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Everything posted by BedrockCastle
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[/idgames] UAC Storage Surplus Project - MBF21 Crate Maze Madness
BedrockCastle replied to Quill's topic in WAD Releases & Development
Please do. My map is nearly complete, but I'd greatly appreciate a bit more time. -
What was the first map you played that completely broke your will to live?
BedrockCastle replied to Gougaru's topic in Doom General
Scythe 2 MAP27: Afterlife II -
Read the room, dude
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This is fucked beyond belief and I wish I could donate to the GoFundMe. My God.
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[Community Project] Doom 2 Minus Doom (30 maps complete!))
BedrockCastle replied to janiform's topic in WAD Releases & Development
Can I claim MAP01? -
We talking specifically commercial Doom? Into Sandy's City, then.
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Maybe try "Rowdy Rudy's Revenge" and "Rowdy Rudy 2: POWERTRIP!". Very unique WADs.
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[Community Project] - Release candidate 3 available! Alphabet Doom, for Doom 2 limit-removing
BedrockCastle replied to aRottenKomquat's topic in WAD Releases & Development
Don't bother - the problem is fixed. All the enemies teleport in on Default now. I'm updating the download link in the original post right now. -
[Community Project] - Release candidate 3 available! Alphabet Doom, for Doom 2 limit-removing
BedrockCastle replied to aRottenKomquat's topic in WAD Releases & Development
I just played through it with Default compatibility, and that is the issue as far as I can tell. Only one teleporter works on that setting. -
[Community Project] - Release candidate 3 available! Alphabet Doom, for Doom 2 limit-removing
BedrockCastle replied to aRottenKomquat's topic in WAD Releases & Development
Go ahead, if you wish. -
[Community Project] - Release candidate 3 available! Alphabet Doom, for Doom 2 limit-removing
BedrockCastle replied to aRottenKomquat's topic in WAD Releases & Development
Hey, @RED77 and @Rabbid - I just tested my map in GZDoom with Doom (Strict) compatibility, and all the teleporters worked fine. @aRottenKomquat didn't have the issue either, so I think this is a problem on your ends. Are you sure you're using the right compatibility settings in GZ? -
[Community Project] - Release candidate 3 available! Alphabet Doom, for Doom 2 limit-removing
BedrockCastle replied to aRottenKomquat's topic in WAD Releases & Development
Noted. I'll try to fix that soon. -
What's something about Doom you absolutely love?
BedrockCastle replied to zzzornbringer's topic in Doom General
Garbage 90s WADs. Dead serious - I've always found a lot of enjoyment in playing through mid-1990s trash. -
[Community Project] - Release candidate 3 available! Alphabet Doom, for Doom 2 limit-removing
BedrockCastle replied to aRottenKomquat's topic in WAD Releases & Development
Map Slot: 11 (K) Map Name: 'Kay, Then Mapper Name: BedrockCastle MIDI Name: "John the Fisherman" by Primus Screenshots: -
What is the most memorable midi you've ever heard in a doom map?
BedrockCastle replied to StarSpun5000's topic in Doom General
"The Temple of Judgment" by Petter MÃ¥rtensen from Hell Revealed II MAP15: The Path II -
[Community Project] - Release candidate 3 available! Alphabet Doom, for Doom 2 limit-removing
BedrockCastle replied to aRottenKomquat's topic in WAD Releases & Development
Could I get "K"? -
[Community Project] Thirty Monsters Challenge 2: Thirty Aliens (Beta compilation is up!)
BedrockCastle replied to dac's topic in WAD Releases & Development
I'd like to submit something. -
[COMPLETELY closed to new submissions now, thanks for mapping!] 10 LINE MASSACRE: It's releasing 01.09.2023 guys I promise :(
BedrockCastle replied to NiGHTS108's topic in WAD Releases & Development
Here's my submission Title: Depraved Decuplet of Lime Linedefs Music: "Goldenrod City" from Pokemon Crystal (if the MIDI selection here is too silly, let me know) Build time: 30 minutes Screenshots: -
[COMPLETELY closed to new submissions now, thanks for mapping!] 10 LINE MASSACRE: It's releasing 01.09.2023 guys I promise :(
BedrockCastle replied to NiGHTS108's topic in WAD Releases & Development
This project is absolutely depraved. I'll submit something. -
What's something about Doom that you absolutely hate?
BedrockCastle replied to Reaper978's topic in Doom General
TNT: Evilution -
Negative Three: Come and See! (Social Experiment Community Project)
BedrockCastle replied to AtticTelephone's topic in WAD Releases & Development
https://drive.google.com/file/d/1ps110y0LN6cNoiDuUlXi1snwCH4TIGzN/view?usp=sharing MAP03: I added some stairs leading up to the red key, and two monster closets open when it's grabbed. Screenshots: Side note: I quite like how on MAP03 it's completely silent and devoid of opposition until you get the red key. It creates a bit of suspense - I hope that it remains that way. -
[/idgames] UAC Storage Surplus Project - MBF21 Crate Maze Madness
BedrockCastle replied to Quill's topic in WAD Releases & Development
I played through this map, and it's very fun! I just want to point out this poor trapped shotgunner: As for my contribution, it's coming along well so far. -
[/idgames] UAC Storage Surplus Project - MBF21 Crate Maze Madness
BedrockCastle replied to Quill's topic in WAD Releases & Development
Interesting idea. I'll probably submit something. -
[Community Project] Mosaic, Post your map here asap
BedrockCastle replied to Szymanski's topic in WAD Releases & Development
Very unique concept! I think I'll have a go at this. -
Guardian looks like something straight out of Morrowind and I love it!