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About Ryath

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  1. Ultimate Doom > Doom 64 > Doom 2 > Doom 3 > Doom 2016 > Final Doom But they're all wonderful and I don't dislike any of them.
  2. I've been able to record fullscreen Doom 2016 gameplay in both OBS and Shadowplay without any trouble.
  3. Tried the process twice now on two separate computers, running all three demos through the utility, and replaced all of them in the WAD. DEMO1 plays fine, but then DEMO2 gets stuck in the first rocket "course" area. If I play the demo outside the WAD with -playdemo, it plays out correctly -- which is that it gets past the first two blue barriers, brings down the third one, but then I die on the way back to it.
  4. Did you test it out specifically on the UnNecessary demos? I ran it on all three and the second one still desyncs -- though it desyncs at a different point. So... progress?
  5. It's been a hot minute, but here's a proper release candidate of UnNecessary. I rushed the last version out with some pretty serious bugs, but everything seems to be in working order this time with just one exception: I wasn't able to fix the desync in DEMO2 in vanilla/Chocolate. It'll play properly in most other ports, though, so I'm willing to live with it. But if anyone smarter than me wants to give it a shot, I wouldn't look a gift horse in the mouth. Anyway, if you were too busy over the holidays to check out this big dumb WAD, now's your chance!
  6. Big announcetime! I've been talking with the incredible @Jayextee about doing some art for the TITLEPIC -- and he has delivered in spades! It'll get scaled way down once it goes into the WAD, so I wanted to post it here for you all to see it in its splendor! Are you hype yet? Because you should be. PS: Jay you are the best.
  7. Hey all! Late to the thread, but I wanted to congratulate all the Cacoward winners. There were some incredible WADs this year, including two of my all-time favorites: lilith and No End In Sight. I'm sure we can all nitpick the selections, and if I'd written the awards I'd probably have chosen different WADs. Every year, there's a WAD or two that had a profound impact on me that doesn't make the cut -- and you know what? That's okay. If a WAD wins a Cacoward, it means it affected someone in a profound way, and that's really all that matters. It's the same if your WAD didn't win, or someone else's didn't when you thought it should. Did you make a WAD this year? Then you already won! You did it! You dreamed something up and made it a reality! That's incredible. And I guarantee if you've shared it, then someone enjoyed it, was impacted by it, or was even inspired to make something of their own because of your WAD. If you're that player who really loved a WAD but was sad to see it didn't win -- tell the creator how much you loved it. Hearing stuff like that can be just as rewarding as winning a Cacoward. I mean, I opened up this thread and saw this: And it legit almost made me cry... because who needs a Cacoward when you hear from the creator of one of the coolest projects in years that something you made helped to inspire that cool project? Point is, you're all winners. Don't let anybody tell you your WAD isn't worthy, and don't ever think you're not doing good work. We have one of the most creative and awesome communities I've ever seen, and I love y'all.
  8. Thanks to both of you for such a quick answer! Can I play idiot for a second and ask how I'd go about inserting tics into a demo? And doing so wouldn't cause problems in ports that have corrected the desyncing issue? Okay! I can put off release for a bit if it means getting some more feedback from you folks.
  9. There was one secret in Beta 1 and now two after Beta 2. And yeah, it involves revenants... I don't really understand why the demo would work just fine when played outside the WAD though. Weird. Hey Albertoni! Real life takes precedence over my dumb maps. I totally understand if you don't have the time. Don't worry!
  10. New version is up just in time for Doom's birthday! This is essentially feature-complete, with all difficulty settings, co-op starts, and demos in place. I was going to call it a release candidate, but I'm still missing a title screen (in the works!) and for some reason the second demo doesn't work correctly. It runs fine if you play it as its own thing, but once I included it in the WAD it started to desync. Anyone know what's up with that? Hopefully one more round of testing and then this big mess of a WAD will be behind me! Speaking of which, where're my playtester Usual Suspects? Paging @Voltcom9, @Albertoni, and @bzzrak. Please report to the front desk. You sure you were checking the right version of the WAD in DBX? I opened it in ZDoom, DB2, and DBX and they all say two secrets.
  11. Oh gosh do I love 100 linedef maps. These look awesome!
  12. Happy Thursday! Guess what time it is! New beta time! Aside from fixing some of the issues y'all have pointed out, the main focus on this version was filling out the secrets. There are new secrets in EVERY map. I still haven't addressed difficulty settings or multiplayer starts, but those are next on the agenda. Check the OP for a complete list of changes. PS: I've made some significant changes to Map26 in the hopes of making it less frustrating. (You can thank Noisy for me not cutting it altogether.) The second barrel barrier is pretty easy now by my estimation, and the third one includes a way of cheating it if you find the secrets. But let me know what you think.
  13. Just want to point out one thing here. You kind of imply that this and your previous map are for ZDoom, when it doesn't seem like there are any ZDoom features in either map. You can turn off potential players by suggesting port exclusivity, and on top of that, it's often very worrying to see new mappers mapping for ZDoom because they tend to get wrapped up in fancy ZDoom nonsense without learning the basics of mapping first. That's not the case here, and I'd suggest just taking a little extra time and testing your maps out in a few different ports.
  14. That would be great if you could take a look in DB. I'm not sure what hole you mean. 1,3,4) I'll look into those. 5) Spot on. Already made that change in the current build. 6) I don't think there's any way to do that with the way the invisible walls work right now, but that comment made me realize I could probably do away with most of the raised area, leaving just the bit that prevents you from entering. 7) I'm hesitant on this one. Any time I tested the map I found the 2nd barrel only took a couple tries and the 3rd one took at least a dozen. Can anyone else comment on this? @NoisyVelvet? Yeah, you're punished with an arch-vile and likely some resurrected enemies. I wanted you to be able to get one or two wrong and still survive. The idea was to force you to use a rocket launcher in an arena so small you can barely avoid the splash damage. Was it anticlimactic in difficulty or just concept? It seems like one of the harder maps in the WAD for most people I've watched play it. Yeah, that can happen. I figure randomness is often a factor in Map30s, so I was willing to let it slide.
  15. How dare you. I'll have you know those walls are GOLD. I would recommend the heck out of it. Personally, I like it way more than Wolf3D or RotT.