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About Krankebok
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Warming Up
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I was boring so i made a door texture from the Final Doom box.
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No, but i live really close to the Belgium border (15 min by car).
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I'm from the south part of the Netherlands
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If you like vrack styled space station maps and you're playing in gzdoom check this. https://www.doomworld.com/idgames/levels/doom2/Ports/g-i/interstellar and
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Finally on idgames now! https://www.doomworld.com/idgames/levels/doom2/Ports/g-i/interstellar This is a huge long tough singleplayer 1 map space station wad, especially on UV wich is recommended for veteran experienced doomers. They're a few modifications I made on certain monsters/weapons like: -Lost Souls are 50% les tough but are behave a way more agressive. -Baron's are faster and more agressive and shoots faster plasma balls. -Cyberdemon is 25% tougher and his rockets flies 25% faster and flies out his rocket launcher instead of his dick. -Turned the WolfSS in to a regular machinegun zombie with a slightly faster fire rate. -Added a Nightmare Imp, wich is way more agressive and faster than a regular imp and also difficult to see, especially in dark areas. -Added a Nightmare Spectre wich is also faster and more agressive than a regular spectre or pinky. -SSG have a slighty narrower bullet spread, so it is a bit more effective on a greater distance to an enemy. -Added a sniping machine gun. -Chaingun looses his first sniping shot but have now the same power as the spiderdemon's chaingun;). -Your rockets are now seeking just like the revenant's one. -Plasma Gun's fire rate is slightly less (same as from psx doom and doom 64), but shoots faster and stronger projectiles. Enjoy:P Runs on GZDoom with true color mode on.
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oops yes i see it...
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I removed the edges of the bstone lighttube textures because it looks indeed a bit odd. I also make different colortubes variants of the duke3d blue one and added a few edititng darkforces comp textures wich i think looks nice.
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my custom decorate props, edited blake stone textures in 128x128 and some editing rebel moon textures.
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Hitscanners do the same damage as normal but i made the fireraid of the machinegunner slightly faster than that of the wolfss wich he actually is. Your own chaingun have now the same power of the spiderdemon's chaingun (you can turn down a baron in no time) but looses his snipershot. Instead the machinegun is now the sniper one, on every shot. The ssg have now a slighty narrower bullet spread, so its a little more usable on a greater distance. I also modified the plasma gun and rocket launcher a little bit. Plasma gun's fire raid is slightly lower (same as psx doom and doom64), but with stronger and faster flying projectiles. Your own rockets are now tracer rockers just like the one from the revenants (ideal for caco's). Some monsters a way more agressive than normal, like the lost soul (wich have now 50hp instead of 100) and the baron. Cyberdemon shoots 25% faster rockets and have now 5000hp instead of 4000. Nightmare imp and nightmare spectres are really terrifying. Surrounded bij 4 nightmare imps can tear you down in seconds, even on full health and armor.
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In the first part of the map you 're running out of ammo easely when you're not spare enough, especially till the blue door section but when you progressing further in the map small doors in the big center room where the 3 locked doors are opened wich contains ammo and in 1 of them lies a backpack too. Many goodies are stored in secrets wich most of them are not too hard to find i think. And yes you must backtrack for ammo and or health sometimes, and in the later parts of the map it become very challenging, especially on UV but it is doable to complete the map with 100% of everything.
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Get it from here: https://www.doomworld.com/idgames/levels/doom2/Ports/g-i/interstellar