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slowfade

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About slowfade

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    average w1 lower floor to lowest floor (changes texture) enjoyer

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  1. slowfade

    Crispy Doom 7.0 (Update: Aug 09, 2024)

    Is there a way to toggle on cheats on nightmare difficulty? Some parameter perhaps? It'd help so much with some routing.
  2. Congratulations for reaching this point and good luck for the final stretch. Not much left. This is going to be good!
  3. Congrats again! It must've been a massive effort to get this into its finished state. Can't wait to see speedrunners filling the tables with UV-maxes and pacifist runs.
  4. slowfade

    Ultimate Doom demos [-complevel 3]

    That's a really good time! I feel so annoyed for not posting my 1:05.17, which I got back in February, soon after getting my E2M3 nightmare-stroller... I got it fairly easily because I had just run the map about 5000 times on nightmare. But I kept forgetting and now it's too late.
  5. slowfade

    Ultimate Doom demos [-complevel 3]

    So smooth! Love it when a door is made just in time.
  6. slowfade

    Speed of Doom demos [-complevel 9]

    I watched the demo in two sessions sometime back, and it is quality, no doubt about it. I hadn't played this wad before, in fact I thought it was one of those quick wads where a map centers around a gimmick and consists of a few sectors that aren't textured properly -- which I generally don't like. But wrong I was. This is a pretty cool wad, with a number of interesting battles. I died constantly, and eventually just ploughed on with cheats. I played before watching the run, in order to appreciate it better, and for a wad as difficult as this is, 2h 41m is really strong.
  7. Excellent megawad! Played it in two sessions, E1 and E2 yesterday, E3 and E4 today. Sometimes something simpler than the monolith maps of today is very much in order. Although these maps can be called simpler only in terms of playtime length, not otherwise... Perfectly flowing, action-heavy vanilla Doom 1 maps aren't that easy to make. From a mapper's point of view, these are case in point how much can be achieved with well-balanced sectors, light contrasts, good texture choices, and a decorative flourish here and there. These are really, really good maps. I didn't get lost almost at all, which is rare. E3 was my favorite perhaps, but maybe the combat in E4 was the best. Also, bonus points for the cool end pictures!
  8. slowfade

    Ultimate Doom demos [-complevel 3]

    In my mind I was joking that at this rate we'll have E1M7 by next weekend and we actually do, now. Incredible, once again. Such beautiful movement! Some scary moments with 3% and 8% health. Did you keep a mental count with all the monsters, like knowing which room has which left, or did you just go around and see? The ending was great, with all the precision and safety before it, just going for the exit... So good to see these strollers done. This inspires me to get more technical (and patient) with my strolling. I feel like Vytaan and Ancalagon have just upped the game in the past month! E1M9 next week? Also, cool stroller Tobby! Very clean.
  9. slowfade

    House of Dead Skin [single map, -cl21]

    Interesting. Why is that? Anyway, it's an incredible map! I noticed it when it was released but couldn't play until recently. It's almost ridiculous how it just goes on and on in every direction with cool ideas and self-coherent texturing everywhere. I finished the map but still had half of the monsters left, hidden away somewhere. So I'll need to revisit it some day. I also feel unwell reading this took about 2 months while I've used twice that time for a couple of thousand linedefs of relatively bad looking rooms.
  10. slowfade

    Ultimate Doom demos [-complevel 3]

    Slow and steady won the race again, it seems! GG Vytaan. You make it look like it's easy to just walk around monsters and not get hit. Interesting strategies. That imp had some work to do! The end is positively frenzied compared to the rest of the run. I love the last strategy to just teleport the monsters away. I would've used that too.
  11. slowfade

    RealDOOM: DOOM Ported to 16-bit Real Mode

    Thanks for the update. I'm sure you'll be finding a cure for that 1.5% speed loss as the project advances. As said, better to have that accuracy of things looking just right even if it's a bit slower.
  12. slowfade

    Sunlust + Summer of '69 demos [-complevel 9]

    Nice. You're putting some serious effort into that run!
  13. slowfade

    Ultimate Doom demos [-complevel 3]

    Such a great stroller! Amazing to see this happening so soon after E1M3.
  14. slowfade

    Oversaturation

    Can't wait to see an UV-max. I died 18 seconds in.
  15. slowfade

    Ultimate Doom demos [-complevel 3]

    Now that's massive, GG Vytaan! That's the route I would've used too, or tried to, but I was too hasty and never got far. It seems an entirely different kind of gameplay is required, one of patience and lurking... I need to implement backwards walking more, it seems it's more or less mandatory for getting dodging and infighting right in a long demo. I'm impressed by the way you manoeuvred monsters back and forth. And two imps infighting! I didn't know that was possible! Anyway, very encouraging, this demo. The others won't be quite as impenetrable after this.
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