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Vermil

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Everything posted by Vermil

  1. Vermil

    Your favourite sound in Doom

    I've always been partial to the weapon pickup sound. But all the sounds rock.
  2. Vermil

    The game you want to make/be made, that can't

    Toshinden 5, Toshinden next, another Toshinden game basically.
  3. Vermil

    Blasphemer discussion

    The elk could make a decent Weredragon replacement?
  4. The Orcs and elves 1 was released on the Nintendo DS.
  5. Vermil

    Do you know some obscure 1990's PC games?

    Good old Island peril.
  6. Vermil

    Things about Doom you just found out

    It's probably there to make players run out to get it, then turn around and see the secret ledge.
  7. Too many moving sectors? https://doomwiki.org/wiki/Moving_platforms_limit
  8. Vermil

    PowerSlave Exhumed Released

    Interested in a physical copy. Please let us know when it happens :)
  9. Vermil

    Do you know some obscure 1990's PC games?

    Terminal velocity had two sequels: Fury3 and Hellbender.
  10. Vermil

    Do you know some obscure 1990's PC games?

    EDIT: Delete me.
  11. Vermil

    What's the point of separate menu button images?

    Well, I believe Doomsday and Risen3D both do. Some ports also include less/more options than Vanilla in their main menus.
  12. Vermil

    What's the point of separate menu button images?

    Some ports apply additional visual effects to the menu button images, such as glows, to indicate they are highlighted.
  13. Vermil

    TNT 2: Devilution (Second beta released)

    One tiny oversight on Map19. Mancubus can use the teleporter that leads to sector 32 and become stuck because the destination spot is too near a monster can't cross line.
  14. Vermil

    TNT 2: Devilution (Second beta released)

    A great mapset. Though I don't think it reminds me personally, of TNT though.
  15. Vermil

    What is the purpose of the COMP_01 flat?

    In Doom1, it is used: E2M2: The ceiling of the chaingun room. E2M6: The ceiling of the light amp googles room. E2M7: The top of the COMPUTE1 block in the blue area. In Doom2, it is used: Map08, As the undersides to ceiling COMPSTAx walls in the secret area bottom right. Map13: The floor of the rocket launcher pedestal on Map13.
  16. Vermil

    Corridor 7: Alien Invasion TC

    Hi. The DRD team links are indeed long dead, but the mod can still be downloaded from the Wolfenstein goodies page along with many other Wolf3d themed Doom mods. http://www.wolfensteingoodies.com/doommodsandclones/w3dindoom2/w3dindoom2.htm
  17. "Corridor 7: Alien Invasion" was a game made by Capstone Software in 1994 using the same engine used to power ID Software’s Wolfenstein 3D. Corr7TC aimed to "reimage" Corr7 on the Doom engine using the Doomsday source port, specifically a stand alone version of Doomsday v1.8.6. The aim was to add more variety to and polish the original games game play, whilst keeping the spirit of the original game. I suppose it's a sort of a remake using the original games resources. And here is the download link: http://files.drdteam.org/index.php/files/get/ZBt9DjTnNk/c7tcv12.zip EDIT: 05/12/14 Crept in to this old thread to say that the above link is long dead and that the TC can now be downloaded from here: http://www.wolfensteingoodies.com/doommodsandclones/w3dindoom2/w3dindoom2.htm ###CORR7TC INSTALLATION### 1. Unzip somewhere keeping folder paths intact. 2. Place your Doom2.wad (not supplied) in "Data/JDoom" 3. Run Corr7TC.bat (it runs JDoom.exe with a couple of suitable command line options) ###CORR7TC STUFF###*All the single player maps including secret and death match maps from the Disk and CD versions of Corr7. *All the bad guys and weapons from the original Corr7, except the mines as I ran out of weapon slots (I personally never used them in Corr7 anyway and they seemed out of place in such an FPS. *All the Music from both the Disk version in midi format, courtesy of Adam Biser. *Reconstructed CD maps; Capstone evidently were aiming for a certain style with the original maps. But the end results were simply not that much fun to play. I have reconstructed (i.e. heavily modified) the maps in an attempt to improve their game play while still staying true to Capstone's idea for them. *Rebalanced bad guys and weapons to add some variety; in the original game most of the weapons and bad guys have such similar stats that they might as well have been the same bad guy or weapon. *Pretty much every feature of Corr7 is present in the TC in some way from ammo dispensers to health chambers. *Most levels have one or two of about 8-9 simple objectives inspired by Corr7's plot. *Lighting, dynamic lights and a bunch of other visual stuff Doom and Dday can do that the Corridor7 engine couldn't. *Customizable visuals; switch on/off lighting, coloured lighting and plane textures with the bank of switches on each map.###SCREENSHOTS### ###MULIPLAYER### Corr7TC comes with retooled versions of all eight of Corr7's death match maps; they can, unsurprisingly, be found on Map01-08. Map09 features a second version of DM Map 1 that is a bit closer to its, erm, "inspiration". The original Corr7 supported up to 8 players and Dday 1.8.6 supports 16. However I don't think any of the maps are really large enough for more than 4 players. Like the original game, there is no Co-op in the TC. ###KNOWN ISSUE### Certain Infine (on screen pop-up’s) intentionally take's keyboard control and mouse button control away from the player whilst being displayed. However they do not disable mouse movement or any button commands already being entered before the pop up appears, due to an oversight by Doomsday Engine's developers. This allows players to move around using the mouse, whilst these pop up's are being displayed, when they shouldn't. Still this can't really be taken advantage of since one is not going to get far with their fire, use (open door's etc), strafe (side step) etc button's disabled. ###WHY STAND ALONE?### Its stand alone, not because of heavy source modifications to Doomsday, but because it leans heavily on a small modding feature added in the 1.9 Betas of Doomsday. However the 1.9 Betas are, as of writing, in no state for running non Vanilla Doom mods on. Hence I had no choice but to back port the feature back to 1.8.6 and in the process make the mod stand alone. Which of course means the TC doesn't look quite as good as and lacks a couple of features it could have (1.8.6 is after all getting on in years now, both visually and feature wise). Once the 1.9 betas become more suitable for mods, I might release a standard Doomsday mod version of Corr7TC. ###CORR7TC SLIDE SHOW PACK### http://files.drdteam.org/index.php/files/get/QphLmKVyI7/c7tccs12.zip EDIT: 05/12/14 Crept in to this old thread to say that the above link is long dead and that the TC can now be downloaded from here: http://www.wolfensteingoodies.com/doommodsandclones/w3dindoom2/w3dindoom2.htm Included in the above optional PK3 add on for Corr7TC, are slide shows made out of Corridor7: Alien Invasion's four cut scenes: 1. Spinning Capstone Logo when one starts the game 2. Introduction 3. Disk version ending 4. CD version ending Bear in mind that these are extremely memory intensive; making a slideshow with the animation of a cut scene is, er "inappropriate" to say the least. But I decided to include them any way I could, out of completeness. Too install, place the included PK3 in "Data/JDoom/Auto" where the main Corr7TC.PK3 is. Then run Corr7TC.bat as one normally would to start Corr7TC. ###CORR7TC MP3 MUSIC REMIX PACK### http://files.drdteam.org/index.php/files/get/EvFjvQK48y/c7tcmu12.zip EDIT: 05/12/14 Crept in to this old thread to say that the above link is long dead and that the TC can now be downloaded from here: http://www.wolfensteingoodies.com/doommodsandclones/w3dindoom2/w3dindoom2.htm This optional add-on contains remixes of 11 Corr7 tracks by Alextheuser. These are proper remixes, not just the tracks with non synth samples. I've labelled it "v1.2" to remain consistent, even though in reality the add-on's, are not linked to any version of the TC. Install instructions are the same as the Slide Show add-on.
  18. Vermil

    [ SOLVED ] Weird thing with GZDoom 3.5.1 Legacy

    E1M3 has the secret exit to E1M9. Maybe you went through different exits on each playthrough?
  19. EDIT: Please delete me.
  20. Vermil

    Vanilla Map Progression

    There is no way to expand or add episodes to Vanilla Doom 1. On a related note, you can fudge shorter episodes in Vanilla Doom1 by taking map progression through the secret map earlier than the original vanilla maps.
  21. I don't think it is possible at Boom level. I think the best that could be done is using Dehacked to make either a new variant of either the Chaingunner without a raise state (or it's last death frame automatically goes into the teleporter fog states), or a new Archvile without the ability to ressurect.
  22. Vermil

    Question about TNT's textures

    An unanimated variant of the spider web texture is used in the brown maze/spiral on Mount pain.
  23. Vermil

    Incision

    The maps look pretty flat and open.
  24. Vermil

    Trouble with infighting (hitscan)

    With A_SkullAttack I believe you define the damage in the mobj definition itself. Zero it and A_SkullAttack should deal no damage, but will also cause the demon not to infight. Default { Health 150; PainChance 180; Speed 10; Radius 30; Height 56; Mass 400; Damage 2; //Horns = pain. I say no more SeeSound "demon/sight"; AttackSound "demon/melee"; PainSound "demon/pain"; DeathSound "demon/death"; ActiveSound "demon/active"; Obituary "%o was gored by a Mauler Demon."; HitObituary "%o was mauled by a Mauler Demon"; Monster; +FLOORCLIP }
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