a perfect solution to reply but maybe some idea about what you would have expected and instead what you've got provided from the maps. What gameplay aspects did you like? What gameply aspects where frustrating? What would you like to see in an improved version of chapter 1 and 2? What would you like to see in an all new chapter 3? What will most likely make you use cheats or the console commands because of that? The more detailed the examples about things you like/didn't like are the better. Maybe even map numbers and coords with an explanation could be something we'd love if you'd share them, as it makes it easier to understand what situation failed, what situaton was good and which situation needs further work. Thanks kindly for your support, best regards, Dan & team
  21. Tormentor667

    Promote your projects @ Realm667

    Finally you can promote your projects at the Realm667 on your own. How? Simply use our form at http://realm667.com/index.php/en/home/submit-news (can also be found throuh the top menu "News > Submit News") This is meant as a way to add more functionality and activity to the front page of the Realm667 and to make it easier for modders to submit news. We are looking forward to your interactive exchange with the community :) Best regards, Torm & Team
  22. Tormentor667

    Promote your projects @ Realm667

    Thanks for the hints, I just fixed all that and it should work now without any further trouble :)
  23. Tormentor667

    Mayan style wads?

    Blade of Agony's Operation Astrostein
  24. Tormentor667

    [Blade of Agony] Gameplay survey | p7

    @pulkmees - For the last problem you encountered, can you share coordinates? @invictius - First is Paris (C1M5), second is Astrostein (C2M0_A)