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l11l1VeNoM1l11l

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About l11l1VeNoM1l11l

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  1. l11l1VeNoM1l11l

    Doom 32X Resurrection

    I hear you there, however...this port is really making its rounds all over the internet. I've seen a ton of coverage on gaming websites and Youtube. It's pretty impressive. Obviously you won't make any money, but the recognition is worth it alone with what you've already done. So...good job lol. I think there's something about what you're doing here with an extinct game console with a huge cult following - on a title as important as Doom - that just blows providing support for basically any other free game right out of the water in terms of coolness and bragging rights...or even resume building. I think it's ultimately the fact that it was originally such a disappointing port of such a huge title and it's now arguably the best game for the system. Also the fact that the 32x has always been a huge pain in the ass to work with. I think this is a huge accomplishment.
  2. l11l1VeNoM1l11l

    Doom 32X Resurrection

    Yeah, I get that lol. I could get an 8bitdo controller, I just like to keep my hardware original and authentic. Then again, this port of Doom is anything but that anyway, I guess.
  3. l11l1VeNoM1l11l

    Doom 32X Resurrection

    Thanks for the update, Vic. The changes are all very welcome. The only thing: I think strafing should be mapped to A & C. I know that sounds weird - but it allows the player to easily fire with B while circle-strafing. Or of course just make the controls fully customizable, but something tells me there's something technical holding you back from doing that or you would have already.
  4. l11l1VeNoM1l11l

    Doom 32X Resurrection

    1.) Fair enough. What I was hearing may have been because the sound emulation was set to 22050Hz - I just checked. I was also wearing Apple Earpods while playing it on my laptop. I'll have to hear it on my home theater system. 2.) Awesome. Glad it's not just me. 4.) You're right. I just played through some levels and changed between low and high framerate and it made no difference other than exactly what it says it does lol. I thought the Cacodemons especially were much quicker with it cranked, but no - that's just how 32x Cacodemons are.
  5. l11l1VeNoM1l11l

    Doom 32X Resurrection

    Just finished it using Kega Fusion! Man, this was a blast to play through and I couldn't believe what I was seeing the whole way through. Infighting, 8-sided enemies and the improved lighting...an of course the improved soundtrack. It's just insane that it's all running as well as it is. There are very minor issues I'd like to address that I would imagine should be simple to implement, at least relatively. 1.) E1M7's music sounds god awful. It is the only track in the game that doesn't sound amazing. The lead guitar effect in this level is way too shrill and farty. I would suggest putting 'Sign of Evil' back in E1M8 and putting the track currently in E1M8 into E1M7 and the one or two other levels it repeats in. Just trash the E1M7 track altogether. This is all assuming killing E1M7's track would create enough space for E1M8's. 2.) The Always Run option, if enabled, also increases the turn speed, making it very difficult to aim. I prefer Always Run, but it just wasn't really usable because of this. 3.) It would be great to have a fully customizable 6-button option. This game would handle awesome with improved Auto-Run, strafe left set to A, shoot set to B, and strafe right set to C. Mode should be Area Map. Then X, Y and Z can be cycle weapons and action. This does eliminate a Run button, so maybe button combinations could be implemented as well? 4.) I think someone mentioned before that the Framerate option seems to just speed up the enemies' attacks. I actually love this - I would just rename it from "Framerate" to "Enemy Aggression" or something. And that's all I have. Great work and can't wait for the next update (if there is one planned)!
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