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About RiviTheWarlock
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https://rvwarlock.neocities.org
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doom but the water is actually piss
RiviTheWarlock replied to The Final Event's topic in Gameplay Mods
we found the culprit -
doom but the water is actually piss
RiviTheWarlock replied to The Final Event's topic in Gameplay Mods
is this compatible with brutal doom -
doom but the water is actually piss
RiviTheWarlock replied to The Final Event's topic in Gameplay Mods
truly a -
(NightDive's Doom) Curated community list of Classic Doom mods
RiviTheWarlock replied to Redneckerz's topic in Doom General Discussion
Heres me: https://mods.bethesda.net/en/doom_doomii/all?author_displayname=Shogun_Turtle890 Started by uploading fuckin Speed Weed 2 -
DARKZONE RC1 | [Boom, Software Renderer]
RiviTheWarlock replied to RiviTheWarlock's topic in Community Projects
Hotfixed, still keeping it on RC1 for now, but the download link has been updated with the new version with MAP12 fixes. -
DARKZONE RC1 | [Boom, Software Renderer]
RiviTheWarlock replied to RiviTheWarlock's topic in Community Projects
What port are you guys playing in? I haven't had this issue softlock during testing, maybe something broke along the way -
DARKZONE RC1 | [Boom, Software Renderer]
RiviTheWarlock replied to RiviTheWarlock's topic in Community Projects
It's included, I edited the post for clarity -
==== DARKZONE ==== IWAD: Doom II Target Port: DSDA Doom Tested Ports: DSDA Doom Complevel: 9 Port Requirements: Boom, UMAPINFO ==== ABOUT ==== DARKZONE is a community project with the gimmick of being, well, dark. Now you might be thinking, "Wouldn't it suck to play maps cloaked in darkness?". Well, that's where this project's special sauce comes into play! This project comes bundled with @Mussi's SoftFX texture patch, allowing for bright map style effects in non-ZDoom source ports, so now you can see the bad guys' eyes in the dark! SoftFX is one of the cooler things I've discovered in Doom, but it's criminally underused, and this mapset hopes to solve that issue! Mapping work has been done on and off in the background for the past two years, and I'm very proud of the work our mappers have put out. DARKZONE includes 21 original maps for you to sink your teeth into with various different styles and gameplay elements. Fair warning: this set gets really tough towards the end, make sure to bump down the difficulty if you're having too much trouble! ==== SETTINGS ==== Jump: No Crouch: No Freelook: Please Don't WARNING: SoftFX is designed for software renderer! A port's hardware renderer may break the effect! === DOWNLOAD === CREDITS: Screenies:
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RiviTheWarlock changed their profile photo
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150 Line Massacre: The Golden Skulls (Vanilla Megawad, now on idgames)
RiviTheWarlock replied to NinjaDelphox's topic in Map Releases & Development
Always down for more of (x amount of lines) massacre series -
[GZDoom-only beta] Dwelling - A giant, nonlinear MBF21 challenge map
RiviTheWarlock replied to KeaganDunn's topic in Map Releases & Development
holy shit shades of azure two -
Planar Havoc [MBF21] - Episode 1 Alpha
RiviTheWarlock replied to RiviTheWarlock's topic in Map Releases & Development
=== Planar Havok Episode 1 Alpha 2 Hotfix 1 === * Small code tweaks and fixes * Bullet casings / shells now despawn after a period of time * Map 5 balancing updated on HMP and below * Removed Fred Clegg Hotfix has been bundled into the Episode 2 build... speaking of which... Episode 2 Screenshots: Episode 2 is about halfway done, currently around 2.5 maps and 25 - 30 minutes of content. 1 new enemy will be introduced in the first level. I am also still taking feedback on Episode 1, so feel free to report any bugs or balance suggestions, though any minor tweaks will probabily be bundled with the Episode 2 build and released alongside it. No definite ETA on Episode 2, but it should be done by the end of the year at the latest (hopefully). I do want to step up the gear with this project, because at the current rate it will be released by 2030... Expect another update when I have some screenshots to show of Map 9. -
[MBF21] SPEED WEED 2 - 4/20 Edition
RiviTheWarlock replied to RiviTheWarlock's topic in Map Releases & Development
I accidentally posted this in the wrong section and I can't figure out how to delete it which is honestly fitting for this project. -
Some goofy slaughtery levels for the Doom 2 IWAD made by me and @Major Arlene. The highly anticipated sequel to Speedweed 2023. Made for a discord group. Custom stuff based on the Planar Havok dehacked code. They have not been extensively playtested or balanced. Feel free to play in whatever is the most fun, but the maps were made with pistol starts in mind. Download "Speed Weed": /idgames Doomshack Requires DSDADoom or any MBF21 friendly port, -complevel 21. Screenshots: https://ibb.co/8YNC9sG https://ibb.co/YpTLSXc https://ibb.co/vHdmNR5 Maplist: 01 - Hemptagrams by @Major Arlene 02 - Clusterfuque 03 - Smonk Temple 04 - Go Read a Fucking Book 05 - Say Gex 31 - The Descent 7 32 - the wizard police are after me Credits: // Mapping Major Arlene Rivi the Warlock // Weapons - Rifle Sprites based on Chopblock's work, touched up by a1337spy, Hyperultra64, and Sledge. - Axe Port of Xaser's Axe from Heartland Sprites by Neoworm - Shotgun Sprites by Captain J - Chaingun Sprites by Doomkid // Monsters Mini Archvile Sprites from Kaapeli based on the Helion Green Chaingunner sprites by id Software, edited by Peter Lawrence https://www.youtube.com/c/PeterLawrenceYT/ - Monster Code and Sprites from Xenaro et al.'s Hordamex Melee Revenant Cyberbaron Suicide Bomber https://www.doomworld.com/forum/topic/130154-hordamex-10-is-out/?tab=comments#comment-2516808 // Other - Gore and Casing Code from Smooth Doom MBF21 by Alaux https://www.doomworld.com/forum/topic/133318-smooth-doom-on-mbf21-dsdhacked-standard-edition-v5-and-classic-edition-v3-released/ - Warning sign and map 31 inspired by GOODWAD https://www.doomworld.com/forum/topic/135456-mbf21-goodwad-speedmap-compilation-final/?tab=comments#comment-2636680 // MIDI Title - Sweet Castle from Omori Intermission - sea shanty 3 Map01 - Oops All Bongo by Jimmy Map02 - Streetwize from Jazz Jackrabbit 2 Map03 - Jazz Castle from Jazz Jackrabbit 2 Map04 - Title Theme from Doom 64 Map05 - Closer by Nine Inch Nails Map31 - Snake Eater from Metal Gear Solid 3 Map32 - Everybody Wants to Rule the World by Tears for Fears
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[Vanilla] [Doom 1] (Episode replacement) Grejsimojs (On /Idgames now)
RiviTheWarlock replied to Alper002's topic in Map Releases & Development
i leik teh ratte -
[CP] [DSDA CL2] Super Doom TV - [RC1]
RiviTheWarlock replied to Lorcav's topic in Community Projects
Well it's all complevel issues so the map is kind of fucked. Unless you want to arduously go through and make everything a self-referencing sector, and even then that would break the light bridge effect. The entire map is using Boom features because that was the intent of the map. I don't remember the comp level ever being specified, and a I obviously can't check that original version of the post. Of course it could just be I fucked up and made the map in Boom w/o thinking about it. Either way the map is probabily going to need to be withdrawn from the project.